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Changelogs
Version 1.1
All restoration effects and spells are effective against ghosts.
This is a script replacement that adds a new ability to ghosts, where they will become invulnerable for 2 seconds when they get hit by an unsuitable weapon. Is the same implementation used by Ghost Mechanics and Shaders Restored, but this mod doesn't edit any vanilla record.
Using KID, this mod distributes a new keyword to make some weapons and spells effective against ghosts and uses PAPER to improve the performance of the hit detection.
By default, any silver weapon, daedric weapons, daedric artifacts, certain uniques weapons and any weapon with the Turn Undead enchantment are effective against ghosts and will prevent them from becoming invulnerable on hit. For magic, any magic effect with the Turn Undead, sun damage, offensive restoration effects or any concentration spells are effective against this new ability.
Note Doesn't work with player custom enchantments, because there is no easy way to detect this effects from the player and NPCs.
Settings Using the console you can configure this mod using the following commands:
set eeeGhostFlicker to X ;0 to disable. Default is 1.
set eeeGhostFlickerTime to X ;Duration in seconds of the invulnerability. Default is 2.
Notes
Because of the use of PAPER for the hit detection, concentration spells will not trigger the ghost invulnerability.
Summoned creatures and any NPC that doesn't have attached the vanilla ghost script will not have the invulnerability on hit. I don't want to edit NPC records to include the script.
Uninstallation This mod should be safe to uninstall, it just replaces a vanilla script to add the functionality without touching anything else.