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AliTheLord

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195 comments

  1. Morme
    Morme
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    Maybe it's a stupid question but how do I know if this mod works? I installed it right after beginning a new playthrough, but I don't know how to check if it works. Didn't find any new spell, but did'nt play for long since it's installed.

    EDIT : figured it out, easy enought with the perks. I can make it work on my skyim legendary edition, but can't make it work for SkyimVR. Anyone who could help ?
  2. Nakoyashi
    Nakoyashi
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    Sad thing here i only want the destruction spells this mod adds i really don't need the rest
    1. jesternario
      jesternario
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      I don't see why. This spell adds a lot of spells that they removed from earlier editions. Feather is especially needed, as it adds carry weight, which was restricted in this game to either being a thieves guild member and having their armor, or managing to find the rare ingredients required to make a strength potion, which barely worked.
  3. TheRealDuckosaur
    TheRealDuckosaur
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    do you have to start a new game to get the 5 scrolls?
  4. Lichsem
    Lichsem
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    I like that this is simple. THANK YOU!
  5. Skoomadicto
    Skoomadicto
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    Hey, you made a little mistake. You put "Adept" and "Apprentice" instead of "Novice" in the descriptions of Novice Illusion, Restoration and Alteration . I already changed that with the Creation Kit, but it would be cool if you fixed that for everybody. Kinda weird that noone else has noticed, tho... Also, ¿Could you make an optional add-on to avoid getting the starting scrolls? It's just that I already have CCO and it feels kinda weird to have to throw them away. It would be better for the people like me that don't like items spawning in their inventories out of nowhere :p
  6. Bozzz123
    Bozzz123
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    One thing this mod doesnt state is that it changes the robes that make blank spells cost less and magic regen faster to blank spells are more powerful and faster magic regen. More powerful doesnt really help me as a conjuration mage, because it would just make the spells longer which wasnt an issue in the first place.
    1. allthedragons
      allthedragons
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      I'm also a Conjuror. I feel ya man. Alchemy is useless. I wish "more powerful" conjuration meant more powerful summoned creatures instead of longer duration.
  7. allthedragons
    allthedragons
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    I think all these tweaks are good except for conjuration. It's the one school that really doesn't need any help but if I were to change anything it would be making the summons a bit beefier instead of adding duration. With vanilla they almost always last long enough for a full fight unless they're killed or get stuck in the environment. Some might say it's more convenient just to have them out forever (Thralls) but I like dropping my summons in precise, strategic positions to start a battle rather than waiting, crouched in the corner hoping the room full of mobs doesn't notice me before my backup arrives.
  8. Onichu
    Onichu
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    @Rykin14 Same here. Doesn't seem to be a load order issue. It's weird, because I was able to get those spells before even with Alternate Start.
  9. Rykin14
    Rykin14
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    yea im not getting the starting spell choice with alternate start
    even when i choose to go through the vanilla starting sequence

    and also, even when below my bashed patch resto and alteration both still just reduce cost and the other 3 are increased magnitude
    though on the other hand, putting it below my bashed patch cause the scrolls to show up
  10. NinjaWarriorPoet
    NinjaWarriorPoet
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    Have you thought about the starting spells being based on skill? e.g. everyone gets to choose a starting spell from any category, and then an extra spell for every 5 point bonus in a skill. Nord would get just one from any school, but an Altmer would get one from any school, one from Alteration, Conjuration, Destruction, Restoration, and two from Illusion, to show their more intense training in these arts. I would also be okay, or perhaps as another option starting without a spell for those without any skill bonus'.