[RELz] Audacious Magery

Post » Tue Feb 01, 2011 12:00 pm

hey statttis, just FYI: 1.06 still says 1.05 in the readme :)

Anyway, thanks for the mod, trying it out now..
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Inol Wakhid
 
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Post » Tue Feb 01, 2011 4:35 pm

hi statttis

thanks for the fix downloading now.
ps i am not casting alot of spells..

so i am not super nuking er anything :)

cheerrs
canadus
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Daramis McGee
 
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Post » Tue Feb 01, 2011 11:59 pm

Ever since the update that got rid of the http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1015491&view=findpost&p=14751338. I haven't been able to get any feedback or disease. I thought it might have made some sense seeing as how I maxed destruction, alteration, and illusion, but it persisted even after I did showracemenu and pressed okay instead of saving. All my magic skills were reduced to around 25 except for restoration which was 40-50. Yet I could use a 3000 magicka destruction spell, and a 1000 magicka conjuration skill without any feedback at all.

Speaking of conjuration, I've noticed things like summoned Liches and Midas magic Balrogs are loot able. I think this is probably already mentioned in the readme it just seems a bit overpowered being able to loot staffs and flame swords with every summon of those creatures.
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Dalia
 
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Post » Tue Feb 01, 2011 9:12 pm

Back when I made the fixes to the latest version, I accidently deleted a couple important lines of code that allow for feedback. This flawed file was the one I initially uploaded, but then I realized what had happened and uploaded the corrected file. I didn't think anybody had downloaded the file during this window (it was pretty short) but your issue sounds like you might have. Try re-downloading and see if it fixes the problem.

As for looting the monsters, I figured if you could beat it, you deserve the reward. The idea makes sense for the mods+settings I use, where by the time you can beat liches and Balrogs, a staff or flame sword is hardly an exploitable reward. Other people use different settings though, and it will be easy enough to add an option that prevents looting of summons. I'll add it in tomorrow.
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Guy Pearce
 
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Post » Tue Feb 01, 2011 8:12 pm

Stattis,
I'm wondering how some of the settings in the ini interact: If I up the percentage of backfire does that lower the chance of getting a disease? Or can I up the chance of everything and then be really punished when I use spells outside my range?
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Tom
 
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Post » Wed Feb 02, 2011 12:39 am

The ini settings are organized based on what they affect. The first group of settings affects everything, and the other settings only affect whatever they are listed under (backfire, failure, or penalties). For stuff under the same category, settings tend to combine intuitively. For example, if you set the Spell Penalty magnitude multiplier twice as high, and the damage fatigue multiplier twice as high, it will result in damage fatigue penalties being 4x as stong. The minimum and maximum chances are an exception, in that their effect is absolute: regardless of what you do to the other settings, chance will never go below minimum or above maximum.

Concerning your specific questions, backfire chance has nothing to do with disease chance (they are listed under different sections :)). If you want to really be punished for casting spells outside your range, increase the chance and/or magnitude multipliers as you see fit.
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chinadoll
 
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Post » Tue Feb 01, 2011 1:10 pm

Thanks for explaining, stattis. I'm off to punish my self some more then :P
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Austin England
 
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Post » Tue Feb 01, 2011 10:45 pm

After a decent* amount of testing it seems the bug is isolated to my 340 hour mage character.Could it be that the glitched 1.05 version caused something to get screwed in the save game, or something unrelated I've done since updating?

I'm not sure how much it will help, but here's a http://www.filefront.com/14428625/Saves.rar/ of the character. I have some old backup saves which I might test later... It's not too big of a deal I guess, If I really tried I could probably master the two remaining skills in very little time.

* Updated, loaded mage game, still no backlashes even if I setav'd all my magey stats to 1/
Moved the esp lower than where BOSS places it, still no luck.
put it at the bottom of the load order and loaded a save game for my warrior type character, summoned Midas angel, I got paralyzed from the effect.
Loaded up the mage again to make sure putting the esp last wasn't what fixed it... still no backlashes no matter what I do.
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LijLuva
 
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Post » Tue Feb 01, 2011 3:23 pm

The 1.05 version could mess up the magicka cost of powers but a clean save will fix that. I tested out your save game, though I'm not sure how useful any results would be. I could only get it to load by going to a bare set of mods (Oblivion.esm, shivering isles, patch) and even then I was hearing beeps from the crash preventer. I'm not sure if it's because I don't have most of the mods the save uses, or because the save is corrupted in some way.

I was able to reproduce the bug you've been seeing. Repeatedly casting a high level restoration spell did not result in any penalties, though conjuration spells could backfire. That means that your skills are being detected correctly but for some reason the penalty effects are not being added. I have no idea why :blink:

My advice: just master your remaining skills and pretend everything is OK. If your save got corrupted somehow (a fair chance after 340 hours) you won't be able to fix it anyway.

edit: Also, an updated version with the option to prevent looting of summons is up on the Nexus page.
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liz barnes
 
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Post » Tue Feb 01, 2011 11:21 am

a clean save
Ummm.... oops?
I knew I was missing something, or doing something stupid. After clean saving I used a 500 magicka restoration spell and got: 50 damage magicka, 100% weakness to magic, silence and stunted magicka. Summoned a lich later and go t the same effect. Then summoned a Balrog and got a large paralyze effect*. Things seem to be working now, though I'm not sure why conjuration worked for you.

The saves pretty stable, I can usually play for hours with no crash. It does have its quirks though; like how my breath meter refuses to go down even if I have no water breathing/walking effect.

* The file's new image.
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Marie Maillos
 
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Post » Tue Feb 01, 2011 10:40 pm

I'm sorry if I missed this, but is the game still supposed to say "Requires Destruction Skill of xx" when hovering over spells, even though I can cast them? Just curious if that can be changed?

Also, I tend to like my spell list to be as clean as possible, I'm wondering if I can remove from the active effects the Illusion (1) and such effects for mastery levels, can I delete these with spell delete mods or will that cause bad things to happen?
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Ernesto Salinas
 
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Post » Tue Feb 01, 2011 7:37 pm

I'm sorry if I missed this, but is the game still supposed to say "Requires Destruction Skill of xx" when hovering over spells, even though I can cast them? Just curious if that can be changed?


That is actually a feature I like :)
If you want to remove it you could write up a quick mod that changes these game settings:

fMagicSpellLevelApprenticeMin
fMagicSpellLevelJourneymanMin
fMagicSpellLevelExpertMin
fMagicSpellLevelMasterMin

Just set them to something really high like 9999.

Also, I tend to like my spell list to be as clean as possible, I'm wondering if I can remove from the active effects the Illusion (1) and such effects for mastery levels, can I delete these with spell delete mods or will that cause bad things to happen?


If you mean the lesser powers you can get, they are safe to remove. Just be aware that the conjuration perk Channel Power is a toggle, so don't remove it if it's toggled on.
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Pete Schmitzer
 
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Post » Tue Feb 01, 2011 2:12 pm

That is actually a feature I like :)
If you want to remove it you could write up a quick mod that changes these game settings:

fMagicSpellLevelApprenticeMin
fMagicSpellLevelJourneymanMin
fMagicSpellLevelExpertMin
fMagicSpellLevelMasterMin

Just set them to something really high like 9999.

Thanks for the response. I guess it does help to see that so you know when you can safely cast the spell. I wonder if the text can be changed to something slightly different since it doesn't "require" that skill but just recommended now...have to think what I would change it too...any ideas?
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Christina Trayler
 
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Post » Tue Feb 01, 2011 10:03 am

Could be something like "Safe at Destruction Skill of xx"
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Epul Kedah
 
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Post » Tue Feb 01, 2011 7:08 pm

Can the text actually be changed? I figured it was hardcoded.
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Sierra Ritsuka
 
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Post » Tue Feb 01, 2011 11:48 am

nm.
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RObert loVes MOmmy
 
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Post » Tue Feb 01, 2011 4:40 pm

How would one go about having endurance affect chances of certain bad things happening? I have another mod installed that basically relegates endurance to a fatigue gain only and I would like to once again give it some greater importance.

Of course that would not be for everyone as I am sure most mages dont exactly focus on endurance for anything other than HP (if even that) but in my particular case I need some use for the endurance stat.

Is it something that I would have to go into the scripting to accomplish?
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Jose ordaz
 
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Post » Tue Feb 01, 2011 8:43 pm

Yes, it would require scripting. If you're comfortable with that you can set it up so that endurance affects anything you want. What you could do is search though the script (aaEMMainScript is the name) and find the location of variables that appear in the ini file that you think should depend somehow on endurance. For example, you could add this to reduce disease chance based on endurance:
;line 968
;Reduce disease chance by 1% of endurance. At maximum endurance you become immune to disease penalties.
set diseaseChance to (diseaseChance - .01 * (player.GetActorValue Endurance))

Of course it's a long and complicated script (1600 lines :wacko:) and I don't think it would be fair to expect you to read through and figure out what to change. So I'll be nice and make you an offer: read through the .ini and figure out exactly what you want endurance to affect and how, then give me the list of changes you'd like and I can put them in a special version for you. Won't take me more than a couple minutes.
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Tanya Parra
 
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Post » Tue Feb 01, 2011 7:16 pm

Very generous offer, I will look through the ini and figure out what I want to do with the endurance stat. I might have it affect more than one thing as I dont use a ton of spells. I dont imagine this will cause a problem, but if it does let me know ^_^

On another note, is the mod compatible with http://tesnexus.com/downloads/file.php?id=14750?

Thanks for the help =D

Edit: After a little bit of thought it may be simpler if endurance just took the place of personality in all aspects of your script. From the way I read the .ini (and correct me if I am wrong) it seems to have by far the greatest effect and affect all of the various chances of reducing/eliminating bad effects. Personality is far too easily gained in my game (compared to other stats) as I almost always use the persuasion wheel.

This would also allow me to go through and edit the script myself for any future versions; as I assume I would just have to look for instances of one variable and replace them with another (I would hate to trouble you over and over and over again whenever new versions come out). In those cases at most you would only have to tell me what to look for and I can quickly replace things ^_^

-Ex0dus
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Jade Muggeridge
 
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Post » Tue Feb 01, 2011 3:57 pm

I have run into a new problem.

A few days ago I have switched from Sorcery's Toll to AM. At the time I also installed a couple other new mods. The problem is: with AM installed, selection menus from some LAME and Integration spells (namely, Mages Guild Teleport and Stranded Light Teleport; I have not yet checked for other occurrences) no longer take mouse clicks. Hitting ESC doesn't help, that menu won't react to the mouse either. The only way to get out of the menus is hitting the cursor up/down keys (or ESC for the main menu), which select the first or second option, respectively. Removing AM restores the functionality to normal. Bash was recreated for every test, the only thing I can think of is that on first switching from ST to AM I forgot to do a clean save, and of course the load order got modified due to the new mods.

Additional info:
OBSE was 17b2, is 18b4 (also updated at the time, but reverting didn't make a difference)
OBSE plugins: Elys USV and uncapper, weOCPS, FastExit2 and OSR

Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Children Of Rourken.esm05  Cobl Main.esm  [Version 1.71]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b1]08  Diverse Wisps - Base.esm09  Enhanced Daedric Invasion.esm0A  CyrodiilUpgradeResourcePack.esm0B  TamrielTravellers.esm  [Version 1.39c]0C  FCOM_Convergence.esm  [Version 0.9.9a7]0D  Kvatch Rebuilt.esm0E  cssBase.esm  [Version 1.1]0F  CM Partners.esm10  Toaster Says Share v3.esm11  HorseCombatMaster.esm++  HrmnsOblivionScriptOptimizationv1.0.esp**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp12  Unofficial Oblivion Patch.esp  [Version 3.2.0]13  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]14  Oblivion Citadel Door Fix.esp15  DLCShiveringIsles.esp16  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]17  Francesco's Optional Chance of Stronger Bosses.esp18  Francesco's Optional Chance of Stronger Enemies.esp19  Francesco's Optional Leveled Quests-SI only.esp1A  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1C  Fran Armor Add-on.esp1D  Fran_Lv30Item_Maltz.esp1E  FranOBSEConfig.esp  [Version 0.5]1F  WindowLightingSystem.esp20  Ayleid Loot EXtension.esp21  Book Jackets Oblivion.esp22  ClocksOfCyrodiil.esp23  Chapel Tithe.esp++  crfo.esp24  Elytramount.esp++  Item interchange - Extraction.esp  [Version 0.76]25  Medic!.esp26  Moist - Gate Room.esp27  MYR_AyleidExtensions.esp28  P-Froggys Wall Climbing EV.esp29  ShowHideAmulet.esp2A  Xero's Fame Indicator.esp2B  Living Economy.esp2C  Living Economy - Items.esp2D  Cutthroat Merchants.esp2E  Choices and Consequences.esp2F  Map Marker Overhaul.esp  [Version 2.1]30  HouseMapMarkers.esp31  sr_super_hotkeys.esp32  DLCHorseArmor.esp33  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]34  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]35  Ayleid Armor and weapons.esp36  JG Elven.esp37  Imperial Horse Armor.esp38  Dude Wheres My Horse.esp39  HRMHorseCommands.esp3A  Slof's Oblivion Robe Trader.esp3B  Cobl Glue.esp  [Version 1.69]3C  Cobl Si.esp  [Version 1.63]3D  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]3E  Bob's Armory Oblivion.esp3F  FCOM_BobsArmory.esp  [Version 0.9.9]40  Oblivion WarCry EV.esp41  FCOM_WarCry.esp  [Version 0.9.9]42  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]43  Choices and Consequences - 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Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]9A  bgMagicEVPaperChase.esp  [Version 1.68EV]9B  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]9C  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]9D  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.0EV-D]9E  bgIntegrationEV.esp  [Version 0.96]**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]9F  bgMagicLightningbolt.espA0  DS Flaming Arrows.esp  [Version 1.1]++  Visually Realistic Lava.espA1  Shining Flame Atronachs.espA2  Viconia.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]A3  Cobl Silent Equip Misc.esp  [Version 01]A4  Bound_Arrows_with_Bow.espA5  Conjuration Mastery.espA6  Bashed Patch, 0.espA7  FormID Finder.espA8  Streamline 3.1.esp


So, some clever idea on this one, anyone? Please? :icecream:
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Rudy Paint fingers
 
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Post » Tue Feb 01, 2011 10:46 pm

I hate to do another update so soon, but Exodus brought an error in the script to my attention.

Updated version 1.08 released, changes:
- Fixed bug with Personality bonus.
- Improved handling of magicka cost scaling*

*for details, see post #68 by phoenix. The change won't entirely fix the issue (Race Balancing Project or Supreme Magicka have the option to fully balance things) but should be a big improvement.

@Exodus
Do a ctrl-f search on aaEMMainScript and find "GetAV Personality." Then replace Personality with Endurance, there will only be one instance to replace.

@ Setharnas
That is a strange error indeed. I don't see anything obvious in your load order that would be conflicting, in fact your mod list is very similar to mine. Anybody have some ideas?
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mike
 
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Post » Tue Feb 01, 2011 10:02 am

lol glad i could (indirectly) help with the progess of this mod =D Thanks for letting me know what to do as well ^_^

By the way, when i go in to edit the script, it will not let me save it. When i go to save i get the error line 28: script command "array_var" not found

I didnt mess with anything in that area and only replaced the variable i was told to.

-Ex0dus
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ZANEY82
 
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Post » Tue Feb 01, 2011 11:02 pm

Hello,

I think that this mod and fizzle are great. The problem i have with fizzle is that it makes the skill level achievements (25,50,75,100) meaningless. This mod gives those levels meaning by making it dangerous to cast above them. The only problem is that when using magery and fizzle together, i cant use vanilla achievements. The custom mastery levels seem to be based on cost/skill which is what fizzle does anyway. I think the achievement level wasn't a very good idea for oblivion, nevertheless, its there. I prefer to use mods that go along with oblivions original design, even if i don't agree with that design. I was looking in your script, and it seems that you use the vanilla mastery levels by only making the currently selected spell novice level instead of making all mastery levels novice at startup. I'm not a modder, and don't quite understand it yet. I was posting on the fizzle thread on some ideas on how he can incorporate armor weight into his script, and had the idea to ask you about yours. I don't know the details of modder etiquette, but is it ok (or even possible) for fizzle to use the part of your script concerning mastery levels for the purpose of greater compatability between the mods? I think that would make this combination the perfect magic casting system (in my mind).

Also, changing the word required to recommended when buying spells would make it even more perfecter.
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Adrian Morales
 
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Joined: Fri Aug 10, 2007 3:19 am

Post » Tue Feb 01, 2011 3:26 pm

I don't know the details of modder etiquette, but is it ok (or even possible) for fizzle to use the part of your script concerning mastery levels for the purpose of greater compatability between the mods? I think that would make this combination the perfect magic casting system (in my mind).


Of course :)

You can do whatever you want with this mod.


Also, changing the word required to recommended when buying spells would make it even more perfecter.


It's hardcoded, unfortunately. nm
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Jessie Rae Brouillette
 
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Joined: Mon Dec 11, 2006 9:50 am

Post » Tue Feb 01, 2011 3:52 pm

Even worse, the decision of whether to display the text seems to be based on the game setting values when the game loads, so no way to remove the text without deleveling spells.

I'd guess that's done when the forms are loaded, same as effect costs. Like, if you load outside a shop, wait for the script to change the GMSTs, and you then walk into the shop, the spells which load for the first time after that cell transition will be properly affected.

Not desired, of course. I hard-mod the mastery ranks too, the script setting is only to redundantly assert them if someone's load order is wonky.

Anyway: statttis, do you modify mastery level when the spell is readied for an important engine-related reason, or is it only to preserve them being displayed in other lists? I've heard people talking about Sorcery's Toll leaving mastery levels changed after the mod is removed, but as far as I can tell any scripted edit to a (non-CloneForm) spell is reset at game load. Have I missed something?
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~Amy~
 
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