Heyas
Not sure if you would consider this a problem exactly but it seems that SM adds spells to spell merchants that get killed or otherwise removed from the game during the mages guild quest or KOTN. And while you could say that I always have the chance to get them before this happens, I'm not able to use the spells until I'm high up in those skills which is closer to the end of the game for me so I would have already finished those quests.
Pretty much just think it's silly to have to delay a quest just to buy spells that will disappear from the game after. The mages guild spells could be added to other NPCs after the quest is done, but KOTN already has replacement NPCs for the ones that die that SM doesn't know about it seems.
Hmm I though i avoided that in most cases. I'll double check that.
Levitation has become buggy for me. The spell will work if I jump and continue to walk straight but if I try to gain altitude at all I just fall. Anyone ever experience this?
Odd I'll look into it but not sure why it would do so.
I tried using keyword search biut not sure what best to use, so I apologize if this has been brought up and solved already.
Both me and my dad use this mod, though he turns off the chameleon effect (you know where after the limit you set it acts like invisibility) and he noticed that when he was sneaking and chameleon and he tried to cast the spell on a monster all the effects were resisted essentially not doing damage, after he drops out of sneak mode and cast again the spell does damage again.
Any idea what might be causing this?
He just recently reinstalled with the GOTY edition of Oblivion with SI and Knights of the Nine included if that has an affect on anything. Also we used the Omod installer for supreme magicka after I updated him to SM .89.
Anyone else run into this problem? and if so did you ever solve it?
Hmmm. So i assume it wasn't a simple issue of damage health being casted on an undead unit or something. In any case sounds like the stealth magic attacks went screwy for some reason. I'll check the formulas for irregularities i can see.
Alchemy Advanced is an excellent mod, I would say it's one of these late trues additions to Oblivion.
I just tested it but I find it's overpoered compared to SM overhaul settings because I think Achemy Advanced use Vanilla Alchemy settings.
So I request a patch to balance this mod toward SM Alchemy settings.
SM dosn't actually do much to potion making power. Its the weak spot of SM as it is closely still vanilla settings and will only probrably be slightly different because some base spell costs changed when i balanced the spells. So considering i havn't really worked on this element of the gameplay it would be silly for me to make a compatibility patch to make it nearly vanilla again

The mod looks new and supported though so maybe the creator will get more options for people out.