Skyrim Special Edition
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Phalanks

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Phalanks

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About this mod

Reserve Magicka to maintain your spells. Highly configurable and easy to add new spells to.

Requirements
Permissions and credits
Changelogs
First, I want to start with a bit of history. Way back in 2014, I was dissatisfied with the state of toggleable spells. There were a few mods that did it, but none of them worked the way I wanted them to. And so I released my first ever mod, Maintainable Spells. I quickly stopped updating it, and in 2018 the original Lorica was released, which I consider a sort of spiritual successor to my mod. Not that I think anyone was even aware my mod existed, but they shared similar ideas of how a mod like this should work. Fast-forward to 2021, and Y3sMan took over to release Lorica Redone. But it appears he has abandoned it as well, which means I am once again dissatisfied with the state of toggleable spells. And so, a decade later, I bring you

Maintainable Spells Reborn

Core Features
  • Toggle your spells on and off. Toggling it off costs no Magicka
  • While spells are on, maximum Magicka will be reduced by a configurable percentage of the cost of the spell. This value is configurable as a baseline default, as well as on each individual spell
  • Does not directly modify Actor Values
  • A Lesser Power to dispel all maintained spells
  • A Utility Spell system which allows you to mark certain spells as Utility Spells
  • A Lesser Power to dispel all Utility Spells
  • Spell configurations are saved to a json file in Documents/My Games/Skyrim Special Edition/JCUser/MSR/Spell_Config.json
  • A configurable maintained spell threshold. Maintaining more spells than the threshold will begin applying a configurable debuff to Magicka Regen or to maximum Magicka, separate from the cost of maintaining the spell
  • Add spells in game through the MCM
  • A configurable Backlash effect, which is applied if you try to reserve more magicka than you have available. Due to the way this mod functions, I'm not sure you'll ever actually be able to encounter it though
  • Blacklist spells in game, so they revert to their vanilla behavior
  • Persistent user configuration across save games. Saved in Documents/My Games/Skyrim Special Edition/JCUser/MSR/MCM_Config.json
  • Supports bound weapons as well as summoned or reanimated creatures. The creatures work a bit differently in that you can't toggle them off. This was a design choice because there is, to my knowledge, no way to detect how many summons a player is allowed to have summoned.


Compatibility
I provide configuration files for Apocalypse, Odin, and Mysticism. Adding additional compatibility is fairly simple and the configuration files can be shared easily, as they are all stored as json.

Nearly any spell which does not end early on its own should be able to be added with no extra work. Spells which end early will likely need a script added to them to let MSR know it needs to be removed from the maintained list.

If you wish to share your configuration files, you should rename the Spell_Config.json file to something reasonable, and then package it so it installs to Data/MSR/

Apocalypse
Spoiler:  
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Alteration
  • Alarm
  • Locate Object (It's a little weird, but it's maintained just fine)
  • Reynos' Fins
  • Sotha's Maelstrom
  • Thundering Hooves
  • Wind Running

Conjuration
  • All the Conjure Spells
  • Soul Cloak

Illusion
  • Mimic Cloak

Restoration
  • King's Heart
  • Mystic Wind
  • Resurgence
  • Worm Shroud



Mysticism
Spoiler:  
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Alteration
  • Feather
  • All the Shield/Shell Spells
  • Pack Mule
  • Sea Stride
  • Slowfall
  • Swift Swim
  • WindWalker/Runner

Conjuration
  • All the Conjure Spells
  • All the Bound Spells

Illusion
  • Chameleon
  • Ghostwalk
  • Night Eye

Restoration
  • Arkay's Light
  • Attunement
  • Augur of Aetherius
  • Mutagen
  • Regeneration/Rapid Regeneration
  • Poison Cloak



Odin
Spoiler:  
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Alteration
  • Alarm
  • Ease Burden
  • Leaguestep
  • Orc Strength
  • Resist Elements
  • Reynos' Fins
  • Slowfall

Conjuration
  • All the Conjure Spells
  • Soul Cloak

Destruction
  • Blazing Strikes
  • Freezing Strikes
  • Shocking Strikes

Restoration
  • Poison Strikes
  • Shield of Daybreak
  • Shield of Sanctuary
  • Troll's blood



Spell Configuration File
The spell configuration files are fairly simple. I utilize JContainers to read in json data and apply the appropriate configurations based on a few values. Below is a documented configuration of a single spell:
Spoiler:  
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{
  "__metaInfo": {
    "typeName": "JFormMap"
  },
  "__formData|Skyrim.esm|0x8f3eb": {
    "Keyword": "Generic",
    "isBlacklisted": 0
"isUtility": 0
"reserveMultiplier": -1
"spellCost": 100
  }
}

  • Keyword: Required. Spells with the same keyword will dispel each other. The actual spells don't need the keyword applied to them, but if two spells dispel each other (like oakflesh and stoneflesh), they need to share the keyword here. "Generic" is the default and essentially means "No keyword needed".
  • isBlacklisted: Optional. Whether or not the spell is blacklisted. 0 = not blacklisted, 1 = blacklisted
  • isUtility: Optional. Whether this spell should be considered a Utility Spell
  • reserveMultiplier: Optional. Overrides the default reserve percentage. Set to -1, or just delete, to use the default
  • spellCost: Ignore. This value is used internally, but if you are sharing a configuration it should be removed. Otherwise just ignore it.
This may look confusing, but everything important can be configured in game through the MCM and will be set up correctly in Documents/My Games/Skyrim Special Edition/JCUser/MSR/Spell_Config.json.

Bugs and Known Issues
It is possible, even likely, that I missed or misconfigured some spells, in both the vanilla and modded configurations. Feel free to let me know of any that you feel should be added. You can even test adding them with the MCM and let me know if they are functional if you're feeling adventurous.

There were also some intentionally left out spells. Invisibility spells that break when you do something were left out for example. They will likely only partially work if you enable them, since when they are dispelled the reserved magicka will not be returned.

Feedback
Please don’t hesitate to post your comments, configuration files, feature requests, bug reports, questions, encouragements, pictures, videos, dad jokes, or anything else. I promise I won’t get mad and delist the mod. All I ask is that you be polite, respectful, and recognize that I don’t have infinite free time to work on mods or monitor forums

Other Mods
If you like this mod, or even if you don't, check out my other mods:

Maintainable Spells Reborn - Maintain spells at the cost of reserved Magicka
Roaring Words - Adds quest markers to all word walls at once
I.M.P.S. - Dynamic Autosale Chests - Configure any chest to autosell your loot
NSFW: Children of Lilith - Succubus of Skyrim - Gameplay mod for playing as a Succubus