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AndrealphusVIII

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AndrealphusVIII

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About this mod

This mod attempts to fix several issues with the Guardian Circle Spell.

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Description

This fix adresses the following issues with the Guardian Circle spell:

  • The healing portion of the spell now affects allies.
  • The healing portion of the spell now benefits from the Respite perk.
  • The healing portion of the spell now benefits from all modifiers to the Restoration spell


Technical details

The Guardian Circle spell uses the "Spawn Hazard" archtype in its effect. This doesn't work on for spells that need to target allies.

So, Bethesda works around this by placing the hazard through script. However, by doing this, the hazard spell isn't owned by the caster anymore and as such doesn't benefit from the casters perks.

To achieve the fixes, I had to use an out-of-the-box solution.

Spoiler:  
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Instead of spawning a hazard, I spawn a dummy NPC instead. Using powerofthree's Papyrus Extender I link the reference of this to the orginal caster.

I gave the dummy NPC a cloak spell. When the cloak spell hit a nearby NPC, I have it reference back to the dummy's NPC's linked ref (which is the original caster) and have the original caster cast the relevant healing spell. As such the healing spell does benefit from the original casters restoration modifiers.


Compatibility

This mod is incompatible with mods that change or replace the Guardian Cirle spell. For instance, Odin replaces Guardian's Circle with Maar's Embrace and as such is incompatible. Other magic overhauls may do similar things.

Requirements


FAQ

Q: ESPFE?
A: Yes.

Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.