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Enai Siaion

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EnaiSiaion

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  1. EnaiSiaion
    EnaiSiaion
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    TL;DR

    In version 1.6.0, magic and raw damage spells scale with the newly added Raw Power perk in Ordinator and Vokrii. In version 1.5.0, they scale with Augmented Shock (shadow mage) or Augmented Flames (warlock). In earlier versions, they act like version 1.6.0.
  2. EnaiSiaion
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    Notice

    Due to time constraints and the sheer number of mods to keep track of, I may not be able to reply to all posts. The Enairim community can probably help you out faster!

    Discuss this mod on /r/EnaiRim or the Enairim Discord
  3. Luxembroom
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    Hello!

    For some reason "weaken" spell makes enemies not dealing damage at all and push the palyer for several feet instead.
    1. EnaiSiaion
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      That's because you are either using a mod that increases spell effectiveness x5 or more, or enemies already have -80% damage.
    2. Luxembroom
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      Thanks for the answer!
  4. VladimirPudinggg
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    Friends, hello. Tell me who knows what parameter should be changed in Tesedit so that the spell blade of the night does not waste mana when hitting, otherwise I am left without mana
  5. Voeille
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    The Druidcraft spell seems to have a small bug with positioning of the spawned plants, as they often ended up at strange angles. I decompiled the script and found two issues with it — the variables intended to hold the X, Y and Z position of the hazard were all set to the Z position, and the angle and position of the plant was never set, and instead the angle and position of the remains were set twice.

    This is the original decompiled script, and this is the fixed script.

    I added an extra wait before setting the position as otherwise it didn't seem to be setting it, and adjusted the following wait time accordingly. I also set the Z position of the plant to be a little higher than the original code intended as it seemed a little too low in my experience when the adjustment was -8. I've used the spell a few times with the fixed script and the position seems to now be set correctly, and the spawned plants and looting the remains works just like it always did.

    Also, a question — the script sets the AlterationPowerMod of the victim, is that referenced anywhere in the mod? I have a releveler that sets [school]PowerMod values based on the NPC's base Magicka (and I have a mod that ensures the PowerMod changes work on NPCs), and I'm wondering if that could have an effect on anything. 
  6. mornhiver
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    merchants dont sell the spells
    i can add them with additem and use them so i know the mod is correctly installed, but i dont wanna have to cheat to use them
    any idea how to fix this?
  7. Thijmen2017
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    After using the wildshape spell, it kept randomly casting green explosion effects (like those that happen when you transform), and when the effect finally ran out, I was stuck as a deer; I couldn't transform back.
  8. Livinho91
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    FINAL EDIT: If someone has a problem with Draining Shroud and Draining Mist.

    The culprit was the fact that, for some reason, in the .esp the line of the effect proc (the spells have 2 lines, 1 is for the effect proc) has 0.000 in the damage part.

    If you have xEdit just modify the values yourself with what the description says and it will work perfectly fine. Remember that both spells only damage enemies that are being hostile to you (basically red dots on the navigation compass).

    P.S. If the no damage bug was intentional - I read people have complained of the spells being broken - then my bad.
    1. Seishin979
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      Hi, I'm having this exact issue. Using xEdit I did find that in the proc line, the last magnitude was 0.000000. I changed the magnitude to 10.000000, saved, refreshed and loaded my save. Draining Shroud still did no damage to active enemies. Checking xEdit showed my edits did save. In the Magic menu in Spells, the description said it did 15 damage. In Magic Effects it said it did 0 damage. 
    2. EnaiSiaion
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      The culprit was the fact that, for some reason, in the .esp the line of the effect proc (the spells have 2 lines, 1 is for the effect proc) has 0.000 in the damage part.

      There is no "damage" field in any of the spell records because spells don't do "damage", they have a "magnitude", which is properly set to 10 and 20 respectively. The magic effects with a magnitude of 0 are the keyword holders that otherwise do nothing and any magnitude you put in there makes no difference.

      There is no issue with Draining Shroud, other than the usual issue of Skyrim not knowing exactly what a hostile actor is. Draining Mist randomly breaks sometimes for the same reason vanilla circles and wall spells randomly break sometimes: Skyrim is utterly bugged and hazard spells randomly break sometimes. (These are not the only spell types that randomly break sometimes. People just don't notice in vanilla because the only viable spells in vanilla are elemental blast and friends, thunderbolt, and fireball.)

      Perhaps Draining Mist randomly broke for you, so you left the game, changed some numbers and restarted the game, which caused the hazard bug to fix itself.

      (Note: a certain other overhaul mod author publicly claims this bug does not exist. This mod author is wrong.)
      In the Magic menu in Spells, the description said it did 15 damage. In Magic Effects it said it did 0 damage. 

      And there is your issue: you have something on your character that reduces the magnitude of incoming spells to 0, and of course a spell you cast on yourself is an incoming spell.
    3. simout
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      I am having the same problem. draining shroud and draining mist do zero absorption. no idea why. I have nothig that reduces the magnintude of incoming spells. pls help
    4. simout
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      Finally found the real reason draining mist and draining shroud were at zero when casted... for me at least.

      Hope it is the same for anyone who reads this. It is Nether's follower framework. 1 of the option you can enable stops the player from doing spell damage to your followers. For some reason, this also affects these two draining spells and reduce their absorb magnitude to zero.
    5. Elmirill
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      Thank you friend, you helped me a lot with this one.
    6. EnaiSiaion
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      NFF may affect it, but there is also a bug with hazards where they randomly lose track of who spawned them and will hit indiscriminately.
  9. Kulharin
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    The description for Azra Wrath and Nightblade is a bit confusing as it doesn't really convey what's going on.

    Essentially it's base damage of the spell +1% per current magicka, but you have to spend 50% of your current magicka to tap into that bonus damage.

    So Azra Wrath has a base damage of 15... At 100 magicka it will do 30 damage at the cost of 50% of your magicka.  I think that's a bit hard to convey in the description.
    1. EnaiSiaion
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      True, though a character built around these spells is going to have a lot more than 100 mana. At 500 mana, you get 150 damage -> 75 damage -> 37.5 damage -> use draining spells to recover mana and do it again.
  10. Neurax1
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    Is there a mod out there that fixes the Warlock minion AI? They (most notably the gremlins and magisters) keep running away in the middle of combat or flat out refuse to engage the enemy, which kinda defeats the whole purpose of the spirit mechanic.
  11. Ennbeard
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    This is my favourite spell pack mod by far. I might be biased because it fills the hole in my heart left by my WoW Orc Shaman, but the flavour and playability for ALL of the archetypes is really well thought-through and doesn't spread itself too thin trying to cover every school like some packs try to do. I find 3 schools or core combat skills is what's easiest to juggle and this slots in nicely.

    I've seen some critique that the spells aren't super useful unless you commit but I feel that's only mostly applicable to Warlock, and even then it feels like more of a "bonus" than a requirement in my mind. Shaman, Shadow Mage, Cleric and Druid spells have all had spells I used on characters that aren't all-in.

    The spells coming from unique, specific vendors helps keep the standard vendors from having even more skill book bloat, and makes acquiring them feel much more like you're seeking a specific person out for training. I don't use any spell research or alternate spell acquisition mods, so I like the implementation.

    Anyway, that's just a long way of me saying if you were on the fence for any reason, I say go for it. I highly suggest this to anyone who thinks these builds sound fun. The quality of the animations and summons doesn't clash with vanilla at all and it offers some really unique build ideas.
  12. Ratomix
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    Hey Enai,
    I wanted to ask you something. In your mod there is the spell „Force of Nature" with which you can transform into a "horned lord". But it only lasts for 60 seconds. Now my question is, if there is a possibility to remove the timer and make the power disappear when I press the activate button again. Are there scripts I could edit and if so, how? I hope you or someone else here can help me.