About this mod
Fixes a few engine bugs with Skyrim's magic, and has a few optional tweaks.
- Requirements
- Permissions and credits
- Changelogs
A compilation of fixes and tweaks relating to magic. Install at any time, uninstall at any time. No performance cost. Compatible with everything.
Fixes
In the vanilla game, spell absorption is not intuitive. How it actually works is that the game rolls a random percentage, and if you have more absorb chance than that percentage the spell is nullified and you absorb its magicka. If you absolutely need to have a spell resolve, you have to mark it as "No Absorb". This is all well and good, but there are some cases where this is either impossible, or certain mods forget to do that.
When is it impossible? When you are "casting" an enchantment. Weapon enchantments are spells under the hood, and can be absorbed like other spells. The issue is that they cannot be marked as "No Absorb", even when it makes sense to do so. The fixes primarily aim to alleviate that.
Poison absorbtion
Poison enchantments are no longer absorb-able. In the vanilla game, this only applies to the dart trap in ruins, but certain mods also add in poison enchantments to regular weapons (like Thaumaturgy and Summermyst). This addresses all these.
Self absorbtion
Spells that you cast on yourself are no longer absorbed. A common bug is the conjuration bug - with maxed out spell absorbtion, you can no longer conjure creature. Hilariously, this also applies to conjuration staves. Engine Fixes specifically fixes that specific bug, but with Staff Enchanting Plus and other Self-Targetting Staves mods, a more complete fix is needed.
Beneficial absorbtion
Beneficial effects are no longer absorb-able. This means spells like Healing Hands, Courage, and Fade Other. While those spells SHOULD be flagged as no absorb, they often aren't (or they are on enchantments, where they cannot be flagged as No Absorb).
Tweaks
Can you tell I've been playing Oblivion Remastered?
Extend Duration in Dialogue (Default: On)
Extends the duration of certain spells while you are in dialogue. This means that conjuration spells, armor spells, cloak spells, and other reasonable categories will not tick down in dialogue. In order for this to count, the dialogue menu has to be open. If it isn't, you aren't in dialogue.
Dispel on Seathe (Default: Off)
Dispels specific effects when the player lowers their hands. Currently, these effects are only Bound Quiver (from the Arcane Archer CC) and Bound Shield (from Mysticism). If you want to add more spells/effects to dispel, check the Github readme linked at the end of the page!
Requirements
Skyrim SE version 1.6.1130+
SKSE (Skyrim Script Extender)
Address Library for SKSE Plugins
If you are unsure what version of Address Library for SKSE plugins to get, get the 1.6.X one. SKSE's version needs to match your game version's. I will link alternative versions here and in the Posts tab.
Recommendations
Modern Clap Bug Fix - Kaldwing: Fixes the interactions caused by mods overusing the WI keywords in magic effects.
Dual Casting Fix - PowerOfThree: Vanilla Skyrim breaks dual casting logic when papyrus is involved. This fixes that.
Bound Weapon Fix - Me: Fixes Bound Weapon spells appearing in the left hand when dual casted (or cast by papyrus).
Stagger Effect Fix - Maxsu and SkyHorizon3: Fixes the stagger archetype (and other things too).
Equip Enchantment Fix - SlavicPotato1: Fixes bugs related to worn enchantments no longer working.
Enchantable Special Item Fix - Parapets: Engine level fix for enchanted weapon text getting overwriten by item descriptions.
Acknowledgements
SKSE team for SKSE, and Ryan for Commonlib.
MadAborModding for reporting the absorb bug and testing an earlier version before I randomly switched
The xRE Discord server for general advice.
Source Code
Github