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Adds Vokrii (patch) keywords, conditions, and magic effect records to some Dareni and Kittytail spell packs alongside other odds and ends so they play nice with Vokrii.

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Overview
This mod page hosts a handful of plugins that extend Vokrii (and its patches)'s perk keywords and conditions with some of Dareni and Kittytail's spell packs, alongside a few odds and ends. Patches should be loaded anywhere below Vokrii(-Odin) and their respective mod.
(Mostly) compatible with Vokrii-based derivatives, including Vokriinator (Black) or Vokord. Arclight, FoC, and Vulcano are offered in both Vokrii and Ordinator variants for reasons described under Elemental Spells, Atronachs, and Cloaks; Vokriinator and Vokord users should install BOTH patch variants for the respective spell packs and load the Ordinator patches below their Vokrii counterparts.
These will probably conflict with other mods that directly touch these 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: Inquisition, Lunaris
This adds VKR_Res_EffectAffectedBySunsJudgment_Keyword and Sun's Judgment conditions to the affected mods' spells (or the on-hit magic effect, for Inquisition's weapons) so they can benefit from this perk.
Note for Inquisition: due to how the Sun's Judgment condition is set-up, the caster themselves still has to hit the target with the holy weapon to inflict its sun damage. It will not apply if the weapon becomes sentient because the animate weapon "NPC" won't inherit the 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, Triumvirate
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. Vokriinator (Black) has Odin patches available already; I will not support trying to make these work with Vokord.

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).

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.

Venomancy
Venomancy makes its own magic effect/keyword additions to allow other poison spells to interact with its perks and count poison-inflicting summons as Virulent Summons. These changes have been integrated with the Vokrii-Odin compatibility above; this did require making separate variants for each patch, so all poison patches have been separated out to their own pages in the FOMOD.
The Vokrii-Odin - Venomancy plugin will also patch Venomancy's (Virulent) Poison Bound Weapons to benefit from Vokrii's bound weapon perks; more info on that later. For Venomancy's bound weapons, I've deliberately excluded Elemental Conflux's effects as they already inflict additional poison damage and to focus on the vileness of those bound weapons, as with the rest of that mod's spells.

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 can now 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.

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.

Elemental Atronachs
Affected packs: Arclight, Flames of Coldharbour, Vulcano
Elemental Conflux and Ordinator's Unleash Hell both check the summon's race before applying an EC effect or determining which UH spell they receive; however, these only check for the vanilla Flame, Frost, and Storm Atronach races, while Dareni's summons use custom races derived from these atronachs (or other vanilla creatures, where appropriate) despite clearly being aligned to a vanilla element.
The respective Arclight/FoC/Vulcano patches simply allow Arclight/Cold Flame/Molten Atronachs to count for Elemental Conflux. Additionally, since the Arclight Atronachs are already based on Storm Atronachs, the Arclight Ordinator patch will now allow them to use UH's Storm Atronach attack instead of the generic Dremora buff.

Cold Flame and Molten Atronachs are based on Flame Atronachs/Wispmothers, so those cannot use UH's Frost/Flame Atronach attacks without running into issues.

Elemental Cloaks
Affected packs: Arclight, Flames of Coldharbour, Vulcano
Similar to the Elemental Conflux case above, Hethoth's Disjunction and Elemental Shield explicitly check for the vanilla Flame, Frost, and Lightning Cloak (damaging) magic effects before producing their respective effects on affected targets/the caster. The Arclight/FoC/Vulcano patches will now allow Arclight Aura, Cold Flame Cloak, and Molten Aura to also count for these perks.
Speaking of cloaks...

Elemental Barrier
Affected mods: Abyss, Arcane, Arclight, Bloodmoon, Desecration, Flames of Coldharbour, Natura, Vulcano, Dark Hierophant Magic, Wildwaker Magic
Elemental Barrier's conditions will only look for any of the vanilla Cloak/Wall spells' IDs (and the scrapped Eye of the Storm cloak variants) as there are no keywords to tag the Cloak/Wall damage spells as such.
To avoid making multiple, conflicting patches for additional spell ID match conditions, I've made a separate patch that overhauls the perk's conditions to instead look for one of two custom keywords: VKR_Des_ElementalBarrier_Cloak_Keyword, and VKR_Des_ElementalBarrier_Wall_Keyword. I've created a KID file that then tags various Cloak/Wall damage spells; since KID will skip over ID entries that it can't find in your LO, this config hosts both Vanilla and the listed Dareni/Kittytail spell pack entries as necessary. Consequentially, KID is a hard requirement here; without it, Elemental Barrier will do nothing as I have not edited the vanilla Cloak/Wall damage spells directly to include these keywords.

Please note that Elemental Barrier is very explicit with affecting "Destruction walls and cloaks", so Lunaris, Necrom, and Stellaris (among others with non-Destruction Cloak/Wall spells)'s respective spells are not given these keywords.

Bound Weapons
Affected mods: Animated Armoury, Necrotic
Did you know that Animated Armoury has its own bound weapon spells for the new weapon types? No? Well, now you do.

Vokrii adds Oblivion Binding, Hollow Binding, Void Brand, and Elemental Conflux's on-hit effects to the vanilla bound weapons' object effect records, allowing them to simply trigger vanilla-style with everything else unlike Ordinator's scripted on-hit method. This is a lighter approach, though it also requires these perk magic effects to be forwarded to all bound weapons' object effect records (where applicable); I've done just that in these patches.
Vokriinator/Vokord users can still use these patches to maintain Elemental Conflux compatibility. The Vokrii variants of most overlapping Ordinator perks shouldn't trigger as those perk mods favor the Ordinator versions which don't satisfy their Vokrii counterparts' conditions.

Note that the AA patch does NOT modify any perk descriptions to maintain compatibility with Vokriinator/Vokord. If you're only using Vokrii, you still need to install a perk description patch like this one separately.

Andrealphus' Disarming Overhaul
Affected mods: Vokrii - Scrambled Bugs Compatibility, Ordinator - Scrambled Bugs Compatibility
There are two patches for ADO and Retrah's Scrambled Bugs Compatibility due to Vokrii/Ordinator's differing implementations and how Retrah adjusts both mods to play nice with Scrambled Bugs' Apply Spell Perk Entry Points: Multiple Spells. These will be listed separately:

Vokrii
Many of Vokrii's perks incorporate Disarming Slash's "spell" application in their entry point records (among other examples), which Retrah cleans up to ensure they don't attempt to apply multiple times with Scrambled Bugs' perk entry point patch enabled. The Vokrii patch here ensures that the proper Disarm changes made by ADO still apply to the "root" disarm spells and perk applicators, while carrying forward Retrah's Scrambled Bugs compatibility edits otherwise.
This patch is meant for base Vokrii LOs. ADO's Vokrii patch and Vokrii - Scrambled Bugs Compatibility are requirements for this patch.

Ordinator
Ordinator implements its perk-originating Disarm effects through their respective spells, many of which then use the Overthrow Disarm Magic Effect record rather than all sharing a common spell application as in Vokrii's Disarming Slash. This actually makes ADO's Ordinator Patch compatible with Ordinator - Scrambled Bugs Compatibility out of the box so as long as your LO sticks with only Ordinator.
This is naturally not the case with Vokriinator as some of these Vokrii perks return with that aforementioned implementation method; thus, I've prepared a separate Vokriinator-specific patch to work with ADO and Ordinator - Scrambled Bugs Compatibility that only uses the necessary changes that would come up with Vokriinator's additions in the first place. In short, this Vokriinator patch only adapts changes to Arrow to the Knee, Flurry of Blows, Warmaster, Crater Maker, and Disarming Slash from that patch. Any conflicts with Pinning Shot, Crippling Shot, "Shieldbiter" (aka Ordinator's tier 3 Axe perks package for NPCs), and Breach the Wall have been additionally resolved through this patch as well.

If you are using this patch, you will only need ADO's Ordinator patch and Ordinator - Scrambled Bugs Compatibility. Do NOT install ADO's Vokrii patch and Vokrii - Scrambled Bugs Compatibility with this patch; they are not necessary with Ordinator already overwriting their changes in the Vokriinator set-up.
I make no guarantees that this patch will work perfectly with Vokord. It will not work out of the box with Vokriinator Black without changing the Arrow to the Knee perk record's Impaling Shot requirement to Vokriinator Black's equivalent record first.

Hotfixes
Hotfixes are 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.
  • I've made my own AA perk description patch blend for Ordinator using V-Holder's patch as a base with Nagyemberkistervekkel's Vokrii patch for nomenclature as I wanted an Ordinator equivalent of the latter that would also acknowledge Heavy Armory's additions. Strictly speaking, you don't actually need both AA and HA installed to use this perk description patch; having one or the other installed only is fine.
  • You might run into cases where other mods' poison spells can damage Dwemer Animunculi just fine if you can somehow decrease their 100% Poison Resistance. While Odin allows undead NPCs to be hurt in this same way without Corrupting Poison, Animunculi are completely immune to these spells, even with Corrupting Poison. Yes, it does give a clear weakness to poison-reliant mages, but this only holds true on lighter load orders that don't have other poison spell options available. Thus, I've made an optional patch that just removes these conditions from Odin's poison magic effects and their Corrupting Poison counterparts.
    • The condition removals are included in the Vokrii-Odin - Venomancy plugin as this immunity condition would directly conflict with Venomancy's Corrosion perk.


Credits
Dareni and Kittytail for creating these spell packs.
NickNak for creating Animated Armoury.
AndrealphusVIII for creating the Disarming Overhaul.
Retrah for fixing up Vokrii and Ordinator's issues with Scrambled Bugs.
Enai for creating Vokrii and Ordinator.
V-Holder and Nagyemberkistervekkel for making their respective Ordinator/Vokrii and Animated Armoury perk description patches.