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esuriddick

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esuriddick

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107 comments

  1. QuillerInk
    QuillerInk
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    Is this portable? There's an LE SPID version.
    1. esuriddick
      esuriddick
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      It could be portable, but you would have to convert the plugin to LE Edition.
  2. steamteck
    steamteck
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    I really like this but it goes too far. All user made followers have the magic debuff. Otherwise it would never leave my load order.
    1. esuriddick
      esuriddick
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      You can use the solution provided in the description if you would like under "How do I add a specific NPC (e.g., custom follower) to the list of exclusions?"

      Hope this helps
  3. rienguen
    rienguen
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    1.5.97 work fine !
    1. esuriddick
      esuriddick
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      Awesome!
  4. Lakaiis
    Lakaiis
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    this is the mod ive been waiting for since skyrim first came out. finally, magic will be cool and rare again. literally reinstalling just to use this
    1. esuriddick
      esuriddick
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      Cheers <3
  5. Tjaden1000
    Tjaden1000
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    Quick question. This might sound dumb but, does this effect spells loot, and if so does it make it harder to obtain? 
    1. esuriddick
      esuriddick
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      Hi Tjaden1000,

      No, this mod does not affect loot at all 
    2. Tjaden1000
      Tjaden1000
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      Awesome, thanks for the quick response. This mod definitely makes my character feel unique and rare now. 
  6. Zenandtheart
    Zenandtheart
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    Hey man, love this concept, really suits the roleplay I'm planning. I just want to make sure I understand what I'm reading in the .ini file...

    In the schools of magic section, where tagged aaaMagicaNaturallyGiftedNPC, am I to understand that these settings enable entire races to perform spells, as in, all Altmer are MagicallyNaturallyGifted.

    If not, is there a way I can edit this so that all the Mer and also Bretons are innately magical, and just nerf the humans (and Orcs I guess).  It would really break the immersion for me if the high elves aren't spamming me with sparks whenever possible. 

    Lastly, I'm sure this is asking too much, but is there a way to make something like 10% of Humans magical, I reckon there'd be a handful of Imperials with the touch.
    1. esuriddick
      esuriddick
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      Hi Zenandtheart,

      It has been quite a while since I looked into the mod. All NPCs that do not have the keyword aaaMagicNaturallyGifted will receive a perk when loading the game that increases the cost of spells with the specified keywords in the description. From what I can see in SPID's documentation, I do not see the possibility to filter per race, so you might have to add a specific keyword to the Altmer race as a separate plugin:
      https://www.nexusmods.com/skyrimspecialedition/articles/6617

      Concerning your second point, you can achieve this, but I have never played with it. In the SPID's mod page, they give the following example:
      ;this has a 50% chance to add a perk from test.esp to all NPCs from Test faction
      Perk = 0x9DE80~test.esp|NONE|0x1BCC0~test.esp|NONE|NONE|NONE|50

      Instead of a perk, you would want to add the keyword with a 10% chance to NPCs of a specific race.

      Hope this helps.
  7. lenora22
    lenora22
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    Hi! For the optional patches, they go into the main Skyrim Data folder, not the mod folder next to the other .ini? Want to make sure I put it in the right place.
    1. esuriddick
      esuriddick
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      Hi lenora22,
      There shouldn't exist a mod folder, unless you are using a mod manager? If you are using a mod manager like Mod Organizer 2, then you have to put the other .ini next to the main one.
  8. Malt0
    Malt0
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    Is there a way to remove destruction magic from enemies or from vampires at least?
    1. esuriddick
      esuriddick
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      Just destruction magic in specific? I don't have the tools for Skyrim modding, so I'm not sure whether I made it possible to differentiate between the different schools of magic or not. You can make it impossible for any npc to cast magic
    2. Malt0
      Malt0
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      That would also be nice. How can I do that?
    3. esuriddick
      esuriddick
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      Just remove the exceptions listed in the description from the file :)
  9. eanaz
    eanaz
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    • 5 kudos
    This mod is the perfect companion for the Enemy (R)Evolution of Skyrim - EEOS - Spell Perk Item Distributor Addon. It effectively prevents rando soldiers and guards from getting magic too.

    I'm adding more to the NPC classes for my personal use, am I doing it properly?

    ; Classes
    Keyword = 0x805~MagicIsNotForEveryone.esp|ActorTypeNPC|Priest,CombatMonk,CombatMystic,CombatNightblade,CombatSorcerer,CombatSpellsword,CombatWitchblade,CombatMageConjurer,CombatMageNecro,CombatMageDestruction,CombatMageElemental,EncClassAlikrWizard,EncClassBanditWizard,EncClassThalmorWizard,TrainerAlteration*,TrainerEnchanting*,TrainerDestruction*,TrainerIllusion*,TrainerRestoration*,DLC2NelothClassTrainer|NONE|NONE|NONE|100

    I'm also adding DLC2Frea to the follower list.
    1. esuriddick
      esuriddick
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      Hi eanaz,

      You might be missing a NONE there based on what I have in the description. Everything else seems OK.
  10. Lakaiis
    Lakaiis
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    Thanks for this mod, I have been looking for a mod like this basically since I first played Skyrim when it came out. Always hated how magic was so common and completely not special that rando bandits could fling fireballs. I love how modular it is as well. I'm wondering, is there any way one can just remove the perk(s) from a given NPC via the console on a case by case basis? Seems faster and personally preferable than using SSE edit which I personally don't like using because I can't seem to get it to load a dark theme and burns my eyes out every time I try to use it or NVedit lol

    EDIT: I reread your description and now I understand how the mod works I think, which is that these changes are applied every time the game is started and that edits can be made in an INI file, right? 
    1. esuriddick
      esuriddick
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      Hi! Exactly :) There is an ini file that is injected to the game directly everytime you launch the game. All you need is Notepad.
      To get a specific NPC EditorID, you might have to open SSEEdit I guess.