confuse
If you are not skilled enough, the spell will fail. Also works for NPCs.
Screenshots 4 screenshots
About this mod Machine translation
If you are not skilled enough, the spell will fail. Also works for NPCs.
The mod you didn't know you needed. If you don't have enough magic skills, spells will fail and the same thing will happen to NPCs! Now those newbie necromancers are really newbies.
When you start casting a spell, the MOD identifies which of the five schools of magic the spell belongs to and reads its level [Novice = 0, Apprentice = 25, Mastery = 50, etc.], which matches your magic skills. The spell can become confusing if you're not skilled enough.
- Novice spells will no longer fail with Magic Skill 20.
-Apprentice spells no longer expire at Magic Skill 40.
-Skilled spells will no longer expire at Magic Skill 60.
-Magic skill 80 will not expire.
-After magic skill reaches 100, master level spells will no longer fail.
A message will notify you when you reach the required skill. As you improve your magic skills, the chances of spell failure will become less and less, at skill level 15 you will have a good chance of casting novice spells, but will have a lot of difficulty casting master level spells. The mod takes into account each of the five different schools of magic: you might be able to cast fireballs, but you might be proficient at casting healing spells.
Compatible with *everything* including modified spells, modified NPCs, and modified races. Loading order: Doesn't matter. Requires SKSE64.
MCM is intentionally not provided, but if you close the console and type "help fizzle" you can configure the mod to your liking:
"Set FIZZLE_EnableDebugMessages to 1" will display debug messages and generate Papyrus logs in the Script\User folder. Default is 0.
"Set FIZZLE_NPCEndRange to X" (where X is a value between 0 and 100) will set the rate at which NPC spells fail. 0 completely disables spell failure, 100 makes NPCs fail a lot. The default is 50.
Setting "FIZZLE_UnequipFailedSpell to 1" will unequip the NPC if they are unable to cast it. Soon after, they will automatically re-equip it. Enable this option if the AI is confused and you encounter a situation where NPCs are hovering but not attacking you. Default is 0.
All settings take effect immediately and can be saved to a save file (and can be restored at any time), so you don't have to type the above commands every time the game runs, once per save is enough.
A short video demonstration with debugging messages:
Bro comments @2'22":
This mod is a function of YASH overhaul and is released as an independent mod according to user requirements.
This mod will never be ported to LE, so don't ask.
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The mod you didn't know you need. Spells will FAIL if you are not skilled enough in magic, and the same will happen to NPC! Now those Novice Necromancers are REALLY novices.
When you start casting a spell the mod identifies which of the five magic schools the spell belongs to and it reads its level [Novice = 0, Apprentice = 25, Adept = 50 etc], which is matched against your magic skill. If you're not skilled enough the spell will FIZZLE.
- Novice spells won't fail anymore at magic skill 20.
- Apprentice spells won't fail anymore at magic skill 40.
- Adept spells won't fail anymore at magic skill 60.
- Expert spells won't fail anymore at magic skill 80.
- Master spells won't fail anymore at magic skill 100.
Messages will inform you when you have reached the required skill. Spells will fail increasingly rarely as you increase your magic skills, at skill level 15 you will have a high chance to cast a Novice spell but you will struggle a lot to cast a Master spell. The mod takes into account the five different magic schools separately: you may suck at casting fireballs, but you may be a master at casting healing spells.
Compatible with *everything*, including modded spells, modded NPC and modded races. Load order: irrelevant. SKSE64 REQUIRED.
MCM is intentionally not provided, but you can configure the mod to your likings if you bring down the console and type 'h …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.