About this mod
Distributes the basic, ascendant and elite robes from the Creation Club mod "Necromantic Grimoire."
I recommend reading the detailed description for a thorough explanation.
- Requirements
- Permissions and credits
The mod (both of them, "VANILLA", and "MODDED") has two files: "NecromanticGrimoireBasic", and "NecromanticGrimoireElite."
Basic file affects the low level robes. The elite, the high level robes... like the elite necromancer robes.
(Optional files for "vanilla+ modded" games included in the download files).
The mod is mostly designed to work with modded setups of users who have different mods that add many necromancer enemies, like "Skyrim Revamped/Revamped Reveled", which are mods i'm using, and are the principal reason i made this mod, because not a single necromancer from that mod would wear the Necromantic Grimoire robes... And after further investigation, i realized why: They don't belong to the necromancer faction.
Technical stuff you may want to read:
This is the formula for the basic robes, which is quite simple.
Keyword = ActorTypeNecromanticGrimoire|*Necromancer
Keyword = ActorTypeNecromanticGrimoire|*Conjurer
Keyword = ActorTypeNecromanticGrimoire|*Necromage
Keyword = ActorTypeNecromanticGrimoire|*Nycromancer
Keyword = ActorTypeNecromanticGrimoire|*Electromancer
Keyword = ActorTypeNecromanticGrimoire|*Pyromancer
Keyword = ActorTypeNecromanticGrimoire|*Cryomancer
Outfit = 0x901~ccvsvsse003-necroarts.esl|ActorTypeNecromanticGrimoire|NONE|15/35|NONE|NONE|60
Any necromancer who have in their name "Pyromancer", "Necromancer", "Necromage", "Nycromancer" etc, etc... (you get it now), will get certain basic robes from the Necromantic Grimoire mod with a 60% chance from level 15 to 35.
"But, why are elemental
The fact that the robes come from a mod related to necromancers, in my opinion, doesn't mean elemental necromancers should not get any of the robes.
But if you don't like it, simply erase any of the keywords you don't like.
"I don't like elemental "mages" wearing these robes." -Delete these three lines in the ini:
Keyword = ActorTypeNecromanticGrimoire|*Electromancer
Keyword = ActorTypeNecromanticGrimoire|*Pyromancer
Keyword = ActorTypeNecromanticGrimoire|*Cryomancer
As far as i know, enemies in the vanilla game spawn with a certain level depending on your own level; you could be level 78 while playing in very easy difficulty and still get legendary dragons flying around. So this mod is not difficulty related... ever.
The formula for the second file is quite similar (from the levels 36 to 200, and with a 40% chance), but the main difference being neither Electromancer, Pyromancer or Cryomancer will wear the high-end robes (ascendant, elite, etc...) of the Necromantic Grimoire mod, due to the fact that these items are, in my opinion, completely related to the necromancers, unlike the basic models of the CC mod... But then again, that's my opinion, and you could edit the files and add some keywords to change things your way, which brings the next important point to clarify:
Customization.
Because yes, this is highly customizable; if you have a mod that adds a necromancer named "Nycro man", "Necrosuicidalmf", etc... you could add those to the keyword list, should you want them to wear the robes.
Examples:
Keyword = ActorTypeNecromanticGrimoire|*Nycro
Keyword = ActorTypeNecromanticGrimoire|*Necrosuicidalmf
Want to edit the % chance for any of the files? Change the last numbers (which are 60 for the "basic" file, and 40 for the "elite" file) of the lines in the INIs to whatever you want. If you want them to always use these robes, replace the 40/60 with a 100.
Example:
Outfit = 0x901~ccvsvsse003-necroarts.esl|ActorTypeNecromanticGrimoire|NONE|15/35|NONE|NONE|100 <----------- "100" instead of 40/60. Got it?
Vanilla+ compatibility.
I made another mod file which adds the right keywords and the "NecromancerFaction" setting to the outfit line, so every necromancer of the vanilla game will have a (probably higher than "vanilla") chance to get the outfits from the CC mod.
Even though i don't think this is necessary (the reason being it automatically just works by the mod author of the Necromantic Grimoire), it could be the case that one of you awesome people may want to add a 100% for the elite robes, or the ascendant, or all of the robes, instead of the "vanilla" setting the CC mod has... So this way, you can modify it however you want and with any chance for them to wear the robes. My whole point being, this is better than just playing the "vanilla" way.
Having wrote the faction inside the line, any necromancers that belong to this faction and also have in their name any right keyword stated, will get the robes. Any necromancer that doesn't belong to this faction won't.
Language compatibility.
In sasnikol's (one of SPID's creators) own words:
Different languages will not work when matching names. However other Keywords and EditorIDs will remain English so that would work, but matching a wide range of EditorIDs is harder.
Meaning if you have your mod in spanish, Italian, russian... (you get it now) this won't work, unless you change the keyword names in your own language, or just adding the NecromancerFaction setting (but this won't work either if the enemies are not from this faction as stated before).
What can i do then?:
Instead of the keyword being written like this:
Keyword = ActorTypeNecromanticGrimoire|*Necromancer
Make it like this:
(Spanish/Español):
Keyword = ActorTypeNecromanticGrimoire|*Nigromante
(Italian/Italiano)
Keyword = ActorTypeNecromanticGrimoire|*Negromante
(Russian/Русский...I think)
Keyword = ActorTypeNecromanticGrimoire|*Некромант .... i... i don't speak russian, okay? But you understand.
And so it should work... Otherwise, you can just delete the translation of your mod (if the necromancer comes from a mod, of course), and leave it in english.
Requirements:
Spell Perk Item Distributor (SPID) , clearly. As well as all its requirements.
Known (possible) issues:
Having a mod that adds one or many monsters that have in their names one of the keywords written above, could result in a problem; the monsters could wear the robes. It could even result in a crash; let's remember this is Skyrim.
quangng, one of the people who helped me design a better formula warned me about this and provided a simple solution:
Modify this line in the inis like this:
Outfit = 0x901~ccvsvsse003-necroarts.esl|ActorTypeNecromanticGrimoire,-name of the monster,-name of the monster|NONE|15/35|NONE|NONE|60 (You can keep adding names in there).
"Basic" file, from the "(MODDED)" file used for this example.
Installation:
1- Usual modmanager installation.
2- Manual?!?! Welp, just make a folder and extract the file there, then copy the "Data" folder and paste it in your Skyrim Special Edition game folder.
Credits:
Total credits to these awesome people.
sasnikol and powerofthree. Thanks for your hard work towards this community.
EdmondNoir , for always being such a cool guy, one hell of a mod-author, and also teaching me knowledge of SSEEdit, as well as helping me with this mod.
quangng, for the excellent suggestions and the workaround for a better formula aimed towards compatibility.
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