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Mcxar

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mcxar

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40 comments

  1. Dreadmorg
    Dreadmorg
    • member
    • 2 kudos
    Works good TY :) any way u can make an OP carry weight spell? like 1000 to 2000 or something like that lol
  2. battleslut
    battleslut
    • account closed
    • 4 kudos
    Lol why are people complaining in the comments? Do they not check the "Last updated" date? It's literally the first thing I do before downloading a mod. Then I read the descriptions, then read comments.

    How is it so hard for people to realize that this mod IS NO LONGER SUPPORTED and DOES NOT WORK?
    1. nate1232
      nate1232
      • supporter
      • 2 kudos
      Is there a mod that has similar spells and is supported still?
    2. Darg727
      Darg727
      • premium
      • 5 kudos
      Not supported but more recent and has more spells:

      http://www.nexusmods.com/skyrim/mods/34620/?
    3. stonemask4
      stonemask4
      • member
      • 1 kudos
      This mod still works for me but I cleaned it in Tes5edit. I have skyrim legendary patch.


      I use this mod as other spell packs add too many spells I would probably never use and this mod has things like golden saint spell and mark recall.
    4. Oxytwist
      Oxytwist
      • supporter
      • 6 kudos
      I still use it in 2020. Clean the mod and activate in the newest CK done.
      Wryre Bash for the leveled lists.
      Most old mods just work if you know what to do.
  3. stevencrsby
    stevencrsby
    • member
    • 0 kudos
    I'm not able to use any of the versions of the unlock spells, is there something that could be causing an issue with it? Tried it out on doors, chests and traps, but nothing works
    1. logicbroken
      logicbroken
      • member
      • 0 kudos
      Yea i'm having that same problem unfortunately.
    2. Devilor
      Devilor
      • member
      • 0 kudos
      Just downloaded, nothing works, sadly.
  4. m4ti140
    m4ti140
    • member
    • 2 kudos
    Does it still contain the Scroll of Icarian Flight?
  5. Notanon81
    Notanon81
    • member
    • 5 kudos
    Been having issues lately with the spell tomes not appearing in the merchants item lists (have even tried bashed patches as well to no avail). Personally, it should be redone as proper levelled item lists with the College of Winterhold and various court wizards, with the levels of 1, 8, 16, 24 and 32 for novice, apprentice, adept, expert, and master spells accordingly. Can understand why you wanted to have it with the khajiit merchants, but a tad annoying now with trying to intercept the right ones. Have done something similar with a mage's gloves and boots mod that I'm going to release upon completion of testing if you need some advice on that approach with the levelled lists.
  6. Goran915
    Goran915
    • member
    • 0 kudos
    how to find the spells
  7. Lynzula
    Lynzula
    • supporter
    • 14 kudos
    I really miss spell making from Morrowind. :C And unlock/lock, mark and recall... ugh. So many good spells. Thanks for the mod, and the nostalgia.
  8. firsTraveler
    firsTraveler
    • premium
    • 2 kudos
    Are there any restricions on "mark & recall"?   I'm wondering if it could break any quests.
    1. mcxar
      mcxar
      • member
      • 19 kudos
      No restrictions so yes it could break quests if not used correctly.
    2. Matthewrdot
      Matthewrdot
      • member
      • 0 kudos
      Would it be difficult to make mark and recall only work when the game thinks you're able to fast travel? i.e. not indoors, in combat, in a cutscene/quest scene? If not, any chance you or someone else would be willing to offer this as an optional change to mark & recall that could be set in a config/skyUI menu/or just by picking an alternative .esp?

      Basically the reason I ask is I don't like how immersion breaking fast travel is, but in a world where teleportation spells and such exist it seems a plausible and normal means of travel, albeit one that should A) Cost mana or scrolls, B) Have to be learned when not using scrolls. I think Bethesda had the right idea by making fast travel require you to have visited the location, because you can kind of roleplay in your head that you have to have visited the location to have placed a mark there in order to recall, but yeah it'd be cool if I could start off my characters having to get around on foot, then once I get my first 1000 gold I can travel faster by horse, and finally once I can afford say ~3500 (arbitrary made up number that seems about right based on how useful the spell is) gold I can mark and recall around my visited locations at will as long as I have enough mana left over. Or alternatively buy ~100 gold scrolls each time. What I don't want is to break any quests while doing so, and the base game is pretty good at disabling fast travel when it'd break a quest in one way or another - if it means I can't teleport until I find my way out of a cave but saves me from breaking some vital quests then I'd prefer it
  9. blattgeist
    blattgeist
    • premium
    • 55 kudos
    Please add a revive spell (so that I don't have to use the console to revive npcs that were killed by dragons or vampires).
    1. FaintestVirus
      FaintestVirus
      • member
      • 0 kudos
      Likely other mods that do that. Seeing as it basically a "cheat" spell, it would not fit in with this mod. Would also break the feel of necromancy for some. "Oh!, Imma make you my rapid decaying thrall, to bash my enemies... even though I have the godlike power of perma (non-undead) resurrection.." Yes.. you'd be worshipped by many.
  10. Halendia
    Halendia
    • supporter
    • 133 kudos
    Awesome mod! On a little sidenote, I'm having issues with the master open-lock spell; with which I tried to open an Adept door in the Caste Volkihar basement ; to no avail. Any ideas? Chests work.
    1. FaintestVirus
      FaintestVirus
      • member
      • 0 kudos
      Probably has to do with item IDs, the mod likely doesn't cover the added special DLC content, for compatibility, lack of owning the DLC, or simply due to them being rare enough to not be a problem.