The rector was easy as there was only a single effect component. For Drown I disabled what I thought was the most obvious component but there's several others. The component I disabled was the custom_effect but it appears the problem is in the spell_mass_enchant block.
From what you are saying it definitely appears something in the DS1 Legendary pack is influencing the way this block works in Drown. You can try untanking the mini-mod and disabling one by one charge_ffx, charge_efct, cast_ffx and cast_efct found in the spell_mass_enchant block of Drown in spl_ds2_spellscmagic.gas and see what's causing the issue.
It is definitely "cast_ffx = ffx_spell_drown_cast;" that is messing up the drown spell. All of the other ones work either stand alone or together. I wonder what within the DS1 Legendary Pack might be causing this?
I noticed that Norick's Dog when full grown casts a purple aura correctly I wonder if the same would work on the rector?
Food for thought
UPDATE
I searched DS2 Objects SFX folder for the drown spell. There are 4 images and a gas file that calls those images. Other than the the image called for spells like dehydrate, decay armor etc. the Gas file for the drown sfx images is the same as the others. So from this I would expect that all of these types of spells would exhibit the same problem but they do not. I checked the DS1 Legandary Pack for gas files and images that had the word drown in them and there are none. I could replace the images called to say dehydrate which I know works to see if the drown spell still has the problem. But would that get us any closer to the solution?
It is definitely "cast_ffx = ffx_spell_drown_cast;" that is messing up the drown spell. All of the other ones work either stand alone or together. I wonder what within the DS1 Legendary Pack might be causing this?
I noticed that Norick's Dog when full grown casts a purple aura correctly I wonder if the same would work on the rector?
Food for thought
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UPDATE
I searched DS2 Objects SFX folder for the drown spell. There are 4 images and a gas file that calls those images. Other than the the image called for spells like dehydrate, decay armor etc. the Gas file for the drown sfx images is the same as the others. So from this I would expect that all of these types of spells would exhibit the same problem but they do not. I checked the DS1 Legandary Pack for gas files and images that had the word drown in them and there are none. I could replace the images called to say dehydrate which I know works to see if the drown spell still has the problem. But would that get us any closer to the solution?