V1.009 should address most of the problems brought about by the old versions. When updating from a previous version, please you follow the update instructions (shouldn't take you more than 30-45 seconds), otherwise it won't work.
There has been one report of CTD. This is likely caused by your Bound Sword, and it's likely not caused by the mod itself. Thanks to bdknight91 for finding the possible fix.
If you're still encountering issues, it would help me a great deal if you would send me a papyrus log.
If you're not familiar with enabling papyrus logging, here's a quick guide: In your documents folder, look for your games and then find Skyrim. Then open up Skyrim.ini. From there, find the papyrus portion and enable logging.
Play again, and try to charge something. When nothing happens, quit the game and go to where your Skyrim.ini is. There should be a new Logs folder. Open up Papyrus.0.Log and let me know what it says inside. Source
Be sure to check out golem09's modification of Spell Charging, if "Vanilla" Spell Charging feels lacking in certain areas golem09's Spell Charging - Requiem Fix and New Balancing - a modified Spell Charging mod based on v1.0096's code; doesn't require the original Spell Charging, has better integration with Requiem, has better integration with certain PerMa features (like sneaking), and includes a bunch of new balancing options
Mod Compatibility
According to ielmg, the mod is compatible with the following:
I've just confirmed that Spell Charging is crashing my client in battle. I have a save file right before I begin fighting, and after I lightning bolt this dwarven spider to death, my game crashes in under two seconds. I know it's Spell Charging causing this because I've reloaded after uninstalling it and there is no issue. I've been getting frequent crashes when using destruction spells since I started playing with mods, and now I'm sure this mod is the culprit. I was also using Chaining, but uninstalling just that didn't fix the problem. Looks like I'll have to play without either for now... :|
I downloaded the mod (I use VR), but when I started a new game, the book didn’t spawn. I am trying to find the itemID for it but the VR controls are janky and difficult for me to use. How can I make the book spawn properly or does anyone know the itemID?
Awesome mechanics! I love it but it looks overpowered right now.
- There should some limits for this. Otherwise this spell channeling just kill everithing. Magicka limits. Each next charge costs more magicka than the previuos cycle in %. RIght now there is an option to increase charging magicka cost by fixed amount (max 150% wich is too little). And/or each next charge gives less damage/duration than the previous cycle.
- Some spells increase magnitude making them overpowered. Like Mage armor. It should only increase duration only. But not too much. Extreemly overpowered spells is a problem too
- Spellchanneling from one hand makes duration-based spell more effective then dual-casting. An easy way to fix this is to make Spellchanneling possible from two hands onlty.
I feel like I'm missing something obvious here, but it only seems to add the Mark and Recall spell mod I added. It doesn't touch any of the spells that are vanilla (or changed by SkyRe). It doesn't work at all with Forgotten Magic Redone.
It would be necessary to replace the condition that allows you to charge spells with an exclusively two-handed option. Otherwise, there is no point in taking a perk on a two-handed cast at all. I would also make an impact park dependency for this mod and different spells have different effects from this perk. For fireball, I can still see the scattering of the affected enemies in different directions at maximum charge.
I love this spell and it works fine, as intended. It even charges the modded spells I have which increase enchanting potential, and that's great. I mistakenly thought this mod reverted a change another mod made, but I was wrong. I hope Bethesda integrates a spell charging system in their next game.
There was a port of spell chaining at one point for SSE. But the person who ported it took it down in protest over (most likely) Collections. left a message on their profile like:
"because of nexus' new policies I'm taking down my mods"
And then put them on afkmods instead... allegedly, that is. I tried looking and couldn't find it - admittedly I didn't try very hard.
Skysunder is still on SSE and still works though... if you can stand the constant ragdoll spamming from some enemies.
As for whether this mod will get ported again... Not likely. This mod hasn't been touched since 2014, so... I don't think the author will do it themselves unless something draws them to SSE. Someone else could try as the permissions are open, but interest seems pretty low.
hmm.. seems interesting and i also wonder if it will work with my leveling spells mod, what my mod does is increase dmg, aoe , etc as you get stronger or unlock related perks,skills etc.
Is there a way to reduce how long spells last? I have a fire cloak that lasts for days and without console commands it won't go away. I was wondering if we could do it so the spell charge only really increases damage?
I'm stuck on this mod and I'm really wanting to use it but it's as buggy as an Ubisoft day 1 release. I have it set up and installed correctly, I read the book and I can get the spells to chain and work, however roughly every 5 minutes it stops working. I realized I have to read the book again every 5 minutes to re-learn the practitioner spell because it was disappearing from my character. Maybe this is a feature for immersion and forgetful apprentice mages until they become adept and good at remembering things?
575 comments
TROUBLESHOOTING
V1.009 should address most of the problems brought about by the old versions. When updating from a previous version, please you follow the update instructions (shouldn't take you more than 30-45 seconds), otherwise it won't work.
There has been one report of CTD. This is likely caused by your Bound Sword, and it's likely not caused by the mod itself.
Thanks to bdknight91 for finding the possible fix.
If you're still encountering issues, it would help me a great deal if you would send me a papyrus log.
If you're not familiar with enabling papyrus logging, here's a quick guide:
In your documents folder, look for your games and then find Skyrim. Then open up Skyrim.ini. From there, find the papyrus portion and enable logging.
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
Play again, and try to charge something. When nothing happens, quit the game and go to where your Skyrim.ini is. There should be a new Logs folder. Open up Papyrus.0.Log and let me know what it says inside.
Source
Be sure to check out golem09's modification of Spell Charging, if "Vanilla" Spell Charging feels lacking in certain areas
golem09's Spell Charging - Requiem Fix and New Balancing - a modified Spell Charging mod based on v1.0096's code; doesn't require the original Spell Charging, has better integration with Requiem, has better integration with certain PerMa features (like sneaking), and includes a bunch of new balancing options
Mod Compatibility
According to ielmg, the mod is compatible with the following:
- Skyre
- Apoc
- Forgotten Magic Redone
- Colorful Magic
- Spectraverse
And according to ryogaa, the mod is compatible with:- Apocalypse - Magic of Skyrim
According to ghussak, the mod is compatible with:- Requiem (in his case, it's at the bottom of his mod list)
Also, Alexmancer says that the mod is compatible with:- Nature Spell Pack
According to Al99, the mod is compatible with:- Vampiric Thirst
- Vampire Lord DLC Spells
Obliviotter says the mod is compatible with:- Autodidact Wizard
- Dynamic Spells
Many thanks to these players who informed me that those mods are indeed compatible!I have a save file right before I begin fighting, and after I lightning bolt this dwarven spider to death, my game crashes in under two seconds.
I know it's Spell Charging causing this because I've reloaded after uninstalling it and there is no issue. I've been getting frequent crashes when using destruction spells since I started playing with mods, and now I'm sure this mod is the culprit. I was also using Chaining, but uninstalling just that didn't fix the problem. Looks like I'll have to play without either for now... :|
- There should some limits for this. Otherwise this spell channeling just kill everithing. Magicka limits. Each next charge costs more magicka than the previuos cycle in %. RIght now there is an option to increase charging magicka cost by fixed amount (max 150% wich is too little). And/or each next charge gives less damage/duration than the previous cycle.
- Some spells increase magnitude making them overpowered. Like Mage armor. It should only increase duration only. But not too much. Extreemly overpowered spells is a problem too
- Spellchanneling from one hand makes duration-based spell more effective then dual-casting. An easy way to fix this is to make Spellchanneling possible from two hands onlty.
It even charges the modded spells I have which increase enchanting potential, and that's great.
I mistakenly thought this mod reverted a change another mod made, but I was wrong. I hope Bethesda integrates a spell charging system in their next game.
There was a port of spell chaining at one point for SSE. But the person who ported it took it down in protest over (most likely) Collections. left a message on their profile like:
And then put them on afkmods instead... allegedly, that is. I tried looking and couldn't find it - admittedly I didn't try very hard.
Skysunder is still on SSE and still works though... if you can stand the constant ragdoll spamming from some enemies.
As for whether this mod will get ported again...
Not likely. This mod hasn't been touched since 2014, so... I don't think the author will do it themselves unless something draws them to SSE. Someone else could try as the permissions are open, but interest seems pretty low.