0 of 0

File information

Last updated

Original upload

Created by

kinkeultimo

Uploaded by

kinkeultimo

Virus scan

Safe to use

101 comments

  1. kinkeultimo
    kinkeultimo
    • member
    • 4 kudos
    Locked
    Sticky
    WARNING! DO NOT UPGRADE FROM VERSION 1.1. IN MY EXPERIENCE IT CAUSES A BUG.

    USE 2.1 On NEW PLAYTHROUGH (Or on a Save without a previous Version should be fine too)

    STAY ON 1.1 IF MID PLAYTHROUGH

    Edit jan 2025:
    Added a Version that works with Adamant (Due to an unreloved issue the mcm feature of switching between lesser and non lesser Power of Spell research is not working. It will always be a lesser Power. But since you can just contain yourself and choose to only use it once per day, the fix is low on my priority List)
  2. Syiron
    Syiron
    • premium
    • 0 kudos
    Loving this mod. Been trying to mess with the blacklist but having issues blocking all spells of a certain school. Would it be possible to add a feature where you can turn this on and off for certain schools of magic? I was trying to get it so only restoration level ups trigger learning a new spell to rp "the gods blessing my paladin" with new powers.
    1. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      Good idea. It wouldnt be too hard to implement, but right now i dont have the time to create an addon or releasing a new version.

      Will be included in the next update, altho i cant tell you when this will be.

      If you are modding yourself and you are able to compile scripts you can just go into the code and change like 3 lines. Or you make a small helpmod that basically writes all non restoration spells into a jason file and then you copy these values into the spell blacklist jason. As am ugly workaround.
    2. Syiron
      Syiron
      • premium
      • 0 kudos
      Thank you, I look forward to it. I can see if I can tinker with the scripts sometime. I actually got the idea when I was trying to create a blacklist spell list. For some reason I couldn't get it to work right, but my spell list is so large I am wondering if it was causing some complications or something. 
  3. CourierSixOG
    CourierSixOG
    • member
    • 23 kudos
    Quality concept here, it is logical and not overly complicated, going to download and check it out, one suggestiuon just from reading the description, rather than making "magical research" a spell, it would be more immersive to make it so you have to buy a tome in a particular general class of magic (destruction, restoration, illusion, etc) and use/read the tome and that triggers the same "magical research" effect, and not have the option of casting a spell to do research. Just my opinion, it's your mod, but I think that would be more immersive. Either way great concept. Downloading now. Edit - xEdit is repoting 2 errors could not resolve.
    1. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      This is a great idea. my initial idea was to create workstations akin to research desks that allow you to sit down and do research. But i eventually decided against it due to the high work/benefit quota.

      Im slowly working on a bigger mod that adds a skilltree to expand on the whole research/intellect concept, i think i will implement your idea in this version.

    2. CourierSixOG
      CourierSixOG
      • member
      • 23 kudos
      Awesome! That sounds pretty good, the skill tree would really make it feel like one is a scholar of magic putting effort into learning and add some deep RPG depth to it. On the reasearch station idea, just a thought, maybe a single station in Winterhold College that grants like a 10-15% bonus to success rate. You really have a great concept here, I tried a few learn magic mods but to find the right balance between immersion and fun gameplay is a tight line, I think yours in theory has a lot of promise. Cheers and respect for your work.
    3. lojunqueira
      lojunqueira
      • supporter
      • 1 kudos
      Another interesting idea would be to use some magic resource instead of the gold for the research. Charged soul gems (to power the research process) or empty soul gems (to channel/focus the magical energy needed) feel like good candidates that wouldn't get in the way of the streamlined nature of the mod (maybe with higher tiered spells requiring better quality gems/souls) and use already existing resources.
      I really like your implementation. It provides some needed gameplay diversity and engagement to spell learning without adding too much extra stuff or time spent on menus.
    4. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      Hi thx for the feedback. I originally included the cost, so that you dont just span that ability whenever its up. Its more interesting and balanced if you have to sacrifice something. Using other rescorces is an idea that im implementing in my expansion, but thats sadly on hold for personal reasons atm.

      You can adjust the cost to 0 though if you want in the mcm and then discard some soul gems whenever you use it. I get that this is a bad way to do it, but right now its the only way.
  4. fcara1
    fcara1
    • member
    • 10 kudos
    Hi,
    Awesome mod.
    Really fun, but after some time maybe a bit overkill to learn a new spell every skill lvl up.
    Possible to script steps to learn only every 2 or 5 lvls of the skill? Just random idea to keep books still relevant.
    Even if not, better "learning while praticing" around, ty.
    1. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      Go into mcm and change the number as you like. Can go from every level to every 100 levels. Standard is 3 so i dont understand how you get a new spell every level without finding this setting ...
  5. Vodryn
    Vodryn
    • member
    • 0 kudos
    Im trying to change the values in the mcm but the values stay at 0. Is this a bug?

    Also how can i manually change intellect?
    1. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      Yes the values staying at 0 sounds like a bug. Intellect is not manually adjustable.
    2. Vodryn
      Vodryn
      • member
      • 0 kudos
      Any idea how i could get this mod working? Im using ordinator if that matters.
    3. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      idk. what are your isues? What are your spellmods? I am also using ordinator in my own playthrough ad its working fine..

      i would need more infos
  6. callahanvr
    callahanvr
    • premium
    • 0 kudos
    Just wanted to say how much I'm enjoying this. I've just finished a new list and downloaded this for the first time. It's made playing a mage a lot more fun. 
  7. ElectricSparx
    ElectricSparx
    • premium
    • 113 kudos
    I'm happy to report that the Adamant version works perfectly now from my testing! Just wanted to post this here because I hadn't seen anyone mention it yet.
  8. rakes1
    rakes1
    • member
    • 0 kudos
    can you port this for le
    1. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      sadly i dont know how to do that. you are allowed to do it yourself. Or if you link me some recources that explain the process i might get around to it sometime
    2. rakes1
      rakes1
      • member
      • 0 kudos
      i tried using it in le, it sorta works. all the menu shows up but when i use magical research it says i know every spell in given school even in new game
    3. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      Im sorty i dont even have le installed to test. And i dont have the time rn. This mod depends on a few frameworks that would need to exist on le. It sounds from what you are describing, like the function used to build the spell list (part of script extender) isnt implemented the same way on le. Or the naming convention is different. Since the spell lists seem to be empty. 

      Maybe i get around to it sometime, sry
  9. skydoespoint
    skydoespoint
    • premium
    • 110 kudos
    How does this compare to Spell Research? I've been wanting something more lightweight, thank you for the mod!!! 
    1. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      This is a much simpler mod with focus on getting spells and not much focus on the immersiveness how you get them, if that makes sense,

      In Spell research you have a well thought out system that aims to be immersive and intense. You need to work for your spells. Its a whole mechanic. Its also much more polished and complex and deeper than mine. For me personally it just wasnt what i was looking for so i made this. I didnt enjoy having to menu so much and spend a lot of the time playing interacting with a research mechanic. I just wanted different ways to aquire spells to spelltomes.

      Disadvantages of my mod:
      -less support and patches and polish. (SR is alot older and more popular and more professional)
      -less deep gameplay

      Advantages:
      -schould be compatile with most things (mod spells are included automatically)
      -less intense to use. Most feature just exist and happen automatically. Spell discovery in my mod is 2 clicks and either works or doesnt. Spell  manifestation happens automatically on lvl up.  It just offers more variety and different ways to aquire spells without the need to invest alot of time into a new mechanic.

      I personally enjoy that i dont have to stalk merchants and i am forced to use spell i usually wouldnt because i get them when i get them and they are my best option.

      Take this with a grain of salt since i played with spell research only for like 5 hours.
    2. skydoespoint
      skydoespoint
      • premium
      • 110 kudos
      Thanks for responding with passion!
      I'm definitely going to play with your mod, and I appreciate you making it & responding to my question in detail! <3<3
  10. Santheos
    Santheos
    • premium
    • 39 kudos
    Could you add the .esp and the scripts to the Adamant file and just make them two versions. So ppl using Adamant don´t have to download both and overwrite the first version with the Adamant one? Thx.
    1. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      this should be the case....

      maybe the upload was corrupted?
      ill look into it
    2. Santheos
      Santheos
      • premium
      • 39 kudos
      In the Adamant version there is only the .bsa and the scource folder. The scripts, the .esp and the blacklist json are missing.
    3. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      s#*! i messed up the packaging. will be up in a few mins.
      thanks for noticing
    4. Santheos
      Santheos
      • premium
      • 39 kudos
      Thank you! <3
    5. Santheos
      Santheos
      • premium
      • 39 kudos
      I found the issue:

      The "DiversifiedSpellLearning.bsa" file is still missing from the Adamant version. I has only the .esp, Scripts and Source folder and the Blacklist.json.
    6. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      you are right. weirdly enough it works for me even wihout the bsa. The mcm general tab doesnt work tho. I uploaded it with the bsa now. Doesnt change anything tho.

      I dont have time today, i will fix it tomorrow. Probably best if i dont half ass this.
    7. ElectricSparx
      ElectricSparx
      • premium
      • 113 kudos
      It works for you without the bsa because the loose files that would be packaged in it normally are already on your machine.
    8. Santheos
      Santheos
      • premium
      • 39 kudos
      Even with the bsa file there are sill those errors. Doesn´t work.

      I compared the 2.11 .esp with the 1.1 .esp.

      In the new one all globals are missing. The new .esp only contains "Magic Effect", "Quest" and "Spell" whereas the old .esp also has 4 "Global" entries. And the "Magic Effect" is referring to those "Global" entries.
    9. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      Okey. I redid the whole thing, tested it relatively extensively and uploaded a Version that should have all Files. It works for me and since i did it on a new MO2 Instance it should have nothing to do with my Maschine.

      Regarding the errors i think they can be safely ignored. They are also there on my own playthrough with the original non Adamant Version. The properties used to be Glabal Variables to track a State and handle the XP System. But from Vers 1.x to 2.x i switched to Storage Utils and the Mod is no longer using these Variables. I deleted them in CK and the scripts dont even contain them anymore. It seems these records are somehow left over from earlier versions that didnt get deleted when i deleted the variables in the CK.

      I also cleaned the mod with SSEDIT and they stayed. I will just leave them in because i have had no issues at all. Feel free to delete manually in SSEDIT if you know what you are doing, it should not matter.

      If you have any issues with the actual functionality let me know.
  11. Santheos
    Santheos
    • premium
    • 39 kudos
    I´m sorry for bothering you again.

    1st:
    Is there a reason why this isn´t an ESPFE (Adamant version)? The "DiversifiedSpellLearning.esp" has only four records and no new cells. And there are no patches that require the mod. 

    Can I compact the formIDs and ESLify it or will the scrips not work after that?

    2nd:
    The Adamant version is full of "<Error: Could not be resolved>"

    Screenshot

    Is it supposed to be like that?

    Thank you.
    1. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      Im sorry what is an espfe?

      If my memory serves me well 4 records seema right. The 2 powers that enable spell research plus the 2 quests tha enable the scripting.

      Honestly im not that knowlegeble on the implications of esl flags. I looked into it because i wanted to do it, but the discussions i found agreed that it is a very bad idea to elsify scripts. Or atleast mods with alot of scripts. So i opted for the safer choice. Might be possible that the ppl saying this were talking out of their ass tho.

      You can try and tell me if it worked :)
    2. Santheos
      Santheos
      • premium
      • 39 kudos
      Ok, thank you.

      What about the errors?
    3. kinkeultimo
      kinkeultimo
      • member
      • 4 kudos
      Hm. I need to get home to look into it. Probably shouldnt be like this. Does it Work?

      Im sorry for wasting your time, but asstated on the modpage im not an expert modder. 
    4. Santheos
      Santheos
      • premium
      • 39 kudos
      No problem at all. I´m happy to test this very promissing mod. Will let you know what happens.