Skyrim Special Edition

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AndrealphusVIII

Uploaded by

AndrealphusVIII

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About this mod

This mod aims to fix several issues with the Creation Club's Arcane Accessories Creation.

Requirements
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Changelogs
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Description

The Creation Club's Arcane Accessories Creation has several issues:

  • The spells were way too easy to get and very overpowered. Breaking any progression and balance. They were badly implemented by dumping them all in a chest that's available at level 1.
  • The spells cost less than their Vanilla counterparts, making them superior in any way.
  • There were no scrolls and staves available.


I've made the following changes to adress them, among other things:

  • Renamed "Unbounded Flames" to "Unbounded Inferno".
  • Renamed "Unbounded Freezing" to "Unbounded Blizzard".
  • Renamed "Unbounded Storms" to "Unbounded Thunderstorm".
  • Renamed "Mara's Wrath" to "Meridia's Retribution".*1
  • Meridia's Retribution now deals an amount of fire damage and an additional amount of sun damage to undead. The Turn Undead effect has been changed into a proper Turn affect, instead of a modified Fear effect. This will make it work with perks that affect Turn Undead.
  • Changed the visuals of Meridia's Retribution to more unique and akin to Stendarr's Aura, instead of Flame Cloak.
  • The "Elemental" spells now deal fire damage and have a chance to deal Frost and Shock damage. (Like in Arcane Accessories - Rebalance Patch.)
  • Changed the color of the Absorb spells from blue to red, to be more in line with the Vanilla Drain spells.
  • Pride of Hirstaang now summons 2 spirit bears, with proper familiar FX. *2
  • Buffed the overall stats of the spirit bears.
  • Fenrik's Welcome now let's you open a lock up to Adept level, instead of Expert.
  • Made all spells Master level. Except for the Elemental and Absorb spells, which I moved up 1 tier each.
  • Increased spell costs to not make Vanilla spells obsolete.
  • Made corresponding staves for every spell.
  • Made corresponding scrolls for every spell, except for Concentration-based ones.
  • Renamed "<Tier> Robes of Destruction & Alteration" to "<Tier> Robes of Aetherweaving".
  • Renamed "<Tier> Robes of Conjuration & Illusion" to "<Tier> Robes of Phantasumancy".
  • Removed the chest in Hob's Fall Cave. The spells wil now show up as random loot in Apocrypha (more befitting for the "Lost Library" theme.) and can be available at the Dremora Merchant from the relevant Black Book. Staves, Scrolls and Robes will also show up in these places.
  • The spell tomes will only have a change to show up if the relevant level in said school of magic has been reached. (Master ones require the Ritual quests to be completed.) This is not the case for staves and scrolls.


*1. I know the Oblivion spell is called Mara's Wrath, but nothing in the lore states that Mara, the Divine of Love, is related to anti-undead, whereas Meridia is. ("Mara's Wrath" would be more fitting as the name for a curse, if someone gets a divorce.)

*2. I know that Oblivion has a spell and it summons only 1 bear. But to keep it more unique in comparison to other familiar mods, I settled on 2 Spirit Bears to be more suitable.

Requirements


Compatibility

Any mods that make changes to the CC Arcane Accessories Creation are incompatible, until proven to be compatible, or a patch has been made.

Notes on the following mods:


Customization

You can change the chance of the items showing up in random Pods (Apocrypha non-boss containers), Vessels (Apocrypha boss containers) and the Dremora Merchant:

Spoiler:  
Show

set ccBGSSSE014_ItemsChanceNone_NonBoss to X

X is the percentage chance that the items will NOT show up in Pods. (default is 98)

set ccBGSSSE014_ItemsChanceNone_Boss to X

X is the percentage chance that the items will NOT show up in Vessels and the Dremora Merchant. (default is 95)


FAQ

Q: Can Self-targeting Staff Animation Fix be used instead of Staves On Self Fix?
A: Unfortunately, it seems not. Certain staves have the Ritual keyword, which AFAIK at the time of writing this, Self-targeting Staff Animation Fix does not seem to cover yet. If this changes in the future, I'll change the dependencies.

Q: Why don't you use CID to distribute the items in Aprocrypha?
A: I tried, but the leveled lists didn't work properly. Looking at the comments of CID, at the time of writing this, there seem to be some bugs when dealing with leveled lists. If this gets fixed in the future, I might swap over.

Q: ESPFE?
A: Yes.

Q: Does installing/updating/uninstalling on an existing save work?
A: It requires a new game or a "clean save", as the Creation Club quests start on game start.

If you already had CC Arcane Accessories active, you may get around this by doing the following ("clean save" method):
1. Make a backup save, in case things go awry.
2. Exit the game.
3. Uninstall the CC Arcane Accessories plugin (ccbgssse014-spellpack01.esl).
4. Go back in game with CC Arcane Accessories plugin (ccbgssse014-spellpack01.esl) uninstalled.
5. Make a save.
6. Exit game.
7. Clean the save you made in step 5, using Fallrim Tools. (If uncertain how, please look up some guides.)
8. Go back in game and load the cleaned save.
9. Wait about a minute for the scripts to properly update.
10. Make another save.
11. Exit the game.
12. Reinstall CC Arcane Accessories plugin (ccbgssse014-spellpack01.esl) + install my mod.
13. Load the save made in step 10.
14. Profit?

Uninstalling this mod is not recommended, unless you follow the same steps for a "clean save".

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using it, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions) Disclaimer: I won't be making anymore patches for large perk or spell overhauls, like EnaiRim and/or SimonRim. Please stop asking for those.

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.