Skyrim

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25 comments

  1. danexuslurker
    danexuslurker
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    If you have installed other mods that add spell tomes to levelled lists, please use Wrye Bash or Mator Smash to create a patch.

    I no longer have old Skyrim installed, so I will not be making any updates to this version. It works as intended and no bugs have been reported. Feel free to edit/modify/improve this mod if you wish. An SSE version is available as Classic Spells.
  2. RatB0Y68
    RatB0Y68
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    If you are still working on this, would you consider adding the burden spells to the collection?
  3. PhoenixSky
    PhoenixSky
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    I really like this mod, simple but effective. One thing I noticed however, I was able to level Alteration rather quickly by casting Ease Burden. I noticed all the spells have the same Skill Usage Multiplier of 1.0. Maybe adjust some of the skill usage multipliers to a lower number, especially the ones that people can quickly level out of combat.

    I made my own adjustments in TES5Edit to suit my needs, I changed most of the spells to 0.25 skill usage multiplier. I made the Feather spells give more experience points based on how difficult they were to cast.

    Thanks for the mod, it makes the game better.
  4. PurpleHephalump
    PurpleHephalump
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    Have you thought about adding touch spells from morrowwind / oblivion?

    definitely endorsing
  5. riniel
    riniel
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    Open/lock spells? They would be nice
  6. Magickingdom
    Magickingdom
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    I have felt skyrim was a big step backward in several ways from Tes4. Thank you for changing some of that. I hope to see more things from oblivian added.
    Thank also for making the vanilla version.
    will endorse as nexus allows.
    1. colonel4
      colonel4
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      Well what did you expect... Its Skyrim, originally the homeland of the deep elves and the falmers, until the Akaviri human race came invading... The Nords are not the most intelligent race heehee, so its common sense that the homeland of the not so smart people wont have much magic... Also Bethesda found it too op in Oblivion so eh... Now my Altmere is feeling more home Thanks!
    2. LosStickos
      LosStickos
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      "I have felt skyrim was a big step backward in several ways from Tes4."

      lol, Oblivion took far bigger steps back than Skyrim did. The removal of Spears, Medium Armor, Pauldrons, Levitate, Jump, Lock and a shitton of other spells, the dumbed down quest descriptions and addition of the quest arrmows, etc etc.
    3. Magickingdom
      Magickingdom
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      I was thinking about things like underwater combat as well.
    4. Camonna Tong
      Camonna Tong
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      It's pretty much time that it came down to for that decision. The underwater combat before was clunky and sort of a mess. The animations used before were just altered standing animations. Creating new animations and proper gameplay just for underwater combat was going to take too long. I wish they did it how they've always done, so I could use water breathing spells and kill slaughterfish, but unfortunately, other things were a priority. You saw the spears in the gamejam video, right? I thought they should have included it in the game, because it was in that video. Turns out, it probably would have taken much longer because of optimization, editing the reach, adding perks, etc. Who knows, it could have taken weeks.
  7. theexmaverik
    theexmaverik
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    just what im looking for, thank you
  8. Daiyus
    Daiyus
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    The main ones that I don't ever see in these packs are Levitation and Divine Intervention. Kudos on what you have so far, it's very promising, but there's nothing new here that other packs haven't already offered.

    You are free to use the Levitate script found in my mod: Levitate - A Morrowind Spell for Skyrim. J3x made most of his work open source, but don't forget to credit him if you do use it.

    Divine Intervention I had working a while back, but I deleted all my work in a fit of insanity and overburdening of life. If I ever remake it I'll make it open source and post it here as well. If you get it working before that, well, even more kudos to you.

    I wish you the best in improving this pack in the future. I await updates eagerly.
    1. danexuslurker
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      Thank you for the suggestions and permission.

      I'm still deciding exactly which spells to include. I don't want it to be a bloated list of every spell that's missing from past games, but I also don't want people to have to download 10 different mods just to get back some of their favorite spells.

      I would definitely like to add levitate. So thank you very much for the permission to use your script.
    2. Daiyus
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      You're welcome. Like I said, it was J3x's script, so credit him, not me. His mod (and thus proof of permission) can be found here: Flyable Broomstick.

      Regarding the spell list, I'd certainly recommend any movement types: Levitate, Jump (requires SKSE though), and Slowfall (easy to adapt the Levitate Script, just make the spell add a perk to negate the fall damage too).

      Divine Intervention is actually very easy, it's just time consuming to set up. It can be done a few ways, but the cleanest (and easiest Papyrus coding wise) I found was six scripts (one for each temple in Skyrim, and one for the open worldspace) assigned to a spell effect each. Then use spell restrictions and formlists to dictate which effect gets used when, so you'd have a formlist for all the interior cells and worldspaces near Riften, and one for all the interior cells and worldspaces near Solitude, etc. The outside script is the trickiest, but again, a generous modder developed a basic script which I based my work off: Handsx5 Divine Intervention. He couldn't get it working inside, which is why I developed the formlist system.

      Mark and Recall is also really simple. A marker, two spells (with very basic scripts) and you're done. I actually went one step further and put the Mark in it's own cell to start; I then added a location check of the Mark in the Recall spell to see whether the mark was still in that cell or not effectively determining if you had placed a Mark before casting Recall.

      I'll see if I can recover any of my work from my hard drive and develop it from there. If I get a chance to finish any of it I'll likely release as a standalone pack, but my stuff is always open source so I'll let you know when you can incorporate it.
  9. exxxed
    exxxed
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    This is what I've been looking for, a lightweight lore-friendly spell pack.

    Thank you very much, endorsement and kudos incoming .
    1. psycros
      psycros
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      What he said x 100. This is one of those mods that should've been released about 20 minutes after the Creation Kit was out. I totally agree with the folks who decry the continual dumbing down of classic RPG series. Skyrim took it to a new level, though, with every character essentially identical except for a tiny amount of starting skill variance. We didn't even get ACTUAL ABILITY STATS, meaning that a midget female Bosmer is just as strong as a hulking male orc. Honestly it just felt like the only thing you were expected to play was a heavy melee. Spells like Nighteye go a long way towards adding back the missing variety of playstyles.

      I personally wouldn't want a Fly spell but a limited Levitate is good. If there's something like Wizard Eye that's part of the lore, that would be a nice addition too. It could be limited to 30 seconds duration, not be able to open doors and its invisibility could improve with the mage's level.
  10. Masterraco
    Masterraco
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    Yeah, these are good spells hand handy. Could you add spells from Shivering Isles DLC of TESIV?
    1. danexuslurker
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      I'll check out the spell list. I plan on adding some more spells from Morrowind/Oblivion, so I may already be working on some spells with similar effects.
  11. Lycan888
    Lycan888
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    fade other is also available on either Cutting Room Floor or USKP, i don't remember which one. anyway, will it cause conflict?
    1. danexuslurker
      danexuslurker
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      If you use Wrye Bash to create a Bashed Patch then everything should show up fine.

      Fade Other was a spell that was present in the game files, but was never actually implemented into the game (available only through the console). So what this mod and Cutting Room Floor both do is simply add a Spell Tome that teaches Fade Other.

      If you have both mods installed, then you have a slight chance of seeing two different Spell Tome: Fade Other in a Drevis Neloren's stock, but they both teach the exact same spell. You won't end up with two different Fade Other spells in your spell list or anything like that.

      Edit: Also, thank you for making me aware of a potential conflict. I appreciate it.