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jude696

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jude696

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About this mod

Lets you choose your starting spells. Includes an option in game to start with no spells.

Permissions and credits
Donations
Big Update on the Way!
Not sure when it will be done,
but I am working on it. Stay tuned.


Description
This mod does 2 things:

First, it edits the Player Actor so that you do not start the game knowing Flames and Healing. (This is the only way to remove those spells, normal script and console commands will not work.) If any other mods also edit the Player Actor they will clash with this one. Let me know if you find one that does and I will look into making a patch.

Second, it gives you a Power called Spell Choice. This power uses the Voice slot. Once you start a new game, simply equip the Power from the Magic Screen and activate it (The Z Key). This will display a series of Menus allowing you to choose your starting Spells. At most you can have 5 spells, 1 per school. You can choose to not know any Spells of a certain school. There is also an option to Start with No Spells, which skips the rest of the menus.

I was inspired by Starting Spell Choice by AliTheLord, but this mod and its scripts are entirely my own work.

Mod Versions
Basic
-Only requires Skyrim.esm
-Allows you to choose from 2-3 spells per Magic School.

Full
-Requires Dragonborn.esm
-Requires Lost Grimoire by steelfeathers
-Requires Apocalypse - Magic of Skyrim (the main file, NOT the No DLC version) by EnaiSiaion (if you run Ordinator, grab the patch in Apocalypse's Optional Files)
-Allows you to choose from 5-7 spells per Magic School. (Except Destruction, which still has the vanilla 3)

Extended +++NEW+++
-Requires Dragonborn.esm
-Requires Lost Grimoire by steelfeathers
-Requires Apocalypse - Magic of Skyrim (the main file, NOT the No DLC version) by EnaiSiaion (if you run Ordinator, grab the patch in Apocalypse's Optional Files)
-Requires Elemental Destruction Magic (The Perk Version) by reaperix (If you run Ordinator grab the Patch by Studio5)
-Allows you to choose from 5-7 spells per Magic School.

Known Bugs
Full and Extended Versions - Opening these in the CK sometimes removes the dependencies on the spell package mods.if you choose a Spell from one of the spell package mods and you do not learn it, it might be caused by this.
Fix - Redownload my mod and don't open it in CK. Opening in TES5edit should be fine. (If you did not open in CK and are having this issue, then let me know so I can look into it further.)

Compatibility
This mod should be compatible with most mods. The only thing it edits from the base game is the Player Actor.

For mods that already include a similar feature (for example Disparity), the Basic Version of my mod will be redundant. However, if you are running the Full or Extended versions, it should be possible to overwrite the Spell selection from those mods with my mod. Simply complete the character creation from those mods, and then afterwords use the Spell Choice Power from my mod. This should erase the spells choosen from character creation and allow you to choose fresh spells (including the ones from the supported Spell Package Mods. This SHOULD work without issue, HOWEVER I have not tested it as of yet.

Notes
You may wonder why I chose Apocalypse and Lost Grimoire for the Full Version. Apocalypse is pretty obvious: it is the most endorsed spell package on the Nexus. Also it makes its spells feel like they belong in the game. Lost Grimoire achieves a similar feel. And there is little overlap of spell effects between the two mods.

I chose to add Elemental Destruction Magic to the Extended Version because it added more variety to Destruction in a new (but still lore friendly) way.

I might add a new Spell mod to the Extended version. For the time being I think the Full version is pretty solid.

I only plan on having a few versions of this mod to manage. So having a different version for every Spell Package or combinations of Spell packages is a no go. For me to even consider a Spell package it needs to be super lore friendly and fit in with the vanilla game.

Spell Packages I have no interest in Supporting
Forgotten Magic Redone
Phenderix Magic Evolved
Midas Magic Evolved

This is not to say anything bad against these mods or their authors. I am simply not supporting them with this mod.. Mostly they don't fit into the pre-existing Skyrim Magic system. This is my personal opinion. I am not saying you can't run them. Simply that you can't start with Spells from those mods using this mod. If you have a favorite Spell Package that is not on the above list and you think would fit in with the Spell Packages already included in the Extended Version, feel free to suggest it in the comments. I will take suggestions into consideration. I am not here to say one mod is better than the other, just explaining my decision making process in developing this mod.

Possible Future Plans
I am considering adding extra messages that would give descriptions to each Spell before you Chose it.

Current Set Up
You are at the Destruction Menu, you click on Sparks.
Sparks is added to your Spells and you are moved to the Illusion Menu.

Possible New Set Up
You are at the Destruction Menu, you click on Sparks.
You are moved to a new menu describing Sparks with a Choose option and a Back Option.
If you select Choose: Sparks is added to your Spells and you are moved to the Illusion Menu.
If you select Back: you return to the Destruction Menu.

Is this something you would like to see added to the mod? Please let me know your thoughts in the comments section. I hope to fine tune this mod and am looking to get some community feedback.


If you have any questions please ask in the comments section. I try to check it at least once a week.
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