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  1. tjhm4
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    *** The LE version of this mod is no longer being updated. This is because the DEST framework, which allows the mod to install without a patcher, is only available for SE. Currently the only difference between the LE and SE versions is the installation process, but the LE version may fall behind in future. ***

    v1.7.0 is now out!

    The only difference is the addition of a zEdit patcher, which should make installation even nicer. It will automatically add spell descriptions to the inventory descriptions of spell tomes and will print out a warning to the zEdit logs if a mod added spell has an unusual description that its not sure what to do with (I tested with Apocalypse and everything works well). Let me know if description issues arise with other mods though.

    Thanks for your downloads, comments and endorsements.
  2. Derathir
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    Great idea, works as advertised; endorsed.
    Default settings were pretty tough with the other mods I'm using, so I'm trying setting the exponent to 0.75.
    Cheers!
    1. tjhm4
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      Thanks for the kind words. The exponent will mostly affect the difficulty of learning mid/late game spells. If you are struggling with early game spells too, try lowering the mult.
  3. samyarkhafan
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    Do you know the mod andromeda standing stones of skyrim?
    the apprentice stone makes it so that it replenishes 5 points of magicka per second.
    so when i use a book and start the trial the effect from that stone is still on so i can basically learn  spells with a much more higher rank than what my character actually is.
    1-is this cheating
    2-can you tell me what to do so that the effect from the standing stones doesnt affect the trial?
    1. tjhm4
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      I don't think that's cheating. I just means characters with that stone will learn spells more easily. Same for the atronach - it makes spells cheaper to cast, so the ritual ends up cheaper too. If you find that its making things too easy you can just raise ritual cost in the MCM.

      I'm not sure how to stop that magicka replenishment without temporarily changing stones. The mod description doesn't even mention that being an effect of the apprentice, so is it possible its actually some other mod causing that? Either way, because the apprentice makes novice stones free to cast, their rituals will be free too.
    2. samyarkhafan
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      yeah you are right i forgot about the mcm lol
      i think the magicka replenishment is from his other mod called imperious races idk i just heard that somewhere that if they combine this broken thing happens XD
      but yeah i forgot about the cost settings in the mcm menu thanks
      btw are you working on something?
    3. tjhm4
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      Not working on anything right now, and no clear plans, but maybe one day!
  4. Vaftel
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    GG Mod doesn't work
    1. tjhm4
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      Have you tried installing it? Also, make sure your computer is turned on first.
    2. samyarkhafan
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      did you run the patcher?
      if so.
      thats impossible.
      how it doesnt work lol.
  5. samyarkhafan
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    i came here from npc stat rescaler
    all of your mods seem to be what im looking for for some reason lol
    spell research is pain in the butt to learn spells but your mod made it a bit more harder and at the same time easier
    although its bad that you dont update the mod anymore :/ guess im the only one in the planet stuck with LE
    but the mod is complete at least right? so the patcher should make all the spells work and I'll always look in xEdit so it should be fine
    thanks for the mod btw great idea :)
    1. tjhm4
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      Thanks, yes I wanted something a bit more challenging than vanilla, but not as elaborate as spell research. The lack of updates isn't really a problem, the mod is already fully functional so you can just continue using it. The only real difference is the DEST framework which makes installing it much easier, but it's SE only, so there's not much I can do.
  6. Reapermdf
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    Hi everyone,
    I've been fiddling with the spell cost calculation the last two days. I decided to share the spreadsheet calculator I made:
    CSL cost calculator.
    I don't guarantee pinpoint accuracy, but the error margin in my tests has been pretty low so far. I used ROUNDUP everywhere in the formulas so the results should be 5-10 magicka higher, than the exact required values. You just have to download the spreadsheet from ggldocs and insert your
    -Spell type skill levels
    -Half-cost perk levels
    -Equipment mult.
    -CSL exponent
    -CSL mult.
    in the small table on the Vanilla sheet's upper right corner. After the values are inserted, the magicka required for the successful learning of the spell is calculated in column /Learning Magicka required/

    Resources used:
    -An old copy/pasted guide from a forgotten source with the Vanilla spells base cost values
    -Apocalypse spells base cost values, exported directly from the .esp with an export script for xEdit. I couldn't figure out very well which lines to filter, so I just highlighted the duplicates (the reason for way more than 155 lines in the Apocalypse sheet).
    -I used this wiki for the dynamic spell cost formula

    It's almost certain, that I've missed some bugs. I didn't test the equipment multiplier - just left it with a loose default value (1.0) - you'll have to play with it to find out how it works ingame. But since I'm not going to have an opportunity to test the calculator more thoroughly in the near future, I decided to share it as it is. I believe it's at least a good starting point for those, who need the spell learning magicka requirements for this incredible mod. Feel free to do whatever you like with the spreadsheet, I don't have any plans for it.

    Cheers!
    1. tjhm4
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      Neat, thanks for sharing!
    2. Reapermdf
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      I created another version of the spreadsheet, for usage with Vokrii installed - CSL cost calculator Vokrii
      Parameters to be input in the table on the first sheet:
      -Spell type skill levels
      -Mastrery perk (Yes/No)
      -Equipment mult.
      -CSL exponent
      -CSL mult.
      Again - feel free to use it, however it suits you.

      @tjhm4: I like the mod very much, thanks for implementing this great idea! It's a little unimmersive to work with the spreadsheets I made. Would it be possible for you to add visualisation of the required magicka for spell learning? For example somewhere in the book that is opened, when an unlearned spellbook is clicked?
    3. tjhm4
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      Thanks again. To be honest I think the most immersive way to test this is just to try and see how close your character gets to making it. I normally get potions, etc, together then head to a temple (where there's a shrine in case spell learning goes bad) I then test out a tome watch my magicka bar while counting to 10 in my head. This usually gives me a good sense of how close I am to learning a spell. I guess I could add a difficulty rating to spell tomes that gives a sense of the amount of magicka required, but that's not really much more informative than the spells level (i.e. novice, apprentice etc) and it can't take into account your gear, perks, skills etc. I'll give it some more thought.
  7. magodelaoscuridad
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    if you can add a option to disable glowing thetrical animation just a reading book animation
    1. tjhm4
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      Maybe, but it kinda misses the point of the mod. If you're just reading a book why is there a chance of you getting a mental disease?
    2. magodelaoscuridad
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      i get your point, but your script and esence is good but the ritual idea no so lore friendly, no other mages doing rituals and the first ward spell learned from Tolfdir is without ritual, mental disease for reading a magical book and misunderstand is logical to me. BTW im glad you are still in this proyect.
    3. tjhm4
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      Point taken. I'll look into this for the next update, will be a while though.
  8. Apokalyps117
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    I'm not sure what's going on, but I can't learn any spells at all. I have over 300 magicka and I can't even learn frostbite. I tried turning the exponent and multipliers down to zero and it still doesn't work.
    1. tjhm4
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      Do you have SKSE? Or any mod that is greatly increasing spell costs?
  9. Beardo5a
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    Suggestion: Add an additional slider in the MCM that multiplies the cost for learning per-second spells by x amount. Per-second spells are way easier to learn than other spells because the formula counts the per-second cost as the cost.
    1. tjhm4
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      I had thought about this too. The problem is that there are high level per-second spells that are really expensive and this would make then virtually unlearnable. I could get into setting manual exceptions for the low level per-second spells, but that feels a bit excessive. I might add the feature you want in future, but for now I've come to terms with the idea that the basic per-second spells are unexpectedly easy to learn (just like they are unexpectedly cheap to cast).
    2. Beardo5a
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      That's why I think it should be a slider and just be up to the player.
  10. deleted65173296
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    I'm sure I need a Vedio to guid me to know the "ZEdit" steps.
    1. tjhm4
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      If you go to the Know Your Enemy SSE page there is a video, and the steps are basically the same. It's pretty easy though, maybe give it a go and let me know if you get stuck.
    2. deleted65173296
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      Hi, I loaded full mods with Zedite and then I clicked the "build the patch" button, however, I didn't see any patch in the list like things that in video. It always displayed "No Patches found". I was running zEdite through MO 2. That's the only different thing with in vedio. The "build patch" function works good in the mod "know your enemies" in vedio. In my process the button displayed as "No patches found" no matter if I unzip the zEdite patch which included in "CSL" and I stuck in this step however. Could you please help me to point out what thing I missed?
    3. tjhm4
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      You need to install the patcher into zEdit first, see step 3 of the written install instructions.
    4. deleted65173296
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      I didn't totally understand the 3ird part instruction. Now fully understand and successfully built a new esp patch. Thank you for your extra information.
  11. deleted3476533
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    I LOVE the concept of this mod since "spell research" is way too complex for me. However, it doesn't work for me. Then I've noticed the zEdit Patcher thing, seems mandatory and I haven't done that, I just insalled this via mod manager normally. Is that zEdit patcher thing mandatory?. Seems confusing. Thank you for this mod.
    1. tjhm4
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      Yes, you need to run the zEdit patcher. The base esp is just resources for the patcher, you need to run the patcher to apply the changes to your load order. This way the mod avoids conflicts with other mods in your load order. Running zEdit patchers is pretty simple, and there are instructions on the mod page, but let me know if you get stuck along the way.
    2. deleted3476533
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      I guess I was just feeling lazy, you know, when you just want "x" mod and that's it. I mod skyrim way more than I play it, and always have to start again because of the bashed patch. But I'll do, thank you !