OK a little background before my report.
I currently run three different load orders and have three different installs thanks to Gaticus and http://www.gamesas.com/index.php?/topic/1119357-wipz-mtes4-manager/ (you might like it - not a tool like Wrye Bash - it is much simpler but very powerful - it will allow you to clone your install including game profile folder, app data folder, and main game directory) then swap between them. A great thing for modders who also want to play (have one clone for modding that is stripped down and have one for playing with mods galore). I of course use it to play more than one load order.
So with the ability to not have to feel tied to 'the perfect load order' I created a kind of experimental load order and character that is kinda new for me to play. He is a Dark Elf with the Atronach birthsign - which means he does not regenerate magicka on his own. That is the vanilla behavior, but I also added mods to accentuate this behavior. The mod http://www.gamesas.com/index.php?/topic/1075687-relz-applers-passive-birthsigns/ alters the Atronach with these features:
* Atronachery: The player assumes the the form of the Atronach, according to which element they most closely identify with. You may choose the element of Flame, Ice, or Electricity. [basic resistance to these types]
* Mind Leak: The Atronach is not firmly rooted in the physical world, and it's physical manifestation is unable to contain it's magical energy. You lose magicka every second, and cannot regenerate magicka. [constant magicka drain]
* Mind Sponge: Being of a magical nature, the Atronach has a unique link with other forms of magicka, and regenerates whenever they are near. The Atronach may even use his own summons to regain magicka. [or spells cast nearby]
* Overload: The Atronach may absorb more magicka than his physical being can contain, and will release it in a violent burst. This leaves the Atronach momentarily vulnerable. When you are close to overloading, pure Magicka will shoot out from your body, and the frequency will increase proportionally.
I also included a mod called http://www.tesnexus.com/downloads/file.php?id=31918 that removes all spell buying from the game and assigns spells to you according to skills and path you choose when the mod starts. You can still learn from books and scrolls and from unique merchants, etc. These combine to make a very difficult game with regard to magic use. My overall aim was to play an assassin type who then takes to magic later and finds, craft, commission jewelry that boost magicka faster than it drains from him. Plus alchemy and all that.
Normally the character does not have magicka at all as it drains away unless near sources of magic or it is cast near or at him. Not only does he absorb it but when he tops off he starts to shoot magick bolts out in all directions then collapses to start again until away from the magic source. Currently the character is far away in the mod Windfall and no where near the Arcane University, nor part of the mages guild.
Now the report.
With my hotkey mod I usually have the spell I use set to shield (which he can't normally cast anyway). After installing this and at each game load the default spell suddenly is always set to the Magic Kit spell. Not sure why but I've hit cast not realizing that once again it was defaulted to the magic kit. Is this intentional? I'd prefer it not be as I think most will hotkey it.
As soon as the spell is cast immediately the character starts gaining magicka and as per the passive birthsign mod starts shooting out bolts of magic heading toward collapse. He can cast the plasma arcs which look like really cool lightning bolts. But the trend is that he gains magicka faster than he can spend it unless he shoots plasma balls (about three then he is drained of all magicka again) he will go into overload. If he does not get rid of magicka and the Magicka Overload bolts form Passive Birthsign mod kicks in then he appears to charge up as if about to shoot a plasma ball but but it only fizzles out and no shot and then he has to wait out the overload (this does not happen normally with passive birthsign mod). So does this mod have spell failure chance? Or it could be the overload bolts are counting as casted magic bolts and overriding/preventing the casting of plasma. (I hope not).
Next the omni shield. It works, but only when no shield is equipped. I thought I'd read it will work with a shield. It drains at a slow speed, so that seems somewhat normal.
My main question is - is the magicka gain part of this mod? If so then does this happen even with vanilla version of Atronach birthsign as well. This I'd like to know prior to taking apart or out the passive birthsign mod. Or maybe an issue with the mod or something I'm not understanding. In the console I see
Spell 'Fix Fake Magic Items' added followed by
Spell 'Fix Fake Magic Items' removed repeating the removed part. This coincides with the magicka gain. Tes4edit tells me they are from this mod, but not what they do.
I understand that using as many mods as I do that issues like this arise and I'm not asking you to change or cater to these other mods. I'm just wanting to understand what I'm seeing so I can know how to proceed with either edits to one mod or other or removal, etc. I have your mod set to load later (after bashed patch as per usual and all other magic mods).
Also I need to test this last observation out more but I could have sworn my character absorbed magicka from damaged arrows (made by combat archery mod) that were laying on the ground. That seems odd. [edit] yeah without doubt broken arrows are a source of magicka for passive birthsigns.
No freezing or stuttering though, but haven't yet fought a magic user.
[edit] I'm kinda seeing now that I might have to ditch the passive birthsign mod due to conflcits with two mods now. And since it is not supported all the more reason. Problem is if I cannot reset either another birthsign and powers in there after taking it out then that means a new game. Only 8 hours into this game so not the end of the world.