You'll get random destruction spell, limited by your skill level. Same for spells of the other schools.
Otherwise making compatibility patches for other spellpacks would be way too complicated, they tends to add new elements, or something without any clear associations at all. Especially for non-destruction spells. In fact, non-destruction spells are painful to categorize even in vanilla. Like, what would you logically expect to learn from casting telekinesis? Or ward(except greater ward)? Or transmute ore? And so on.
I had a neat idea as an add on to this mod. (I dont know how to code). I would love if a sort of Atronach sort of thing was added on to the mod. For instance you get hit by a destruction spell and you have a 1% chance of learning a destruction spell. Not sure how hard it would be to do that but it just sounded like a neat idea. If it's not possible oh well i love the mod either way.
Well, main issue is that you won't get hit by spells other than destruction often. So, this basically would increase only the rate of learning destruction magic, which already tends to be the fastest to learn. And such addition would escalate the difference further, making it even more biased toward destruction. Though, it indeed might be a neat option for those who doesn't rely on destruction magic for offence. Worths considering.
Yeah i guess the only way to make it work would be getting hit by any spells gives you the % chance of learning any kind of spell. Like absorbing the mana for yourself.
Hello there. If you want it to appear in translations tab on my page, i think it's something that need to be done on your side. By specifying original mod in "mod details", or something like that.
Do a quick test, run a new game,new character let the mod load mod/s , after that use the same procedure in McM menu and put the 100% chance spell learn, see if its work, shoot the healing spell for example. Report
Okay, if you think that its load order try using loot for sorting, that might help in 98% cases, this might work (on your save which didn't work earlier)
Wow, this looks like a great mod, even compatible with colorful magic, just a question though does it work with phenderix magic world ? Would be awesome
Unfortunately, i don't have SE to port it by myself, but if someone else willing to port it - i'm perfectly fine with it. As you could notice on "permissions" tab - you're free to do pretty much anything with this mod.
Scripting? This is just an esp file, wouldn't it just need a resave in the SSE Creation Kit? Or am i missing something?
@perered
Nice mod idea, it could even be a sort of companion to other more research oriented spell learning mods out there so you have the chance to learn new spells by researching or by practice and use. I would just suggest a way to make the chance increase with the casting until you eventually learn one spell and then resetting and starting all over, with a possible 0% chance for the x first casts optional:
Like this:
Number of casts after the first one with 0% chance: player chooses im MCM (ex: 4 casts) Starting chance after inital casts: player chooses im MCM from 0-100% Aditional chance addition: player chooses in MCM from 0-100% Cap of max chance: Player chooses if he wants to have a max chance regardless of casts from x-100%
Ex. (very slow chance) choose 4 casts at 0% with 1% starting at 5 casts +1% increase starting at 6th cast with a cap max of 50% chance. Chances increase 1% from 5th cast to 50% max at the 55th cast and beyond. After learning a spell the process restarts.
I'm no modder so this probably isn't remotely feasible or even if it could be made it's your mod of course and you can just ignore this
Actually it's not just esp, there is some papyrus scripts. And as far as i know scripts need to be recompiled for SSE.
As for scaling chances, it's definitely feasible, but i don't really think there is much point in over-complicating mechanic in such manner. On practice, in long term, such scaling would give you spells at same rate, as 5.8% flat chance would. I've checked :)
And this 5.8% it's a pretty high rate actually. I feel that default 1% is already too high for my taste, even with a few additional spell packs. But that's too individual option to bring one perfect number to satisfy all players at once.
And such plain number is much more descriptive than mind-blowing formulas which would require you to do hardcore math just to grasp what your real rate of learning is. Only real difference it's that you won't ever learn two spells in row. But it won't happens often anyway, so i don't really see why it's a problem which need to be solved.
Though, i'm not saying that current mechanic is perfect. I don't really like that it's much harder to learn spells of supplementary schools, than spells of your primary damage dealing school. Just because you're casting a lot more fireballs, than armor spells. But i'm still not sure how to improve it without turning configuration menu intro the plane cockpit with a thousand of switches. That seems to be overkill for such small mod :)
Ahh i saw the file you posted without the Scripts Folder, so i thought it was just the esp plugin nevertheless Scripts work fine in SSE no need to recompile them so it really seems to be an easy port, just needing a resave in the SSE CK. source: https://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/
Regarding my suggestion, thanks for replying and i agree, perhaps it would be an over-complicating mechanic to add i guess.
Your mod works fine for the first time ,spell count reads 80 learnable spells , then when you cast it really works and randomly learn a spells of the school i cast, but next time i reload the game the learnable spell count which is run at first reads 0 and my character can't learn any spell random anymore. Then next , i used the option to learn again, and it always shows 0, it can't read 80 count anymore until i totally remove mod,save and activate again the mod.
EDIT #1: I don't know if this is normal -> See the picture After the 0 i can't learn any random spell while casting EDIT #2: I can confirm that when it reads "0" in the mcm menu that spell can't be learned randomly, clicking twice on the option, after counting ends it always reads "zero" Tested with vanilla spells and apocalypse, all work fine as long as its reads spell count (apocalypse 160 and vanilla 80).
There definitely was an issue with re-importing spells, i fixed it. Though, i'm not sure how could you reach 0 spells at the first, by only reloading game. I can't reproduce it. Could it all been started with attempt to re-import spells, by the chance? That would explain everything.
Don't bother yourself with that , it was my mistake i did save game with a 0 , i found out later, the only problem was the one you fixed now with reimporting to 0 ^^ Thx for fixing this, i will dl the update soon...
Colorful Magic adds his own new vendor with spell tomes, instead of expanding existed leveling lists, so no, it won't work without compatibility patch.
Most of the mods should be working without patches, so i'm not really sure what else could need it. I'm currently playing with a few spell packs myself(Apocalypse, Lost Grimoire, Phoendrix, Elemental Destruction), and it all compatible out of box. Well, after making regular merged patch. If you have something particular on your mind - bring it, i'll take a look. Only mod which comes to my mind it's forgotten magic, but the thing is - it's a part of design of that mod, that you need to find wandering traders. And i don't really want to break it. But if you do want to - that's what SSLPatcher for.
SSLPatcher it's a script i used to build a patch for Colorful Magic, you don't need it you're using pre-build patch. But it might be useful for some other incompatible mods which i'm not aware of, as this thing is pretty universal. Up to certain degree - it's still not a panacea. And it can have a drawbacks. Like, if you'll decide to patch Apocalypse once again you'll be able to learn a spells which aren't normally available in game - outdated spells from cheat chest.
If you still want to build a patch by yourself you need to load your spell packs in zEdit, highlight them, and launch a script from context menu - and it will build a brand new patch.esp.
Ok, that is nice, thx for a brief guide for the patch. I understand the method of the forgotten magic that you gain spells by the drop chance and from the mcm menu you actually can set percentage of drop chance,so i guess this mod doesn't need something special for learning spells.
The one spell mod that is coming to my mind is "Midas magic evolved" maybe you could do something for it like for the Colorful magic?
Yeey thanks, its better to leave to you when you are into it ,i will try myself once also but i need more time to understand this hehe, thank you for this :)
Your new version 1.2 is not working properly. It won't load and register in McM menu. I return to 1.1 version and it seems fine. Just to let you know, i am not sure if anyone else is having the same problem. And i am not sure if this involves the patches you created for version 1.2.
EDIT: I did try also on a new character and it won't load/register in McM menu.
Oh jeez, that's the most stupid error ever. I forgot to add scripts folder to the archive before uploading. Fixed. You can either re-download main archive, or just take scripts from 1.1 - they haven't changed since that release.
53 comments
Otherwise making compatibility patches for other spellpacks would be way too complicated, they tends to add new elements, or something without any clear associations at all. Especially for non-destruction spells.
In fact, non-destruction spells are painful to categorize even in vanilla. Like, what would you logically expect to learn from casting telekinesis? Or ward(except greater ward)? Or transmute ore? And so on.
Though, it indeed might be a neat option for those who doesn't rely on destruction magic for offence. Worths considering.
Scripting? This is just an esp file, wouldn't it just need a resave in the SSE Creation Kit? Or am i missing something?
@perered
Nice mod idea, it could even be a sort of companion to other more research oriented spell learning mods out there so you have the chance to learn new spells by researching or by practice and use. I would just suggest a way to make the chance increase with the casting until you eventually learn one spell and then resetting and starting all over, with a possible 0% chance for the x first casts optional:
Like this:
Number of casts after the first one with 0% chance: player chooses im MCM (ex: 4 casts)
Starting chance after inital casts: player chooses im MCM from 0-100%
Aditional chance addition: player chooses in MCM from 0-100%
Cap of max chance: Player chooses if he wants to have a max chance regardless of casts from x-100%
Ex. (very slow chance) choose 4 casts at 0% with 1% starting at 5 casts +1% increase starting at 6th cast with a cap max of 50% chance. Chances increase 1% from 5th cast to 50% max at the 55th cast and beyond. After learning a spell the process restarts.
I'm no modder so this probably isn't remotely feasible or even if it could be made it's your mod of course and you can just ignore this
As for scaling chances, it's definitely feasible, but i don't really think there is much point in over-complicating mechanic in such manner. On practice, in long term, such scaling would give you spells at same rate, as 5.8% flat chance would. I've checked :)
And this 5.8% it's a pretty high rate actually. I feel that default 1% is already too high for my taste, even with a few additional spell packs. But that's too individual option to bring one perfect number to satisfy all players at once.
And such plain number is much more descriptive than mind-blowing formulas which would require you to do hardcore math just to grasp what your real rate of learning is.
Only real difference it's that you won't ever learn two spells in row. But it won't happens often anyway, so i don't really see why it's a problem which need to be solved.
Though, i'm not saying that current mechanic is perfect. I don't really like that it's much harder to learn spells of supplementary schools, than spells of your primary damage dealing school. Just because you're casting a lot more fireballs, than armor spells. But i'm still not sure how to improve it without turning configuration menu intro the plane cockpit with a thousand of switches. That seems to be overkill for such small mod :)
Regarding my suggestion, thanks for replying and i agree, perhaps it would be an over-complicating mechanic to add i guess.
Then next , i used the option to learn again, and it always shows 0, it can't read 80 count anymore until i totally remove mod,save and activate again the mod.
EDIT #1:
I don't know if this is normal -> See the picture
After the 0 i can't learn any random spell while casting
EDIT #2:
I can confirm that when it reads "0" in the mcm menu that spell can't be learned randomly, clicking twice on the option, after counting ends it always reads "zero"
Tested with vanilla spells and apocalypse, all work fine as long as its reads spell count (apocalypse 160 and vanilla 80).
Though, i'm not sure how could you reach 0 spells at the first, by only reloading game. I can't reproduce it. Could it all been started with attempt to re-import spells, by the chance? That would explain everything.
Don't bother yourself with that , it was my mistake i did save game with a 0 , i found out later, the only problem was the one you fixed now with reimporting to 0 ^^
Thx for fixing this, i will dl the update soon...
EDIT: You could also make patch for other famous magic mods ,just in case someone need it (like me ^_^)
And how to exactly use SSLPatcher?
If you have something particular on your mind - bring it, i'll take a look. Only mod which comes to my mind it's forgotten magic, but the thing is - it's a part of design of that mod, that you need to find wandering traders. And i don't really want to break it. But if you do want to - that's what SSLPatcher for.
SSLPatcher it's a script i used to build a patch for Colorful Magic, you don't need it you're using pre-build patch. But it might be useful for some other incompatible mods which i'm not aware of, as this thing is pretty universal. Up to certain degree - it's still not a panacea. And it can have a drawbacks. Like, if you'll decide to patch Apocalypse once again you'll be able to learn a spells which aren't normally available in game - outdated spells from cheat chest.
If you still want to build a patch by yourself you need to load your spell packs in zEdit, highlight them, and launch a script from context menu - and it will build a brand new patch.esp.
I understand the method of the forgotten magic that you gain spells by the drop chance and from the mcm menu you actually can set percentage of drop chance,so i guess this mod doesn't need something special for learning spells.
The one spell mod that is coming to my mind is "Midas magic evolved" maybe you could do something for it like for the Colorful magic?
And i am not sure if this involves the patches you created for version 1.2.
EDIT: I did try also on a new character and it won't load/register in McM menu.
You can either re-download main archive, or just take scripts from 1.1 - they haven't changed since that release.