About this mod
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.
- 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, alongside a few odds and ends. Patches should be loaded anywhere below Vokrii(-Odin/Mysticism) 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
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), 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 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.
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.
Credits
Dareni and Kittytail for creating these spell packs.
NickNak for creating Animated Armoury.
Enai for creating Vokrii and Ordinator.
V-Holder and Nagyemberkistervekkel for making their respective Ordinator/Vokrii and Animated Armoury perk description patches.