1.0.8 up now, should resolve issues with quest progression and reported altar and spell issues thus far. I'm currently working on SkyRe/Requiem/SKYPE/SPERG combatibility patches. Thanks for all your support, endorsements and bug reports
Hey, I am starting a new game soon so I thought I'd wait on the SkyRe Patch. Not pressuring you to finish, but what's the progress like? Thank you so much for this mod, it's innovative and interesting, definitely gives my mage control over the Aetherius.
I absolutely plan on downloading this mod, but I will be waiting until your SkyRE compatible version comes out. Also, one thing I would recommend(obviously you already have some time-intensive tasks, but thought I'd throw it out there) is that you may want to get in touch with T3nd0 and work with him for his next massive "SkyRE Replacer" mod, currently being called PerMA. That mod is currently only about 50% complete, o you still have plenty of time, but it is a very anticipated mod, and I don't doubt many people that use SkyRE will be switching to that as soon/soon after it comes out.
I just started a new game so i have not been able to check this mod out. However i have discovered that having this installed causes a gravity problem on my character. It's almost like there is twice the amount gravity pushing onto my character, who will not be able to jump properly (in fact it even seems to hurt my character) and literary die from running of one whiterun's lower broken down walls (And as you know those are by far not high enough to kill your character unless it's already severely wounded). I have seen this before only not realizing it was this mod and already had done a complete reinstall (sigh). Now that i have everything set up and uninstalled the spellmaking mod through mcm, saved, and reloaded everything is back to normal. So yeah since i have to play and level first anyway i'm in no rush for a solution. I use SPERG btw, thought you should know that since you're apparently working on a compatibility patch. k that's about it. Happy modding.
Can't wait for the SkyRe compatibility, I am having a hard time balancing this, because first i got like 500 magica cost for a spell that is actually useful, which is too much, considering that a mass paralysis is 200, so I have reduced the costs and a 3x multiplier for one-handed weapons cost 39 somehow.
Do you meet the prerequisites for the courier to appear/seek you out spartan525? Last I checked, one must be at least Adept or higher (I'm Adept in every school of magic except Alteration & Destruction, of which I'm an Expert in those two schools) in one or more schools of magicka & must have selected the relevant perks (I.E: Adept Alteration - Can cast Adept level Alteration spells for half magicka) in one or more schools of magicka in order for the courier to seek you out. Also, one must be in a secure location (i.e: one of the major or minor hold capitals) for him to appear. One must also have completed the College of Winterhold questline (become Archmage) as well. The prerequisites are listed in the description for the mod. This is how it played out in my case so you may want to look into whether or not you have met said prerequisites. Hope this helps. Peace.
I had the same problem too, with PreDawnguard SkyRe, I think it's a modification to the players max jump height and fall damage, cause as soon as I set those manually in the console, everything was a-OK. As soon as I restarted the game, same problem persisted however.
Again like you this seems LIke the idea mod for me liking spell creation in ESIV Oblivion etc...wow 50% complete so will T3nd0's new mod replace SKRe as a perk and all round overhaul? Hell I haven't even tried SkRe yet having just come over from the PS3, installing quest mods and spell mods thats all and patch fixes etc...installing SkRe currently was a pain as it was but having an 1 Hour in and it's already THINK before you charge in ^^
Nice quest, all day spent on it, was fun. Cool idea about
Spoiler:
Show
why no spellmaking in Skyrim
. Final fight was really hard, i'm tryed to test slowfall spell and fall downstairs before i was ready...
BTW, i have a question. Is positive/negative effects will be ranged somehow depending on target hostility or they will be just applied to every active target no matter if it friend or foe or neutral? I thinking about something like a healing/buffing companions mythical cloak, i wonder will it works. And one more: is secondary effects of mythical cloak will be applied to a target only once, or every second while it within range?
Same problem as lemiio (above), activating KhalSpellmakingMod.esp, New saves have no issue with jumping, but upon reloading a save it seems gravity is increased as pressing jump displays the jumping animation and jumps for about a 5th of the normal jump height before coming back down. The character also is taking heavy fall damage. Jumping can sometimes take off a chunk of health and falling off a table is almost fatal. Just fyi.
I guess go for a brute force fix. I downloaded a no fall damage mod, and set back the jumping in console to normal, and it worked afterwards, and by worked I mean I never took fall damage, but it's preferable to constantly dieing.
Okay so I updated to the new last altar mod and I did the reset that was described. Yet I am still getting a bug where the recharge Gem is still fully charged(in menu says charged 0). ...and it's deff 1.0.8 cause I checked to make sure. I am not sure what's going on and I am becoming frustrated. Let me know what might be the cause of this problem if you know thanks.
Fantastic mod, however I get random CTD and this shows up at the end of my papyrus log:
[03/04/2015 - 10:50:20PM] Error: Array index 7 is out of range (0-6) stack: [alias Player on quest KsmSpellLoaderQuest (6500A99A)].ksmspellloaderscript.movedummies() - "ksmspellloaderscript.psc" Line 361 [alias Player on quest KsmSpellLoaderQuest (6500A99A)].ksmspellloaderscript.OnLocationChange() - "ksmspellloaderscript.psc" Line 283 [03/04/2015 - 10:50:24PM] Error: Array index 7 is out of range (0-6) stack: [alias Player on quest KsmSpellLoaderQuest (6500A99A)].ksmspellloaderscript.movedummies() - "ksmspellloaderscript.psc" Line 361 [alias Player on quest KsmSpellLoaderQuest (6500A99A)].ksmspellloaderscript.OnLocationChange() - "ksmspellloaderscript.psc" Line 283
your mod is loaded last in my load order. Any ideas for a fix?
has this mod been abandoned? because i'd really like to use this mod but it seems the jumping causes damage bug hasn't been resolved. I use PerMa by the way along with a bunch of other mods like DSR and WTF Encounters and the like of other skyproc Patchers. I recently posted this bug in the PerMa bug section but it seems it was this mod causing it after all :/ oh well.....no spell making for me for now i guess.
Umm... I don't know even how to start... But since i'v installed and finished this mod - my character became shorter. Im not kidding. SHE BECAME A SHORTY!!!!!
I don't know what the hell happend, but i don't like this.
The whole mod is great. Spell combine is pretty cool. But this height problem...
Your best bet is to just port it yourself to SSE and try it in VR.
It's actually stupid easy, use Cathedral Assets Optimizer (they have a guide on porting mods to SSE) and then just open it up in SSE CK and save and you're good to go!
Because it requires the script extender (SKSE) it will never be usable for consoles. Since this is for the LE version of Skyrim, it can't be ported to SSE/AE directly, either. [EDIT] The mod doesn't have a .dll file, the SKSE is just for FISS support[/EDIT]
Heya. I apologize for beeing lazy and ask this. Do I really have to install FISS while I'm already using SkyUI? I did look into the comments of both mods but didn't find answers. While this may sound stupid, I'm just trying to save some loadorder slots.
Even if I have to download FISS as well, I will definetely give Spellmaking a try as I have the same issues with magic. I mean how can Tamriel seem to have forgotten most of their magic capabilities? Did the Altmer beat them so bad that it caused amnesia or what? Thanks for any answers in advance.
I'm not sure what the point of the MCM is , and if as many black soul gems as I can fit into the soul charge isn't enough to make a simple 1 effect spell ? I maxed out all but one of my magic schools , What else do I need to do ? This mod is treating my Archmage like she's a new born baby with no skill at all .
So Hi, I followed the guide to port it to SE, I sped run through the college, and I believe i did all the requirements, I have waited a week in game time, no elven courier came to me, You can spawn him in, but he has no dialogue, Using the command to start the quest works fine, I did what it told me, and made a wonky spell that did a ton of damage, over all great mod, I hope you'll port it someday to SE and improve it a bunch, all other spell making mods are broken, or go off course.
So. I both like this mod and i dont. I highly appreciate the effort that went in to quests/scripting/voicing this mod. But the spellmaking system does have some issues. Most of which have been posted by others. One particular iasue is that something happened to my char where whenever i cast any spell(even vanilla ones) in my left hand, i would get a very overpowering fire animation on my character. Absolutely blinding in first person. No damage or anything. Just an irritating animation. Probably some effect shader or something. Idk. But clicking "uninstall spellmaking" in the mod menu fixed my problem for now. I have no custom spells but i do have the spells added in by the mod. Including my fav summon spell. Summon dremora valkynaz. Mod is still active in my load order. I havent looked but i think the altars are still there.
so i have a necklace that reduces destruction cost by 100%, this works on regular spells, but my custom spells (with only destruction effects, that is labeled as destruction) cost is still its normal cost
966 comments
Sincerely, Miza
BTW, i have a question. Is positive/negative effects will be ranged somehow depending on target hostility or they will be just applied to every active target no matter if it friend or foe or neutral? I thinking about something like a healing/buffing companions mythical cloak, i wonder will it works. And one more: is secondary effects of mythical cloak will be applied to a target only once, or every second while it within range?
if active this mod, cant jump, push space, just down immediate looks like 0.5 second,
need fix this issue
[03/04/2015 - 10:50:20PM] Error: Array index 7 is out of range (0-6)
stack:
[alias Player on quest KsmSpellLoaderQuest (6500A99A)].ksmspellloaderscript.movedummies() - "ksmspellloaderscript.psc" Line 361
[alias Player on quest KsmSpellLoaderQuest (6500A99A)].ksmspellloaderscript.OnLocationChange() - "ksmspellloaderscript.psc" Line 283
[03/04/2015 - 10:50:24PM] Error: Array index 7 is out of range (0-6)
stack:
[alias Player on quest KsmSpellLoaderQuest (6500A99A)].ksmspellloaderscript.movedummies() - "ksmspellloaderscript.psc" Line 361
[alias Player on quest KsmSpellLoaderQuest (6500A99A)].ksmspellloaderscript.OnLocationChange() - "ksmspellloaderscript.psc" Line 283
your mod is loaded last in my load order. Any ideas for a fix?
I don't know even how to start...
But since i'v installed and finished this mod - my character became shorter.
Im not kidding.
SHE BECAME A SHORTY!!!!!
I don't know what the hell happend, but i don't like this.
The whole mod is great. Spell combine is pretty cool.
But this height problem...
It's actually stupid easy, use Cathedral Assets Optimizer (they have a guide on porting mods to SSE) and then just open it up in SSE CK and save and you're good to go!
Even if I have to download FISS as well, I will definetely give Spellmaking a try as I have the same issues with magic. I mean how can Tamriel seem to have forgotten most of their magic capabilities? Did the Altmer beat them so bad that it caused amnesia or what?
Thanks for any answers in advance.