This is an article which will collect all the updates I put on the main page.
SpellCrafting for Skyrim 1.0.0 Update (25.07.2016)
After an equally mind-numbingly time of no updates, a new update.
First and foremost, translations! From now on, Spell Crafting for Skyrim is
an localised ESP, shipped with raw strings as well as a huge
translatable SkyUI translation file. That was only possible because of a
huge help from DavidJCobb on reddit. As a result, if you'd like to translate our mod, you don't have to touch ESPs in any way. Just use TesVTranslator, or any other software to work on Strings and the appropriate UILib translation text file.
Per request, I have changed learning step so that it can now be as small as 0.1, if you feel that you learn cantrips too fast.
Added three new archetypes - Wall of Flames, Frost and Storm.
As usual, several bugs, bigger or smaller have been found and (hopefully) pacified.
SpellCrafting for Skyrim 0.9.9 Update (9.03.2016)
After a mind-numbingly time of no updates, I have finally managed to add something.
First of all, new learning system. The old cantrip learning system was somewhat buggy and laggy, and was an upgraded version of the original script. The new one is magic-effect based and utilises keyword checking to begin with, which means it should be lighter. But more importantly, the new system eliminates the need of any compatibility patches with magic spell packs. In previous update I've added an Inspect Spell power which allowed users to add any spell to the Engine Spell Crafting system, and use it, more or less without any hiccups, providing the users knew basic mathematics.
This time, the Inspect Spell also allows for the spell to be added to any Cantrip Compatibility List.
What does that mean?
Let's suppose you use a spell pack that adds a fire spell. Assuming the mod author was observant enough and provided the spell with MagicDamageFire keyword, the system will recognise it, and correctly advance the progress. No work on your side needed.
However, not all spells come with their own keywords. Sun damage spells, for example, lack one. So the only way of detecting their presence is checking a formlist. A formlist that now are open and can be edited from within the game, much like those in crafting section. You just use the power, cast a spell, choose option and next time you cast that spell it will correctly advance the progress. Lists can be also visible from MCM menu.
Oh, and now the Cantrip Learning scripts starts working once you select a spell and "ready" them, and stops and collect the progress when you "sheath" spells.
And finally, if nothing above is to your liking, an option has been added to turn this system off after user's first spell casting, much like in Oblivion.
Two new Archetypes have been added: Heal over time, per request (and common sense) as well as Restore Stamina.
Perkus Maximus patch 0.0.8 Update (20-03-2016)
Tiny fix that corrects the Extended Twin Souls perk.
Spell Crafting Version 0.9.8 (8.12.2015)
A fairly important update this time.
First of all, change of nomenclature! Since the introduction of the
experimental spells that rely on Grimy's plugin no one has reported to
me about their computer blowing up [citation heavily needed], I think it
is time to drop the "experimental" bit. From now on, Regular spells are
now called, quite appropriately "Scripted", and the former Experimental ones are now "Engine". That is still a bit incorrect, since the latter ones are made on the fly by
the plugin, but since they are infinitely closer to the proper game
spells, I felt it is fitting.
Another change is with the Magnitude and Duration of Engine Spells. They are now called what they are - multipliers. For most spells, it doesn't matter, but this concept takes a radical change with third party spells (more later).
The scripted spells have been given an overhaul. The bulky left/right hand
monitors are now replaced with set of smaller, single-spell monitors.
But most importantly, the magicka cost is now properly assigned! The same goes for the "hand effects". You still have to sheath/resheath for the effect to apply.
Two new DLC2 cantrips have been added, Poison Rune and Frenzy Rune, the
latter one with varying level (which isn't as straightforward as you may
think).
But probably the biggest change is that the mod is now (more or less) open for any spell packs out there, like Phenderix, Midas Magic, Apocalypse or any mod that adds spells. A new power is being given to you on update, that allows you to inspect
spell and add it to the list of craftable Engine Spells. This is where
the Magnitude/Duration multiplier comes in handy, since you can tweak
these spells if you think they need more/less power. Check the video to
see it in action.
Per request, I've introduced a basic cap system. Currently only one cantrip, Fortify Skill has this as an MCM
option. Disabled by default, one could enable it to set maximum
magnitude cap of these spells. They still can be tweaked above that
limit with journal, but regular menu will obey the limit.
This mod now comes with Grimy's Plugin 1.14. Make sure that it doesn't conflict with other mods that may use older versions.
Spell Crafting - Perkus Maximus Patch Version 0.05 for use with Spell Crafting Version 0.9.8 (18.12.2015)
Minor bugfixed version. Read Perma Patch article to learn more.
Spell Crafting - Perkus Maximus Patch Version 0.04 for use with Spell Crafting Version 0.9.8 (8.12.2015)
New version of the Perkus Maximus patch has been released, needs 0.9.8 to work. Read Perma Patch article to learn more.
If you'd like to read older updates (from 0.9.5 to 0.9.7.2), read Older Archived Updates article or a Changelog.
Spell Crafting Version 0.9.7.2 (28.10.2015)
Another update! Not a big one, mostly bugfixes (see changelog). Quite a few of
them have been submitted by users, to whom all I cannot thank enough.
It now uses Grimy's plugin 1.14, so be sure to check if other mods are not
using older versions (though it shouldn't mess too much).
In anticipation of Frostfall 3.0 being released soon [citation needed], I
wanted to try my skills with the Campfire System, and thus created a
Portable Spell-Crafting Altar! For those of you, whom using the journal
wasn't immersive (TM) enough, now you can place it anywhere you want.
And it comes in two flavours - regular and Daedric. You need to become
Archmage and in case of Black Book version complete the Dragonborn
storyline.
My deepest thanks to Chesko for answering a barrage of questions and teaching me the art of bodge (because sometimes a
solution to complex mathematical matrix equation is a 30-second fix in
Nifscope). Be aware that it obviously requires Campfire system (and it won't work with old Frostfall 2.6).
The mod now uses the resources from Open Books Library by stoverjm and Blary.
I'm also trying to rewrite the cantrip system again so it will be
uber-combatible, but it will take a while. It will also seem that you
should expect either a bimonthly or monthly updates to this mod (sans
some critical fixes).
Spell Crafting - Perkus Maximus Patch Version 0.03 for use with Spell Crafting Version 0.9.7.2 (28.10.2015)
New version of the Perkus Maximus patch has been released, needs 0.9.7.2 to work. Read Perma Patch article to learn more.
Spell Crafting Version 0.9.7.1 (7.10.2015)
Another update!
Added "Tweak spell" option for the experimental spells. So now, if it turns out you have set magnitude/duration too high/low you can tweak it without forgetting and re-doing a spell.
I have incorporated the proper perk system. Now, after creating a spell it will have a proper perk assigned. The costliest effect determines the school, and the rank is, like in Oblivion, determined by amount of Magicka:
0 - 50 Novice
50-150 Apprentice
150 - 300 Adept
300 - 500 Expert
>=500 Master
This won't, however, change the label given to spell in the UI, since it relies on the manually set skill level of certain magic effects, which cannot be changed. Or, to be more precise, it can be changed, but then it will change the skill level of every other spell with that magic effect (so if you had two spells with the same effect, one Novice, and one Master, then the latter one would overwrite the first one).
Cloaks now have their damage scaled properly. Previously, cloaks' magnitude was a dummy effect, since that is how cloaks work: they apply another damaging spell constantly, if opponent comes in contact with the cloak. Now, these dummy effects give you a hidden perk which boosts the correct
damage on those spells using deprecated Actor Values of Fame and Infamy, quietly modifying them back and forth to the desired magnitude.
Weakness spells do not stack now, preventing some pretty OP exploits. Be aware that using Weakness to magic can still make other effects, including self, more powerful.
And as per usual, several bugs have been found and fixed.
Spell Crafting - Perkus Maximus Patch Version 0.02 for use with Spell Crafting Version 0.9.7.1 (7.10.2015)
New version of the Perkus Maximus patch has been released, needs 0.9.7.1 to work. Read Perma Patch article to learn more.
Be aware that it contains a tiny edit to perma's Frost Rune, since it has a bug (I've reported it to Perma team).
Spell Crafting Version 0.9.7 (30.09.2015)
After a long period of no updates, a new, experimental version is up! Why experimental? Since it uses Grimy's Plugin, a SKSE add-on capable of what previously was only a dream. Thus, a new version. Once more I'd like to thank Grimy for allowing me to use his plugin and for surviving my spamalanche of probably very silly questions.
What's new?
- 25 new slots for experimental spells, that now act like proper game-engine spells! No "0 magicka" issues, proper description, proper dual-casting, all that jazz.
- Experimental spells are fundamentally different from the scripted ones: they have to obey the
casting type (Fire and forget/concentration) and delivery (self, target, aimed) restrictions. Thus, you can't mix these types, since as far as I understand, game engine, even with the said plugin won't allow it. - Furthermore, most spells can have their duration and magnitude changed. The numbers you type in are actually multipliers, since the original "model spells" all have magnitude and duration of 1.0. The spell cost scales accordingly, just like with regular game spells.
- If you are an Archmage now, you can craft spells anywhere, from your journal. This feature is also active in debug mode.
- Several bugs have been fixed, as usual, check the changelog.
Be warned: this is still experimental. Grimy's Plugin is being updated very often. This version of SC uses version 1.12 - when it will get updated again, I will check if I need to update my mod.
Common problems:
- Sometimes, on game load you might find your experimental spell having no "hand visuals" (fireball, etc.). That is because the spells' are stored... in the space between spaces. What I mean by that is the spells you have on your character are, again, dummy spells, but at every loading of the game, plugin sets the details (sub-spells, magnitudes, durations, etc.) of said dummy spells, reading them from arrays stored in the scripts. As a result at the start of every game you may find that your custom spell lost the hand effect visuals - simply sheathe the spell and reselect them again. To put it in perspective, it's like decorating a Christmas tree. If you celebrate that holiday, you probably, each year, take out your tree from one place, take out the decorations from another place, and then assemble them together. But after Christmas is over, you disassemble them. In other words, your game is having Christmas at every game load.
You *should not* experience any other problems, but if you do, by any chance, the journal has a "refresh" option, which should - as the name suggests - reload the spells' details. - You may also experience that there is a tiny bit longer loading time between each menu. That's because it recreates the spell list on the fly, taking into account whether each spell fits the current type/delivery conditions.
If you find any problems, be sure to send me all the important data. I have used the experimental version in my current playthrough, so I'm reasonably sure it is working correctly, but you never know.
Spell Crafting - Perkus Maximus Patch Version 0.01 (1.10.2015)
This patch needs the experimental version 0.9.7
I've decided to upload a first version of Patch for T3nd0's Perkus Maximus. It currently only fixes for Illusion Influence spells (Fear, Fury, Calm, Courage). Read Perma Patch article to learn more.
Spell Crafting Version 0.9.6.3 (11 12.09.2015)
Edit: oh god, it only took a day for Nexus to fix the upload.
New version, several new concepts, quite a few fixes:
New DLC2 archetypes:
- Whirlwind Cloak
- Cyclone
- Summon Ash Spawn
- Summon Ash Guardian (both with, and without heart stone, more later)
- Summon Seeker (and High Seeker, more later)
- Ash Shell
- Ash Rune
Just like with the DLC1 archetypes, the cantrips are initially unavailable, unless you complete various radiant quests for Master Neloth - as soon as you can buy these spells at him, you will be able to buy cantrips from Melrin.
Ash Guardian is a very special, script-spawned creature, and under normal circumstances it only appears when you have a heart stone, but it is being summoned permanently. You can now summon
it for a shorter time, but without a heart stone. Permanent summoning works like regular one.
Ash Seeker can now become a High seeker (more powerful version), if you have vanilla Elemental Potency perk.
I've also added a perk, available via MCM - Extended Twin Souls, which basically makes you have any two conjured creatures (not just Atronach, Dremoras and undead).
As usual, several thing have been fixed; most important is yet another update to cantrip learning system.
And for those of you, who play evil characters, once you finish Dragonborn's main quest, a Wretched Jar will appear at the bottom of the new cupboard, which will allow you to substitute the three mage's books on the altar with a Black Book. Just a decorative thing, nothing else changes.
Spell Crafting Version 0.9.6.2 (6.09.2015)
New version, several new concepts, quite a few fixes:
- Straight from the depths of the Uncanny Valley comes the Spell tester: a summonable puppet that allows you to check the details and effects of your spells on it. Control its statistics, like health, weaknesses,
health rate, or even its race. - While the Spell Tester is active, you are not learning any cantrips, and you only gain 0.05 experience of your magical or battle skills, preventing you from exploiting it as a experience generating punch bag.
- You can summon and punch him inside college; killing him will not trigger any special events or bounties (like killing a college member, since he is not one of them and has no crime faction); other students/teachers will also not engage in battle, though they may sometimes comment on what's happening ("Gods! Another fight!", "What a waste..." and things like that.)
- Fire/Frost/Shock Runes (like the conjured creatures they share the same "distance" issue)
- Fortify Magicka (under fortification cantrip)
- Sun Damage
- Sun Cloak
- Conjure Gargoyle
- Heal Undead
- Summon Boneman/Mistman/Wrathman
The Cantrips are initially unavailable at Melrin; as you progress through Dawnguard's Questline, more will appear (see Article Cantrips for more).
The Chamber has been given a bit of a clean-up. One more bookshelf has been added; new cantrips will appear there. I have also changed the lighting a bit, made it warmer, since previous lighting might not have even been active (it was casting shadows and we all know how well Skyrim manages that type of lights).
See also the changelog for full list of bugfixes.
Please keep in mind that since I'm modifying someone else's mod, things may go wrong. If you find any problems, feel free to contact me.
Version 0.9.6.1 (31.08.2015)
After more than two years of no updates, SpellCrafting for Skyrim is back!
The author of the mod, TaiChiKid has kindly given me (Piotrmil) a permission to modify and update the mod. I will try my best to keep it updated; I have already fixed a few things, and I'm planning on doing much more - see article "Future plans" for more.
Updating: as far as I know, version 0.9.6.1 cannot be updated from previous versions. Since this mod has a lot of cheat/debug functions anyway, you can simply deactivate old version, remove mod, install new version and the use MCM to tweak functionality. You will obviously lose all your custom spells, though. This is because the version now REQUIRES: Dawnguard and Dragonborn.(and Update.esm, which was curiously not included as a master).
What's new?
- New UI! No more tacky console workarounds, now this mod includes the UILIB_1 library from SkyUI and as a result can input spell names properly.
- Several problems related to magicka cost being calculated incorrectly and its usage during casting/sheathing spell have been fixed
- Melrin is now more competent: cantrips he's selling are now tied to your skill level, just like other vendors' spells.
- Speaking of cantrips, MCM allows you to look up your progress on each of them.
- Cantrips can now be learned by casting other modded spells, since the learning process is now based (largely) on keywords. Also, some spells can teach you more than one cantrip (see article "Updates" to learn more)
- Conjuration summoning effects can now be linked! In previous versions summoning spells couldn't be linked with other effects; in this version they can (though you can still disable it in MCM). The summoning spells obey all other restrictions, like range and number of creatures (so if you craft a spell that fires a fireball and summons familiar and you shoot it at a target a mile away, the fireball will hit, but creature won't summon there, unless you can do that with regular spells)
- Dual -Casting is now working, more or less, properly. In previous versions, DC a spell was basically casting the spell twice. Now game can detect that, and properly adjust magnitude/duration and magicka cost. This is based on detection of a silently added perk. if you keep dual-casting spells, this system may fail, because of a limitation of Skyrim's engine - as a result you can disable it in MCM
- Cantrip Journal shows more details of a spell
- And, as a welcoming gift, spellcrafting station now has cookie jars, one for each of your favourite school of magic :)
Please keep in mind that since I'm modifying someone else's mod, things may go wrong. This is still alpha release, I strongly suggest saving and using the experimental feature on your own hand. If you find any problems, feel free to contact me.
Version 0.9.6.1
Mod under new management, revised version by Piotrmil.
- New UILIB_1 library from SkyUI,
- Several problems related to magicka cost being calculated incorrectly and its
usage during casting/sheathing spell have been fixed, - Melrin is now more competent: cantrips he's selling are now tied to your skill level, just like other vendors' spells,
- MCM allows you to look up your progress on each cantrip,
- Cantrips can now be learned by casting other modded spells, since the learning
process is now based (largely) on keywords. Also, some spells can teach you more than one cantrip (see article "Updates" to learn more) - Conjuration summoning effects can now be linked, an option has been added to MCM
- Dual -Casting is now working, though it has limitations - constant casting
may not work due to Skyrim's engine flaws. An option has been added to MCM. - Spellcrafting station now has cookie jars, giving you sweets boosting your magical skills for a short time.
Version 0.9.5:
- Increased the number of effects each custom spell can have from three to five.
Version 0.9.5
Version 0.9.5 increases the number of effects each custom spell can have from
three to five. Now your custom spells can be bigger and badder than
ever!
To update from any previous version:
- A clean save is required. See the Updating section below for detailed instructions.
A Russian translation of Spell Crafting for Skyrim is now available, check it out here.
Version 0.9.4.1:
- Fixes the projectile and impact effects for fire damage spells that do damage over an interval.
Version 0.9.4:
- Updated spell name entry process
- Added an MCM option to vary the number of active Rune spells allowed
- Added an MCM option to completely deactivate/reactivate the mod
Version 0.9.3:
- Added Skeleton conjuration spells
- Added Draugr conjuration spells
- Added Become Ethereal spell
- Fixes a potential navigation bug in the spell construction menu
- Fixes a typo in the Cantrip Vendor's dialogue
- Adds a configuration to the MCM menu to disable Cantrip Learning.
Version 0.9.2:
- Fixes the zero magicka/no spell effects bug.
- Should add full support for game pads.
Version 0.9.1:
- Fixed the creature conjuration absorption bug.
- Change all instances of "Alter" to "Altar" -- I think I got them all.
- Changed the Carry Weight Fortification to use weight points instead of a percentage.
- Corrected the descriptions for self targeted magic effects.
Version 0.9:
- Original release