About this mod
Expand Spellforge to change the way to learn spells: you can get resins from all alchemical ingredients, including AE content, and you can also get resins from alchemical ingredients in the Spellforge in bulk. You can use FLM to add alchemy ingredients for other mods or add Spellforge spells to the list.
- Requirements
- Permissions and credits
- Changelogs
Expand Spellforge to change the way to learn spells: you can get resins from all alchemical ingredients, including AE content, and you can also get resins from alchemical ingredients in the Spellforge in bulk. The more alchemical ingredients you burn in the Spellforge, the higher the rank of the spells you can learn. Also, you can set up the alchemy skill experience to be gained by burning alchemical ingredients in the Spellforge.If "FormList Manipulator - FLM" is installed, it can optionally support alchemical ingredients from other mods and add them to the spell list of Spellforge without conflicts.
【Description of this Mod】
Spellforge is a great mod that changes the way spells are learned. However,resins needed for spell learning could only be obtained from a few components, such as Nirnroot. And I could only put one type of alchemical ingredient that could be burned in Spellforge, and if I didn't reach the required number, I couldn't get any resins at all.So I created this mod to extend the functionality of Spellforge for myself.
【Description of this Mod】
Not to ruin the atmosphere of Spellforge, this mod opens the reference book to reveal a menu.There are four settings: setting spell requirements, notification of alchemical ingredients, alchemy skill experience, and check settings.
.By default, apprentices need to burn 10% of their total alchemical ingredients, with the percentage increasing to 20% for adepts, 40% for experts , and 70% for masters.In addition, although disabled by default, alchemy skills can increase in proportion to the number of alchemical ingredients burned in the Spellforge.
And we have changed it so that each time you burn a large variety of alchemical ingredients on Spellforge, you unlock a rank of spells that you can learn.In the reference book, settings can be made in 10% increments, but in MCM, settings can be made in 1% increments.
These changes mean that players will need to search for a larger variety of alchemical ingredients in order to learn advanced spellsThere is also a function that notifies you if this is the first time you have burned alchemical ingredients in the Spellforge.
The main improvements are as followsOrganized the number of alchemical ingredients for obtaining resins into 9 categories: misc, common, uncommon, fine, superior, exquisite, flawless, epic, and legendary for all alchemical ingredients.Misc is 100 to obtain 10 resins, common is 50, uncommon is 25, fine is 20, superior is 10, exquisite is 5, flawless is 4, epic is 2, and legendary is 1.We also modified the system so that even if all alchemical ingredients are put in all at once, they can be obtained in 1-resin increments according to the 9 classifications.
You can check if you have found 9 classified alchemical ingredients in MCM.If you have already discoveredIf it has been discovered, toggleIf it has been discovered, the toggle will beIf it has been discovered, the toggle will be activatedIf it has been found, the toggle will be activated.
【How to Install】
You can also select alchemical ingredients to be introduced in FLM. However, the creations version is designed for environments where SKSE cannot be used, so all AE contents are pre-installed, but the name of the alchemical ingredient cannot be displayed in the notification function. Please be aware of this.
This mod modifies part of Spellforge script, so it is recommended to install it at the same time as Spellforge or New game.
【Mods for adding alchemical ingredients】
See requirements for corresponding mods.
【Other Matters】
FLM options have been separated into Spellforge FLM Collections.
【My business】
Please take a look at my other work.
Mineorescript Switch Hub
Mineorescript automatically identifies conflicting mods and avoids conflicts.
Multilingualization of MCM scripts
This mod will add the officially adopted 9 language translation files to the MCM script.
Newgame Helper
This is a multifunctional mod to make new game easier. It supports from SE to AE1.6.117 as long
Spellforge FLM Collections
A collection of FLM files that add spells added by mods to Spellforge.
Spelltome chance Changer
You can use MCM to change the probability of a Spelltome or scroll being sold by a vendor or appearing from an enemy or chest.
Strings Expansion
Japanese, Simplified Chinese, and Korean missing characters are embedded in the swf file.
Unofficial Controlmap for me
This is a controlmap that supports all versions of Skyrim using Steam's Mode shift and Action layer. Select the correct version of Skyrim in fomod.
Unofficial gourmet patch for me
This is an unofficial gourmet patch for me.
Unofficial Spellforge patch for me
Expand Spellforge to change the way to learn spells: you can get resins from all alchemical ingredients, including AE content, and you can also get resins from alchemical ingredients in the Spellforge in bulk.