Skyrim Special Edition

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jimkaiseriv

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  1. jimkaiseriv
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    I realize that there are a few bugs in this version of the mod (generally of a fairly inconsequential nature). There are also a few missing features that were present in the Oldrim mod but haven't made it into the SE version. These issues mostly arise because Awakened Magicka for SE was released prior to many of the dependencies that the advanced features rely upon (When I uploaded the file, SKSE, SkyUI, FISSES, and other related files were not yet available for Skyrim SE). I integrated features that were intended to be future-proof, and work out of the box when these mods became available. But, due to differences between the Oldrim and SE version of these mods, and because I couldn't test these features at the time of release, not everything ended up working as I'd hoped.

    That said, I've recently started modding Skyrim again and plan on revisiting and updating Awakened Magicka. I have no eta on when updates will be available, but it will hopefully happen sooner rather than later.
  2. jimkaiseriv
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    I hope you enjoy this new version of Awakened Magicka for Skyrim Special Edition! When I published the original version of this mod almost 2 year ago, I wanted to share my vision for magic in Skyrim. After my first playthrough of the game, I felt like the magic system lacked a sense of progression. The only feeling of increasing power came from learning new spells or unlocking the occasional perk, but these didn't always feel satisfying. I was also particularly dismayed that spell costs could be virtually enchanted away in the vanilla game, making my investments in Magicka feel like a waste. My goal was never to make drastic changes to the magic system: I wanted the the game to feel like Skyrim still. But something needed to be done to fix these two problems. While browsing the Nexus I discovered both Simple Magic Rebalance and Mastered Magicka, and realized how both of these fundamental problems with Skyrim's magic could be addressed by making Magicka the key element in a Mage's progression. I decided to create a modern version of Mastered Magicka and to incorporate Simple Magic Rebalance's changes to enchantments into the mod. From this effort, Awakened Magicka was born.

    Over the past few months I've been updating this mod so it will work in Skyrim SE. The main focus of my efforts has been on updating the code so it can work without the previous SKSE dependency. However, I also added a new configuration menu that is accessed via spell or by activating Shalidor's statue. I realize that this menu isn't perfect, however: In some places the options are too vague and even confusing. I wanted to write the menu's text so that it was immersive, in the sense that it didn't take you out of the game when you used it. Unfortunately, this meant that the function of some of the menu options is not as clear as it should be. I will be writing a FAQ which I will post here, that will better explain the menu and other details about the mod.

    I welcome any suggestions and all constructive criticism. And again, I hope you enjoy using this mod in your playthroughs of Skyrim SE!
  3. unacceptableviews
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    I'm guessing no but will this work with Ordinator?
    1. angeldemon667
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      I know I’m one month later, Awakened Magicka works with Ordinator and other perk overhauls. The balance patch probably doesn’t work, but the base file doesn’t touch anything Ordinator does

      This mod is kind of absurd though as it makes magic really powerful if you don’t turn magicka scaling off. Which it’s fine if you want that power fantasy, but it does turn combat, especially between magic users, into a game of rocket tag.

      edit: I’m stupid, this mod doesn’t affect NPCs. Ignore that last line.
  4. shunpro
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    Will be nice if this is affect npcs via spid
  5. GenuinelySad
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    Can I use this with a dummy ussep.esp file, or is ussep a hard requirement that breaks stuff when not present?
  6. dark84sit
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    is it possible to get it on xbox one?
  7. neilligan
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    Hello, this mod looks great. I was wondering how I can test if it is working? I am using the mod in VR, and want to make sure it is working.
    I am using realm of Lorkhan, and have taken the mage skystone effect. This effect, from realm of lorkhan, increases max magicka by 150- however my damage does not seem to change when I activate/deactivate the effect. Is this intended behavior, or is something wrong in my game?
    1. jimkaiseriv
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      I'm not familiar with that mod, and I also don't use VR, so I can't necessarily anticipate how or if Awakened Magicka will work. There are places in the UI where you can see that the desired affect is happening, like in spell descriptions, but I do not know how that works in VR.

      One thing that occurs to me, given what you wrote, is that Awakened Magicka looks for certain events to adjust your spell power. This is to limit script overhead so that it does not affect game performance negatively. It sounds like activating the mage skystone, as you describe it, may not trigger this update from my mod. You can change how and when the mod updates in the MCM to something more suitable. If you can't access the MCM in VR, then try interacting with the statue in the courtyard of the Mage's college for an in-game menu that can also change it.
  8. mrLethol
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    Is it possible to completely remove the spell cost increase in the MCM or the plugin (with SSEDIT)? Or, configure the mod so that the cost reduction is reintroduced if a mage invests in Magicka? 
    1. jimkaiseriv
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      This mod doesn't increase spell costs, although it does change enchantments so that they increase spell damage instead of decreasing spell costs. It does introduce some spell cost reductions of it's own, for example when not wearing armor, and also changes potions so that they decrease spell costs. 

      If you don't like these changes, you can revert them with SSEEdit.
  9. GuiBlacksteel
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    Doesn't seem to scale mysticism spell power, particularly the light and poison spells from restoration school.
    1. jimkaiseriv
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      I don't use Mysticism and am not familiar with those particular spells. Awakened Magicka will increase the spell power of mod added spells, assuming that those spells have the correct spell schools assigned, and assuming their effect isn't achieved primarily via scripts. Essentially, if a spell is improved by potions that enhance spell power, then Awakened Magicka will work for that spell.
  10. Jun3d1
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    Update: Found it to particularly affect Fortify Destruction Damage mod. Where it was working before, now it will only show 0% and it affects all other enchantments on an item and reduces them to 0% magnitude. Quite peculiar. 

    Found an issue with your mod and Mysticism. With your mod enabled it would revert spells changed from two handed to one handed cast by Mysticism back to 2 handed cast (but the one handed animation would be used, interestingly enough). I decided to uninstall your mod after finding this issue. Followed all the directions and now I'm having odd issues with enchantments. I use the extra extra effect mod which allows me to put up to 5 enchantments on a single item. Sometimes, when I try to put multiple enchantments on an item, the effect values drop to 0% (Fortify Archery, Fortify One Handed increase damage by 0% for instance). Just curious if you happen to know a fix? Thanks for you help!
    1. jimkaiseriv
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      Just for reference, with regards to the original issue with Mysticism, I would recommend making sure Awakened Magicka is above Mysticism in the load order. This will allow the changes that Mysticism makes to those spells to take precedence. 

      Regarding your issue with enchantments, I'm not entirely sure what is going on or how Awakened Magicka could have caused this. Awakened Magicka does change the destruction enchantment effects so they increase spell power instead of decreasing spell cost. But if this is not the case in your game currently, than I don't believe this can be the cause (and I don't see how it could be, generally...). Awakened Magicka also applies buffs to certain Actor Values. Do your destruction spells still do the appropriate amount of damage for the right Magicka cost? If so, than this can't be the issue either (You could also use the console to check the values of the DestructionMod and DestructionPowerMod Actor Values to see that they are at reasonable levels. Without potions or enchantments changing them, they will usually be at 0 I believe). Even still, I'm not certain how these could have the effect you are describing, as they should not zero out the enchantments.

      It's worth noting that player made enchantments in Skyrim, particularly multiple enchantments on the same item, can be bugged such that the magnitudes don't scale correctly. There are a number of mods that address this, and I'm not familiar with the mod you use that adds the extra enchantments. Are you certain this issue wasn't present in an earlier save?

      All that said, my best and really only clear recommendation is to go back to a save prior to installing Awakened Magicka. Adding then removing mods while in the middle of a playthrough can cause all manner of issues, regardless of the mods in question. I've designed Awakened Magicka to be as player friendly as I can in this regard, but it really is impossible for me to predict all of the interactions with other mods and how these things are baked into your save file. 
  11. football1
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    First off, love the mod.

    I've been away from Skyrim for awhile and am getting back into the game.  After installing a number of mods, I want to make sure that yours is working properly. My question is: does this mod change the novice -> to master perks for each school of magic? My perks give me the "costs half of magic" benefit. I can't remember if this was intended or not.

    Again, thank you for this mod.  It is exactly what I wanted for a magic-based character.
    1. jimkaiseriv
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      This doesn't functionally change the perks you mention, at least not directly. It does add a "trigger" that causes an update to the mod's effect whenever one of those perks is gained or lost. This is just one way to cut down on script overhead (which is fairly small for this mod to begin with). If you have another mod that changes the perks in question, I would load it after Awakened Magicka and change the method of update for this mod in its MCM. 

      The scaling of this mod does change based on those perks, and there is a small magicka cost reduction to spells in addition to the what the perks normally provide, but these are done indirectly without modifying the perks themselves.
  12. tefaz
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    Does staff damage power also increase with more magicka like magic made by hands?
    Otherwise this mod renders staves useless.
    1. jimkaiseriv
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      I believe it does. I don't use Staves, and don't have any intention of testing it right now. If you try it out, you should post your results.