Big lists of bugfixes, and some improved integration between Odin and Vokrii.
The end goal of a full integrated set of V++ mods balanced around each other is approaching, albeit at the pace of the EU's vaccine orders. Also, if there are no major issues with the Odin update, the long awaited LE port will be released shortly.
In the meantime, go get the updates. 😀
2021-04-03 21:23:14 +0000 UTC
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Will update Odin with bugfixes in early April, and port it to LE as well.
2021-03-18 12:53:02 +0000 UTC
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I'll need it. Odin took entirely too long. BB.

2021-03-01 19:28:12 +0000 UTC
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Odin!
Odin is what magic should have been. It combines a vanilla magic overhaul with a V++ spell expansion.
It is seamlessly integrated into a V++ game, but also works well in a full size setting, filling the "vanilla spell overhaul" gap in full size Enairim.
In short, no reason not to get it.
Some highlights:
- Scrolls and staves are now actually useful, and apply perk effects that were formerly spell only.
- Minions scale with character level, gain...
2021-02-28 21:22:11 +0000 UTC
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Alteration
The art of alterating objects. A practitioner is called an alternator.
The alteration fantasy is buffs and utility, so that's what you get. There is no TES precedent for offensive alteration, but you can hulk out with Orc Strength and power punch people to stagger them, and the Corrosion spells also benefit battlemages.
The weaken lock spells are how you reconcile open lock spells with the existence of the lockpicking skill (and Arcane Accessories' super-open).<...
2021-02-28 14:33:55 +0000 UTC
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Conjuration
The art of pulling rabbits from hats. (Note: rabbit may be greater daedra.)
The first school to be started and the last to be finished. Bleh.
Much of this is minion buffs, but they're still not as massively strong as vanilla Dremora Lord. The buffs mostly close the gap. For comparison's sake, the adept ones can duel a level 26 Bandit Marauder and remove about half its HP before dying, the expert ones are a fair fight that can go either way.
Minions scale ...
2021-02-28 02:36:39 +0000 UTC
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Illusion
The feature where level caps don't result in a hard cutoff but an increasing failure chance the higher the target's level is above the cap.
Level caps are increased in general and command/image spells were added, making illusion actually viable.
In addition to mind affecting spells, there are a few sneak attack buffs and sneaking buffs that should enable more gameplay than "you now sneak X% better" in other spell packs.
Antimagic is more useful than in Apoca...
2021-02-26 17:16:23 +0000 UTC
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Destruction
They say it's easier to destroy than to create. Maybe. It certainly is more fun, though.
In vanilla, there is only one useful ranged spell to choose from at each tier. So you just take that one and click heads. Odin adds more elemental spells with shorter range that allow players to do more damage at the cost of taking on more risk.
There are more concentration spells to fill the Flames shaped gap in your life. Each level gets progressively more awesome.
...
2021-02-24 12:31:10 +0000 UTC
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Restoration
Restoration is the school of restorating magic. An adept of restoration is called a restorationist.
Restoration is an interesting school in vanilla, particularly if you like turn undead spells. Odin cuts down the ludicrous number of them (9!) to just 5, and adds a damage component to Bane.
Notice the new implementation of level caps in Odin: Instead of a hard cutoff, spells have a failure chance against targets above the level cap, giving you about 10-20 levels...
2021-02-21 20:42:23 +0000 UTC
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In an earlier life, I was Brother Laz of Median XL fame. I handed that over to the community in 2013, who developed it further over time.
Well, Diablo 2 Resurrected has been announced and it has mod support.
Will Median XL be ported?
I've been getting in touch with Marco (the guy who's currently in charge of Median XL) to see what can be done in terms of porting it....
2021-02-20 11:47:26 +0000 UTC
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The end is in sight!
I was going to do a spell school advent calendar, but they seem to be in flux until the last moment, so not yet.
I intend to release Odin in two weeks, and will post updates as the release date approaches.
2021-02-07 19:44:09 +0000 UTC
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Work is going fairly slowly due to IRL work... for the time being. Being a consultant during an economic depression is weird. :/
Anyhow, you're here to see things blow up. You're in luck, because I'm mostly done with conjuration and making headway into destruction.
The new destruction spells are "vanilla-ish", in that Bethesda could have implemented them if they cared about magic in Skyrim. No weird and janky effects or the infamous "deal bonus damage when facing north du...
2021-01-18 23:32:16 +0000 UTC
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The way magic should have been.
Odin includes both fixes and improvements to all vanilla spells as well as about 10-15 new spells per school (some from Apocalypse, most new).
For instance, atronachs scale with level, have about 500 bugs fixed and there are also several new daedra with unique visuals (courtesy of Mihail). The new daedra don't eclipse the atronachs or make them redundant, but take up niches next to them. The goal is to make it hard to tell which spells are ...
2021-01-03 21:22:27 +0000 UTC
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Sacrilege 1.4.0
Trying to defeat the issue where your Vampiric Drain damage keeps changing. Turns out there's a reason no one uses these particular AVs.
Evenstar for LE
While there is still an Evenstar update in the cards as part of Project NIRN (integration between all V++ mods so they work well in mod packs), it is not an immediate priority. This medium term stability allows me to port it to LE: 2020-12-20 16:48:28 +0000 UTC
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As some of you found out the hard way, Sacrosanct needed several bugfix patches after 5.16. This is because for some reason, a ton of scripts that were not actually touched in the update were suddenly broken and had to be recompiled.
This is a problem, and reminds me of the old Ordinator update that was also broken and had to be rolled back. It seems old enough mods can no longer be safely updated.
Not sure what to do with that information, but the likelihood of an Apocal...
2020-12-08 23:04:02 +0000 UTC
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Get them at the usual spots.
Sacrilege 1.3.0
A major bugfix update, that also fixes some gameplay issues people have been complaining about (very slow rank progression; punishing hunger for races without an easy way to feed).
Triumvirate 1.7.0
Druid conjuration spells now give decent XP, and Holy Shock is nerfed.
Sacrosanct 5.16.0
Bugfix patch that fixes some longstanding issues. Fixes "the Moonlit Waters bug", "the Dexion bug", "the Fortitude bug" an...
2020-12-06 22:36:35 +0000 UTC
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(nt)
2020-12-03 11:19:18 +0000 UTC
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A V++ mod in the style of Growl.
More balance than Sacrosanct, less bloat, more impactful features, no kowtowing to Better Vampires fanbois.

It will be released on 14/11.

2020-11-09 21:07:34 +0000 UTC
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While I work on Sacrilege (soon!), I'd like to toss out an idea:
A unified V++ mod that merges Vokrii, Morningstar, Evenstar, Trua, a new V++ shout mod, a Smilodon overhaul, Growl and Sacrilege, with deep integration between them.
Would there be a market for this?
(If not, I just make Vodahmin.)
2020-11-02 21:21:03 +0000 UTC
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Well, okay, a week ago, and I forgot to submit the announcement.
A minimalistic standing stone overhaul.
I currently find myself unable to work on new mods because all the old mods are screaming for attention. This must be what having kids is like.
Growl 2.3.0
An important bugfix for anyone using a 2.x version. This partially reverts the cooldown mechanics, fixing the issue where the cooldown isn't applied correctly due to a race condition in high (or even medium) script lag situations. It also reverts the power to being a lesser power, removing the "Powers can only be used once a ...
2020-10-14 20:43:15 +0000 UTC
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Kingmaker
It turns out that dragons are just fundamentally uninteresting in ways that can't be fixed in a V++ manner. I'd have to completely replace everything about them, and I'm not sure with what yet. This goes to the back of the line.
Sacrilege
The V++ vampire mod is next in line, but there will need to be a Sacrosanct bug fix update first because the vampire scripts are shared between both.
More
I'm considering a lich or dragon priest mod, while avoidi...
2020-10-03 15:45:22 +0000 UTC
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There's a thread asking for input on both mods. This thread will lead to more influential updates, but in the short term, here is a small update for both mods.
Yes, that's an Ordinator update. No, this is not 2017.
Ordinator 9.29.0
This update contains a fix to a nasty bug which almost no one seems to have noticed: maces and warh...
2020-09-26 17:39:48 +0000 UTC
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Growl 2.0.0 is released! A major update with big improvements and fixes.
- Werebears are vastly improved. They can now access the perk tree, are considered werewolves, will reequip your items (in SSE) and you can now choose to be a werewolf or werebear from the start.
- The Beast Form cooldown now comes in the form of a debuff in your magic effects menu, preventing fast travel related issues.
- The MCM is fixed and expanded.
- Bug fixes.
2020-09-19 14:13:56 +0000 UTC
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🐻 > 🐺
2020-09-16 20:46:37 +0000 UTC
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I need some me time. 😭 Bb on 14/09.
2020-08-31 14:45:08 +0000 UTC
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The Mysticism - Vokrii patch has been expanded with a number of new and modified perks, along with Vokrii 3.1.x.
Patch on the Nexus (PC)
Patch on Bethesda.net (XB1)
2020-08-25 21:14:59 +0000 UTC
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As the title says, V++ perk overhaul Vokrii 3.x (now 3.0.2) has been released. It's a big update, that reduces mastery perks from 5 to 1 level, fixes several bugs, and now includes a Mysticism compatibility patch!
Fitbit Edition - XB1 Beth.net
Fitbit Edition - XB1 Mysticism Patch
2020-08-22 21:33:22 +0000 UTC
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- Trua update: minor bugfixes.
- Triumvirate update: bugfixes and Adamant compatibility patch.
Just keeping people up to speed. Have fun. :)
2020-08-16 19:35:03 +0000 UTC
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