About this mod
Adds Vokrii (patch) keywords, conditions, and magic effect records to some of Dareni and Kittytail's spell packs so they play nice with Vokrii.
- Requirements
- Permissions and credits
- Changelogs
This mod page will host a few plugins that extend Vokrii (and its patches)'s perk keywords and conditions with some of Dareni and Kittytail's spell packs. Patches should be loaded anywhere below Vokrii(-Odin/Mysticism) and their respective spell pack.
(Mostly) compatible with Vokrii-based derivatives, including Vokriinator (Black) or Vokord. These will probably conflict with other mods that directly touch these packs' Magic Effect, Object Effect, Scroll, and Spell records (where applicable); as far as I know, any mods that would modify these records do so via SkyPatcher anyways.
If you're looking for the Natura/Necrom Vokrii-Mysticism patches, they've been discontinued as of version 3.0 of this mod. Version 2.2 is the last version with these patches; otherwise, keep in mind that no support will be given with these patches. You've been warned.
Sun's Judgment
Affected packs: Lunaris
This adds VKR_Res_EffectAffectedBySunsJudgment_Keyword and Sun's Judgment conditions to the affected mods' spells so they can benefit from this perk.
Patches for Holy Templar and Obscure Magic's Sun spells are unnecessary as they're mostly designed to also inflict extra damage to the undead, instead of only hurting undead targets. Patching these would make the spells far stronger than they already are...
Poison Spells
Affected packs: Natura, Necrom, Abyssal Wind, Abyssal Tides, Wildwaker
Due to how Corrupting Poison and Slow Death work combined with both perks only being available in the Vokrii-Odin plugin, Odin and that compatibility patch are hard requirements for these patches.
These patches add ODN_Res_Keyword_IsPoisonSpell to the affected spells' Magic Effect records to allow Corrupting Poison and Slow Death to properly interact with them.
As with the original Vokrii-Odin patch, Corrupting Poison-variant Magic Effects were copied from the originals with the appropriate cost, resist, zeroed-out skill exp multiplier, and condition changes forwarded, then linked to the original spells. Although most spells are patched, the Runes have been left alone due to potential oddities with their implementation; also in accordance with the Vokrii-Odin patch not-quite patching DB's Poison Rune completely. You might see the Resist message if you try to directly spray Wall spells on normally-poison immune targets, but they will still be affected by the Hazards' damaging "spells".
Forwarding Vokrii-Odin's changes does mean that the Corrupting Poison-variants will be affected by Resist Disease as with the original Odin spells touched by that patch (Spider Touch, Viperbolt, Black Hand, Poison Strikes, Viperblast Accelerated Decay, Toxic Cloud, Poison Nova), and they will not affect Dwemer Animunculi at all. Using Plague Doctor and other Weakness to Poison effects should still get around this as many of the original spells' magic effects lack the immunity condition, and Corrupting Poison variants will only trigger if the target had 100% "or more" Poison Resist.
It's very unlikely that I will make a patch for Plague as that mod uses Mysticism as a hard requirement, and although both Vokriinator Black and Vokord need Mysticism installed anyways, I'm sticking with normal Vokriinator + Odin in my LO.
Elemental Spells
Affected packs: Arclight, Flames of Coldharbour, Vulcano, Storm Calling Magic 2, Constellation Magic, Winter Wonderland, Obscure Magic, Frostbitten Dreams
These patches resolve a common compatibility issue: on-hit perk application.
To keep a technical lecture short, Vokrii overrides the vanilla Intense Flames, Deep Freeze, and Disintegrate records to run on-hit triggered scripts that apply their respective element's perk debuffs. The vanilla elemental spells use these records, so this isn't normally an issue by itself.
Dareni spells don't use vanilla records for those with different application methods, such as Touch for the melee spells and strikes with any of the Powers enabled. These spells use custom records to get around them not existing in a Vanilla context, but then they would also not have Vokrii's record changes in-place; thus, they would never trigger Vokrii's respective elemental perks. This is a broader issue with Vulcano in particular as custom Intense Flames records also affect more than just contact spells, while a few Vulcano spells use vanilla Intense Flames records just fine!
By pointing these spells' elemental perk spell effects to appropriate vanilla/Vokrii records, they will now be able trigger Vokrii's elemental perks, just like the stock Vanilla spells and other patched spell mods. I've also hotfixed a couple of other inconsistencies in some of the spells (and/or their scroll/staff counterparts, where applicable), such as Arclight Wall having Intense Flames records instead of Disintegrate or the Arclight Staff missing a Disintegrate record entirely.
Naturally, this problem also comes up for Ordinator's own set of on-hit scripts; unlike Vokrii, Ordinator does not have Touch compatibility records built into its plugin. Instead, they are used out of necessity in Ordinator's Apocalypse patch. Thanks to open permissions on Enai's part, I've included copies of this record in each Ordinator patch so you're not forced to have Apocalypse installed as well to use these patches. Any record hotfixes in their Vokrii counterparts are also included here.
Vokriinator (Black) and Vokord users should use the Ordinator patches for these packs as those mods do not use Vokrii's elemental perks in their Destruction perk trees.
Kittytail's spells are merely missing these vanilla perk magic effect records, but otherwise adhere to vanilla application methods. Thus, they don't have separate Ordinator versions as their plugins will work with either Vokrii or Ordinator just fine, despite their nomenclature.
Hotfixes
A hotfix is included inside the FOMOD to fix a few record inconsistencies that bothered me:
- Natura's Wind Squall spell has a Disintegrate entry and is missing the usual assortment of Wind magic effects. The Natura - Wind Squall Patch.esp fixes these issues so the spell is consistent with its own staff/scroll counterparts, let alone other Wind spells. I've also removed duplicate Wind Stagger entries present on Wind Squall's staff and scroll records.
Dareni is free to merge this hotfix into Natura; I will remove any merged hotfixes from the FOMOD if that comes to pass.
Credits
Dareni and Kittytail for creating these spell packs.
Enai for creating Vokrii.