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?"
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.
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.
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.
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.
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
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?
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?
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.
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Hope this helps
No, this mod does not affect loot at all
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.
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.
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.
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.
You might be missing a NONE there based on what I have in the description. Everything else seems OK.
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?
To get a specific NPC EditorID, you might have to open SSEEdit I guess.