Skyrim Special Edition
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oliver1706

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oliver1706

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16 comments

  1. Farazon1234
    Farazon1234
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    The best way to use this is save it in the CK so it updates to form 44. then add the mod, add item menu or one of the similar mods to your LO which makes acquiring the books super simple. 
  2. buttbasher12
    buttbasher12
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    I cant get your command in the console to work. are the tomes for sale anywhere?
    1. k4TO85
      k4TO85
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      i cant get them work trough console neither =(
  3. TheRealGeneral
    TheRealGeneral
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    • 13 kudos
    Form 43... be aware.
  4. ShadowRuler0
    ShadowRuler0
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    I like this mod but can you make them purchasable please.
  5. Arcvalons2
    Arcvalons2
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    Would you consider a single spell that opens locks depending on your alteration level?
    1. Oooiii
      Oooiii
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      You can port the mod 'Knock' that does that from classic skyrim.
  6. TDUB0409
    TDUB0409
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    I'm working on a patch for this that adds these spell effects to scrolls, (and adds everything to leveled lists/vendors), but I just can't seem to figure out how to make the effect work. The problem is likely linked to the Quest and Detect Lock effect, but the scroll and spell look identical to me in the CK and SSEEdit.

    With your permission, I'd be happy to release the patch. It was easy enough adding the items to the world. But does anyone know how to make these scripted effects work on scrolls?
    1. oliver1706
      oliver1706
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      I've never actually done anything with scrolls, so I'm not really familiar with them, unfortunately.
      CK wiki seems to indicate that they are basically the same as spells however, so I assume the main part of the effect, the "equip effect" that applies to the player when they have the spell equipped still functions.
      The issue would be in the objects handling being hit with the spell/scroll.
      BSOpenSpellQuestSc.psc is where you want to look.

      int level = GetReference().GetLockLevel()
      if(akSource == bskOpenSpell2 && level < 26 || akSource == bskOpenSpell4 && level < 76 || akSource == bskOpenSpell5 && level < 255)

      akSource is the form that hits the locked object. I suppose what you should do here is expand the if statement, to include your scrolls.
      You could also maybe try something with getting the effect, and the magnitude, but I think that would require SKSE.
      Good luck, let me know if you need any more help.
    2. TDUB0409
      TDUB0409
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      Hey, I appreciate your help. I edited the .psc file and messed with some things in SSEdit, but I just couldn't get it to work. I'm sure I have to find a way to attach the script to the quest using SSEdit or something, but scripting and attaching scripts is beyond me to be honest. I could send you what I've done if you have the spare time to look through it. At least it will include the Spells being added to the leveled lists, (and a bunch of scrolls that don't work).

      I always found the scrolls more interesting than the spells, as it's somewhat of a gamble to buy and use them. More often than not, that Expert-locked chest will have a handful coins and a crappy iron sword or something. Maybe that Expert chest will have a glass sword, or maybe it will be a crappy iron mace. It's fun to take the risk with an expensive scroll.

      Anyway, if you ever feel like revisiting this to try and add the scrolls, I'd be incredibly grateful. I'm clearly no match for your CK skills.
    3. TDUB0409
      TDUB0409
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      Edit: Double post.
  7. Gamyr
    Gamyr
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    I know this would break quests like anything, but, for those of us not doing quests, would you please consider adding a spell that unlocks doors that "need a key" (basically anything the "unlock" console command would work on) to open? Been looking for a power/spell like that.

    Thanks for reading my post.
  8. Vangar
    Vangar
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    Could the tomes be added to vendors or be hidden somewhere in the world? I appreciate an option for mage characters to open locks without keys, but simply inserting them via the console doesn't satisfy my adventuring
  9. XENIAN
    XENIAN
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    It is a very interesting and good mod. I ask if it is possible to add the option to re-cast the spell to close the door or create another volume to close the door at the same level or different?

    Thanks and regards.
    1. oliver1706
      oliver1706
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      The spell doesn't actually open doors, it just unlocks them. I opened them in the screenshot manually. It doesn't relock them if that is what you mean, I could add locking spells, but I currently don't plan to. I mainly consider them not be useful, as well as the fact that they could potentially break quests.
    2. XENIAN
      XENIAN
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      Ok... I understand. Thank you.