Path of Sorcery overhauls all 6 magic perk trees, providing more interesting perk options, better ways to role-play, and a more well-rounded magic progression system. Construct a skeleton army, win favors from your patron Divine, unlock the secrets of Daedric artifacts, fuel your spells with the power of blood, weave shadows and control minds - and so much more.
Hey, for whoever checks this again in 2024, an fellow redditor called u/AnthonyGaribay provided me a version edited by him in wich Lost Grimoire is made compatible with Lost Grimoire. If you didn't know, using the Trickster spell, as an example, would prompt you with certain GUI's of specific perks; Also happens quite alot w/ some other stuff in the mod.
With this fix, you'll be able to use both in SE/AE with no problems :)
It works on my end, let me know if it works for you guys too.
I made an SE Port for those who want it. I'm using it in my game without issues but did not actively test it. I am sharing link cause there are no permission restrictions but, mod author can take down the comment if they want to. Edit: Also Patient users "might" want to wait as I think @steelfeathers would herself be releasing an updated version for SE sometime later.
Someone tested if the transformation spells works in SE? (read a lot of forums that said those spells tend to crash for some users, and i want the spell pack MAINLY due to the transformation spells, because getting t he other option "wrath of nature" for SE has a hard conflict with CACO)
Update: transformation spells seems to work although i tested very shortly and superficially in-game
Help when I use Trickster, my doppelgangers briefly show up with armor and then become naked. Pretty hilarious tbh, I just don't know what the cause could be.
Edit: I found the culprit! It's when taking the Attunement perk from Ordinator that causes the illusions to strip and unequip weapons. Also, if you take the Alter Self and Wellocs Dormant Aura perks they'll always trigger the effect that asks what resistances you want to increase, etc. every time you cast Trickster which gets annoying real quick. I'd make a patch but I don't know how.
Amazing balance, superb implementation. I have tried several popular magic mods, but this was the only one that minimalistic, short spell descriptions with beautiful spell color effects. Fit very well with Odin.
Edit: i was bit of scared when i saw 120 + scripts files in this mod, i thought i was gonna get script lags but its works flawlessly, did not cause any fps lost or stuttering.
'superb' well in most cases yes. but some spells are not as well implemented (either coding, or design), and if you play long enough and watch you'll understand more.
The illusion spell "phantom pain" is improperly set up. based on its structure it is seemingly supposed to work with master of the mind, but the conditions are improperly done. they forgot the 'swap target and subject' flag on the perk check and honestly should have put that in the SPELL, not the magic effect. The MM variant of the effect is not actually functional, because it's set to VALUE MODIFIER archetype instead of script, so in the event it DOES work it just reduces the enemy's health by a tiny amount.
Another illusion spell, battle rage, which shows the author's lack of knowledge regarding perks: the game engine refuses to add them to non-players during runtime. I butted my head against THAT wall for a long while.
There's no matching 'resume time' spell for the 'stop time' spell (which is actually a 0.01 slow time), had to implement one myself (with a cast time of zero, because of an annoying slow time 'quirk')
a couple of the summons (sabercat, stone golem) are lacking magicsummon keywords of any kind, which makes them not work with my favorite 'dismiss summons' spell. I nearly got mauled to death by my own sabercats who inexplicably decided to attack me while I was munching a sweetroll; if I hadn't patched them to fix that, I would have had a bad day.
dread beasts leaving uninteractable ash piles everywhere because the author left the gargoyle death ash pile attached to them
a few 'ritual' spells that use 'ritual' cast times that really don't need them
not really directly against the author, but the shapeshift spells (wings, claws) forcibly equipping and locking on equipment is...not desirable. it conflicts with various other mods, including the bandoliers mod. though I couldnt figure out where the wings were even supposed to render, as they just...didn't.
all said, I do still like the mod. have been enjoying it after applying my own fixes.
idk what the file permissions are for this mod and the author seems to not be working on skyrim modding maybe. their last mod was for SE back in january. plus, i'd have to dig the changes out of the mass that is my bashed patch since I dont work directly on a mod unless I have to
If the author ever desides to officially port this to SE this is an excellent list of things to fix/bugs, also i'm interested if you are able at any point to provide your fixes as a replacer or as a separate patch (as long as i can use them on SE).
@EnigmaniteK I too would love to see a ported and "fixed" to the best of your abilities copy of this made. An unofficial port and bug fix if you will. I just realized I was missing this while rebuilding an SE mod installation of most of the things I used in LE. I used a fair few of these spells quite often I noticed. :<
Hi i have some questions about the transformation master level spell: - How does the stats from the master level "transformation" spell works? are they fixed or are they added on top of what you already have? - Do the transformations have fixed armor or it depends on any school of magic or the armor depends on your highest armor skill? - Is the melee damage of the transformations fixed or it depends on any school of magic or highest weapon skill? - Same for magic resistances, fixed or inherited from human form or added value on top of the ones from human form?
Wanted to play a druid with this spell as a main focus, but dont know how reliable it is in terms of late game usefulness. (considering it is a master spell)
well, it automatically strips you naked, thus removing any benefit from armor, but other than that it is likely your already present stats and is fixed. havent looked. also, a MAJOR thing to consider is that, like many scripted "equip this item" stuff, you lose the benefit of any player-enchanted equipment when it forcibly re-equips your armor at the end. learned that the hard way. "why am I dying? why can't I cast...oh...I have base magicka."
Thanks for the info, so i guess that i should re equip my items after every transformation manually just in case and be aware that i'll have no armor enchantment or perks benefit during the transformation, i hope the spell is powerful enough to balance that out, considering that it does not have it's own enhancements or perk tree as werewolves/ vampire lords/ undeath liches.... i play on SE but i guess the functionality carried out along with any possible bugs.
I'll have to respec my perks in light armor too since those won't be active during transformation F*ck
I'm surprised the author implemented 'battle fury' at all, given that you can't add perks to non-players during runtime with vanilla methods (I would know, I tried that with several different angles ages ago). simply doesn't work, just like the spell...sadly. Maybe they didn't know.
hm. not compatible with arcanum over one simple thing: why do these two mods both overwrite an unused vanilla dawnguard soul trap spell (xx010ff2) instead of making a separate spell? ah well, at least making a patch was easy enough.
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Curious how Lost Grimoire version 2.0 is coming along? Hungry for any info you can get your hands on? Dying to see a certain spell implemented?
Then check out the new development thread!
I'll be posting updates and screenshots over there, so make sure to check it regularly.
Path of Sorcery overhauls all 6 magic perk trees, providing more interesting perk options, better ways to role-play, and a more well-rounded magic progression system. Construct a skeleton army, win favors from your patron Divine, unlock the secrets of Daedric artifacts, fuel your spells with the power of blood, weave shadows and control minds - and so much more.
With this fix, you'll be able to use both in SE/AE with no problems :)
It works on my end, let me know if it works for you guys too.
Lost Grimoire
I am sharing link cause there are no permission restrictions but, mod author can take down the comment if they want to.
Edit: Also Patient users "might" want to wait as I think @steelfeathers would herself be releasing an updated version for SE sometime later.
Update: transformation spells seems to work although i tested very shortly and superficially in-game
Edit: I found the culprit! It's when taking the Attunement perk from Ordinator that causes the illusions to strip and unequip weapons. Also, if you take the Alter Self and Wellocs Dormant Aura perks they'll always trigger the effect that asks what resistances you want to increase, etc. every time you cast Trickster which gets annoying real quick. I'd make a patch but I don't know how.
Edit: i was bit of scared when i saw 120 + scripts files in this mod, i thought i was gonna get script lags but its works flawlessly, did not cause any fps lost or stuttering.
- The illusion spell "phantom pain" is improperly set up. based on its structure it is seemingly supposed to work with master of the mind, but the conditions are improperly done. they forgot the 'swap target and subject' flag on the perk check and honestly should have put that in the SPELL, not the magic effect. The MM variant of the effect is not actually functional, because it's set to VALUE MODIFIER archetype instead of script, so in the event it DOES work it just reduces the enemy's health by a tiny amount.
- Another illusion spell, battle rage, which shows the author's lack of knowledge regarding perks: the game engine refuses to add them to non-players during runtime. I butted my head against THAT wall for a long while.
- There's no matching 'resume time' spell for the 'stop time' spell (which is actually a 0.01 slow time), had to implement one myself (with a cast time of zero, because of an annoying slow time 'quirk')
- a couple of the summons (sabercat, stone golem) are lacking magicsummon keywords of any kind, which makes them not work with my favorite 'dismiss summons' spell. I nearly got mauled to death by my own sabercats who inexplicably decided to attack me while I was munching a sweetroll; if I hadn't patched them to fix that, I would have had a bad day.
- dread beasts leaving uninteractable ash piles everywhere because the author left the gargoyle death ash pile attached to them
- a few 'ritual' spells that use 'ritual' cast times that really don't need them
- not really directly against the author, but the shapeshift spells (wings, claws) forcibly equipping and locking on equipment is...not desirable. it conflicts with various other mods, including the bandoliers mod. though I couldnt figure out where the wings were even supposed to render, as they just...didn't.
all said, I do still like the mod. have been enjoying it after applying my own fixes.- How does the stats from the master level "transformation" spell works? are they fixed or are they added on top of what you already have?
- Do the transformations have fixed armor or it depends on any school of magic or the armor depends on your highest armor skill?
- Is the melee damage of the transformations fixed or it depends on any school of magic or highest weapon skill?
- Same for magic resistances, fixed or inherited from human form or added value on top of the ones from human form?
Wanted to play a druid with this spell as a main focus, but dont know how reliable it is in terms of late game usefulness. (considering it is a master spell)
I'll have to respec my perks in light armor too since those won't be active during transformation F*ck