Skyrim

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Emmote

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Emmote

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14 comments

  1. EDarien
    EDarien
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    Hey, this mod looks great. I'm not able to test anything the next few days, but does anyone know if this conflicts with mods such as Awakened Magicka which also alter the "Mastery" perks? That, and other mods, raise magic damage and lower cost by a percentage based on each mastery you have in each school. I'm curious if this would work with those. I'll be able to check myself next week, but if someone could test/answer by then, it would save me, and anyone else with the same question, the trouble.

    If no one is able, I'll install this, test it and report back next week, possibly the weekend if I am able.

    Thank you!
    1. Emmote
      Emmote
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      If you have another mod besides Better Magic which directly alters the Novice/Apprentice/Adept/Expert perks, then yes, they will conflict. Whichever one you load last will be the one the perk uses.

      I've only used Better Magic in the past, so I've made a version for that. Anything else and you will likely have trouble.
    2. EDarien
      EDarien
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      Thank you for the reply. I was just table to get some time to test, but glad I came here first.
  2. Nexak
    Nexak
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    This is a very good idea.

    I'd like to see it expanded upon.
    1. Emmote
      Emmote
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      What do you have in mind?
  3. BionicleFan005
    BionicleFan005
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    Thank you for making this mod. I start over fairly frequently when I play, so to not have to worry about affording the spell books is a blessing. Once again, thank you.
  4. KashMoneyBabe
    KashMoneyBabe
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    So if i upgrade the novice, apprentice, adept, expert and master magic skill perk, will i get ALL the spells? (excluding DLC spells and Master spells) or are there spells that i'd still have to buy?
    1. Emmote
      Emmote
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      Yes, correct. It should give you every single non-DLC novice to expert spell that you could get from a buyable tome.
    2. KashMoneyBabe
      KashMoneyBabe
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      Okay great, and if i install the mod after having unlocked the perks, do i have to player.removeperk and player.addperk or is it automatic?
    3. KashMoneyBabe
      KashMoneyBabe
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      Update: tested it, and if you install mod after already having unlocked perks, you get the spells. But I still wait for the author's confirmation.
    4. Emmote
      Emmote
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      It should be automatic in most peoples games, but I can't guarantee that, especially when other mods might conflict.
  5. SnowyVee
    SnowyVee
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    How about a version that lets us choose which ONE spell to learn, maybe TWO if there's a lot on that level for that school.
    The same as how requiem does it, basically.
    1. Emmote
      Emmote
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      I'm not really sure I know enough about the creation kit to be able to do that. Making the perks teach skills was simply a matter of adding skills to each perk. I wouldn't know where to start with bringing up menus to make a choice, etc..
  6. Madrias
    Madrias
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    Totally going to use this! Always hated how magic always turned around and bit you compared to blades or bows.

    Yes, the Warrior can upgrade from his old iron sword to Skyforge Steel, and then to Dragonbone, and that will cost a tiny amount in gold and resources.
    The Archer can switch bows, and both can improve their weapons of choice. The Thief can get better daggers and improve them.

    The mage? Flames still is flames even if it costs nothing to cast. Want a better spell? Buy it. 600 gold.

    Now? The Mage can still buy those new spells, as the Warrior, Archer, and Thief can buy new weapons and improve their old ones, but each perk does more than shave a fraction off of your casting cost for the spells in that rank.

    A fair trade, I think, for the ever-increasing damage and utility of something as common as an iron sword against the formerly rigid nature of spells.

    The end result? A mage gets stronger for throwing perks at their tree now, instead of just shaving tiny bits of magicka use down and opening up a few miniscule little talents.

    Thank you.