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Each use of the command newritpow creates a new ritual power, but you don’t have much control over what its absolute number will be. So absolute power numbers make sense to use only for the ritual powers of the standard game, 1-47.
In other words, don’t try to use a number such as 51. Instead the power command in the definition for your Prime Lord should be
Instead, what you can do, is to make two monster definitions with a mastery path between them, and make the ritual a mastery ritual with the command levelup.
(By the way, the ritual commands rebatefx25 and rebatefx50 work with the monster command rebate, only. In the standard game, the oracles of the Pale Ones have it, nobody else.)
by the way expanding on my weapon question as i understand there is no way to make spells per say ... so how using weapons can i acheive same results as learning spells via masery then how structuraly should i build said item ?
So I believe you can define any number of ritual powers in your mod, each started by a newritpow, and then let a monster use all of them as follows:
You can also, of course, always add new stuff to an earlier defined monster by using selectmonster, so another way of doing the same thing would be:
If you happened to get the absolute power number 51 to work, then it was just – as you say – because of how your particular setup of mods happens to load on your computer. On somebody else’s computer – or if you add or remove some mod on your own, or if the developers add some new ritual power in a patch – your mod will break.
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I am not sure I understand what you are asking here. In my post above, I showed how you can "add a weapon" to a monster via a mastery ritual (with a levelup command), right? Is something about that unclear? Is it not good enough for your purposes? What else is it that you want to do?
Rituals can add new spells to a monster (without any mastery), via the ritual commands newspell1, newspell2 and newspell3. But that’s not what you want or are asking about, is it?
adding weapon to a monster on mastery is ok no problem witht that i guess what i whant is just not doable a weapon that choose randomly another weapon in a set to get kinda the same result as spells...
What you want (I think) is to be able to create new spellweapon groups, but that is not possible.
Yes, monsters and rituals come in the wrong order in the AwfulCoE4ModsCore mod too. The modprio 1 may prevent most problems. Maybe. (Until someone else uses modprio 1 on his mod too, or the developers add a new ritual power to the standard game.)
How to properly call upon user-made ritual powers isn’t at all well documented, so it isn’t very surprising that modders are making this mistake, I guess.
Any effect that a spell can cause could be caused by an ordinary weapon attack too. But the schools (or paths) of magic – collections of spells from which random ones are selected – those are, like Xelos is saying, simply not moddable. And I know of no way to emulate them.