Please forgive any mistakes, inconsistencies, or page mishaps. Let me know of any and I will fix them as soon as I can, and remember, constructive feedback is always welcome!
Nice spell pack. Nothing fancy, but provides with some usefull things like waterwalking, mining, mass healing and mass slowing. Here's something i've noted: master level spell "Galvanism" equips in one hand but plays two hands animation on cast because it has wrong equipment type (ETYP) attached to it: "either hand" instead "both hands" (one could fix it easily with xedit). Master level spell "Nova" has "both hands" etyp but for some reason plays 1 hand casting animation instead of proper 2 hand master spell animation. The rest spells seem to be fine.
Thanks! As for creating more spells, I'm sure I will at some point when I get the itch to. For now, I've currently expanded all the vanilla spells and scrolls so at this point I would need to actually be creative which is haaaaard, haha.
Sorry for the late reply but I'm glad you enjoy it. And yes, assuming people do the necessities for .esp conversion, there will be absolutely no issues because my mod uses entirely vanilla assets.
A small suggestion, when you have the time: please add more detail to the spells you listed on the mod description page. A good example to use is the Apocalypse description page.
Listing them as an {adept,expert,etc.} version of X spell doesn't help the prospective user (like me) to see if they should add it to their load order. One other option is to provide a PDF or even an image file showing these details (similar to what The Career Mage provided).
At any rate, the mod does look very interesting. Thanks for sharing it!
Now that I've released my new version, I've also reconstructed the spell list on the description. If it's not too much trouble and you're interested, I'd like your opinion on it.
So far, so good. Thanks for updating the descriptions - I recommended this to a friend who was also playing with LE on his old laptop, and it appears he checked it out some time after you updated the description page. He's pretty sold on it, as I thought it was a more lightweight spell pack (just one ESP file!) which fits his casual play style.
I myself am enjoying it on a new playthrough, as I'm interested to find out what combination of mods (perk overhauls, spell packs, etc.) would work in lieu of the more popular ones. (I'm using this along with Lost Grimoire of Skyrim. There's some overlap, but LGS provides some utility spells that aren't in the base game.) I haven't checked out the more advanced spells, though, so there's more to look forward to.
Thanks for creating this & the SPID INI file (it's one of the reasons I recommended this)! If Spellforge ever comes out to LE, I'll try this out there as well.
One question, though: are you planning to flesh out Conjuration & Illusion further?
Good to hear it. :D At first, this started as a personal project and was for years as I started to learn more and more, but I definitely don't regret publishing it because it's always nice to know that people can enjoy the visions of myself and other modders.
I personally use a ton of spell mods ranging from Phenderix's Magic World, Apocalypse, More Apocalypse, Lost Grimoire, Shadow Spell Package, Elemental Destruction, Triumvirate, and the list goes on. Naturally overlaps happen because there are only so many words we can use to name a spell, and I'm especially limited when I try to stick with vanilla naming nomenclature. As for perk overhauls, I've ever only used Ordinator and it's my favorite.
For your last question, I want to but illusion spells are tricky to make because they're very condition-based, and on top of that I'm very limited in what I can do because I can't do textures, meshes, or more importantly, scripting. Scripting can make some seriously cool illusion spells but I just don't have that knowledge. So considering my limitations, it's going to be a rarity. As for conjuration, that requires making your own NPCs and I also have limited knowledge in that, but I could learn in time. The ones that are in the mod right now were already there from the mod this was created upon as I got permission from the original author to do whatever I wanted with it. Honestly though, a lot of mods already add a ton of conjuration spells and because I use a lot of spell mods, I wouldn't want my stuff overlapping.
I see. I was initially thinking you could use textures from the main game, similar to what the Spellsiphon mod author did, but eventually I think he did end up making up some custom textures himself. It's probably inevitable when it comes to magic mods.
At any rate, any updates to this mod will be very welcome!
Yes, it is inevitable which is why I clearly state the mod is vanilla-like so people don't get their standards too high, haha. Either way, I could use vanilla assets for new illusion spells, the problem is even trying to come up with ideas for some without straying from my aforementioned limitations. Verve only exists because vanilla didn't have an expert Frenzy spell, all the other illusion spells did and even then it was just simply copy and pasting Frenzy's stats and multiplying them.
Anyways, I appreciate your support, and who knows, maybe there will be some down the road!
You should be able to get them from any spell vendor in the game. However, if I recall, like vanilla spells tomes, the tomes only show up if you're around a certain magic level. For instance, Conflagration is an expert destruction spell, therefore you have to be around 75 in destruction for it to start showing up in vendors.
If it's still not there and you're at or above the correct magic level, you could try giving the vendor 48 hours as that's when their inventory resets.
If you would like to bypass all of that, you can also obtain the tomes or spells from the console.
It's no problem! Just open the console with the ~ key and type "help conflagration 0", then look for one that has the (SPEL) category, and type in "player.addspell xxxxxxxx", the x's representing the numbers given by the console. Then just do the same for all the other spells you want.
EDIT - You can also use the Page Up and Page Down keys to scroll in the console if needed.
Yo yo, super rad looking mod. I was wondering if you've tested with Skyrim Special Edition (SSE / SE) yet and if there are any issues people should be aware of?
I'm happy to convert this for personal use, but if you haven't yet, you might consider uploading an SE version! :D
According to some people, it works just fine with SSE so long as you re-save it in the SSE creation kit. My mod uses vanilla assets so I'd imagine everything would be perfectly fine.
I had been meaning to, but I don't have SSE installed nor do I currently have the space for it, so perhaps some time in the future.
May you update or make a mod that adds a destruction spell that looks like flames but green but instead of fire damage it does poison - basically a poison destruction spell please?
I hate to be the bearer of bad news, but I wouldn't be able to do something like that because I have absolutely no knowledge of editing textures or meshes. This very reason is why the spells all use vanilla assets, unfortunately.
Although, you can try https://www.nexusmods.com/skyrim/mods/5898 or https://www.nexusmods.com/skyrim/mods/81041 (the more updated version of the first mod) as those have poison destruction spells.
Paralysis is an alteration spell in vanilla skyrim, but in the mod description the paralysis rune is under illusion... Is this intended for the mod to work?
25 comments
Here's something i've noted: master level spell "Galvanism" equips in one hand but plays two hands animation on cast because it has wrong equipment type (ETYP) attached to it: "either hand" instead "both hands" (one could fix it easily with xedit). Master level spell "Nova" has "both hands" etyp but for some reason plays 1 hand casting animation instead of proper 2 hand master spell animation. The rest spells seem to be fine.
Listing them as an {adept,expert,etc.} version of X spell doesn't help the prospective user (like me) to see if they should add it to their load order.
One other option is to provide a PDF or even an image file showing these details (similar to what The Career Mage provided).
At any rate, the mod does look very interesting. Thanks for sharing it!
I myself am enjoying it on a new playthrough, as I'm interested to find out what combination of mods (perk overhauls, spell packs, etc.) would work in lieu of the more popular ones. (I'm using this along with Lost Grimoire of Skyrim. There's some overlap, but LGS provides some utility spells that aren't in the base game.) I haven't checked out the more advanced spells, though, so there's more to look forward to.
Thanks for creating this & the SPID INI file (it's one of the reasons I recommended this)! If Spellforge ever comes out to LE, I'll try this out there as well.
One question, though: are you planning to flesh out Conjuration & Illusion further?
I personally use a ton of spell mods ranging from Phenderix's Magic World, Apocalypse, More Apocalypse, Lost Grimoire, Shadow Spell Package, Elemental Destruction, Triumvirate, and the list goes on. Naturally overlaps happen because there are only so many words we can use to name a spell, and I'm especially limited when I try to stick with vanilla naming nomenclature. As for perk overhauls, I've ever only used Ordinator and it's my favorite.
For your last question, I want to but illusion spells are tricky to make because they're very condition-based, and on top of that I'm very limited in what I can do because I can't do textures, meshes, or more importantly, scripting. Scripting can make some seriously cool illusion spells but I just don't have that knowledge. So considering my limitations, it's going to be a rarity. As for conjuration, that requires making your own NPCs and I also have limited knowledge in that, but I could learn in time. The ones that are in the mod right now were already there from the mod this was created upon as I got permission from the original author to do whatever I wanted with it. Honestly though, a lot of mods already add a ton of conjuration spells and because I use a lot of spell mods, I wouldn't want my stuff overlapping.
At any rate, any updates to this mod will be very welcome!
Anyways, I appreciate your support, and who knows, maybe there will be some down the road!
If it's still not there and you're at or above the correct magic level, you could try giving the vendor 48 hours as that's when their inventory resets.
If you would like to bypass all of that, you can also obtain the tomes or spells from the console.
EDIT - You can also use the Page Up and Page Down keys to scroll in the console if needed.
I'm happy to convert this for personal use, but if you haven't yet, you might consider uploading an SE version!
:D
Great work by the way!
According to some people, it works just fine with SSE so long as you re-save it in the SSE creation kit. My mod uses vanilla assets so I'd imagine everything would be perfectly fine.
I had been meaning to, but I don't have SSE installed nor do I currently have the space for it, so perhaps some time in the future.
Although, you can try https://www.nexusmods.com/skyrim/mods/5898 or https://www.nexusmods.com/skyrim/mods/81041 (the more updated version of the first mod) as those have poison destruction spells.