Mod Problem Please Help

Post » Wed Mar 30, 2011 3:11 am

I have tried to run Supreme Magicka after reading about the mod it sounds interesting. Here is the problem. I ran the instructions step by step on installing it. After installing it and started playing in the dungeon the 2 starting spells disappear. Lets face it those spells are not the greatest so no major problems there. When I get outside of the starting area and go buy new spells the supreme magicka isnt V9 isnt doing everything it is suppose too. For instance spells disappear on me the spell icons do not always show up and how they are suppose to show which form of magic school they are from isnt working either. (example a destruction spell is suppose to be something like D2 for destruction level 2). Thought maybe another mod was the problem so I elimanated all mods except for Supreme Magicka and OBSE 17 through the current one OBSE 20. Installed the OBSE one at a time after removeing the first one installed. Can someone please tell me what I am doing wrong other than using a computer lol. Thank you.....

Tried using that Wrye Bash and after having major problems with that tool which didnt help with Supreme Magicka either. Not sure if Wrye Bash even worked at all.
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Lakyn Ellery
 
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Post » Wed Mar 30, 2011 12:37 pm

Double check that the version of Supreme Magicka you are using has the OBSE that you are using. You might have a more up to date Supreme Magicka which requires a newer OBSE. I am running Supreme Magicka 0.90b with OBSE v20 with no problems (touch wood).
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Sami Blackburn
 
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Post » Wed Mar 30, 2011 6:55 am

What ultimamage said. Also, you can get the starting spells by editing the ini:

set zzSMConfigurationQuest.bDisableStartSpells to O

They are disabled (1) by default, which is unfortunate IMO. Plus you need to start a new game in order for the new setting to work.

Plus SM won't change how spells are sorted (i.e. D1, D2 etc.). You're probably thinking of the feature in Wrye Bash's Bashed Patch or perhaps LAME, which I think has that option.
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michael flanigan
 
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Post » Wed Mar 30, 2011 2:14 am

Post your load order as you last knew it to work correctly.

Also, there were some bugs fixed with the upload of this one:
[ http://www.tesnexus.com/downloads/file.php?id=12466 ],
which is recommended by the original author. Quite a lot of fixes made in the updated version.
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Valerie Marie
 
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Post » Wed Mar 30, 2011 6:22 am

Just to cover all the bases, you are starting the game with the OBSE launcher (or with the 'OBSE enabled' checkbox checked in Wrye Bash , if you start the game from that utility)?
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Ridhwan Hemsome
 
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Post » Wed Mar 30, 2011 2:08 am

In addition, for the OP's spell disappearing: any race mods that override or edit the Vanilla racial spells will be removed during the tutorial when you get your Class and Sign. You'd have to edit your race ingame and save a real save (not console edit like to change hairstyles or such) to get the overrides back.
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Pete Schmitzer
 
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Post » Wed Mar 30, 2011 2:01 pm

I launched the game with the OBSE 20. The only mod that I am trying to run at this time is Supreme Magic. I will have to check the ini file bet that is why the starting spells disappear. Okay thought that Supreme Magic was suppose to change the spell groups that is my mistake sorry.. I will check the ini file for that and change it to 1. Thanks for the help.... Tried to use Wrye Bash and that was total frustration so I deleted that utility.. But that problem with Wrye Bash is not something I will try to figure out..
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sarah taylor
 
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Post » Wed Mar 30, 2011 8:09 am

I will check the ini file for that and change it to 1.


1 will disable the starting spells so you need to change it to 0 if you want them. And also start a new game as said (or add them via the console).
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Chantel Hopkin
 
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