Skyrim Special Edition

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TaiChiKid and Piotrmil

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QRob001

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146 comments

  1. QRob001
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    This is a port of the Oldrim mod Spell Crafting for Skyrim. 
     
    It still contains the no mana cost bug.  I was intending to not release it until I had fixed the bug but after talking to other modders it was suggested I release it as is so people could use it while I continued to go through the scripts.
     
    If anyone finds other bugs feel free to let me know.  Also if someone comes across the fix before I find it let me know.  I will insitute your fix and give you full credit for your work.  
     
    Peace.
  2. badibeat
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    Cool to have this, thanks a lot for porting, sharing and maintenance. Creating custom spells was an extremely useful feature in vanilla Morrowind.
    There's a lot of useful information in the changelog tab of the description page, including compatibility.
    I checked the original mod's posts for the magicka bug, maybe you should just add it to the bugs section as a konown issue and/or to the description to avoid multiple posts about it.
    What I got is that the SKSE functionality required to generate Magicka cost is not available in current SKSE64 (2.0.7 from 2018-04-05), therefore currently all spells created with this mod cost no Magicka to cast.
    1. Salensis
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      This needs to be stickied.
    2. ff7legend
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      Oblivion also had spell crafting. Bethesda removed the spell crafting feature from Skyrim due to their belief that spell crafting was "too OP". WIth each Elder Scrolls game release, Bethesda has steadily hit magicka/spell casters particularly hard. Morrowind had more spells than any other Elder Scrolls game. Oblivion saw the elimination of Levitate/many other spells while Skyrim saw the total elimination of the entire Mysticism school of magic/total removal of spell crafting. While Enchanting was left relatively intact, Bethesda placed a TON of restrictions on the Enchanting skill that severely limits what one can place on a particular piece of equipment. I wonder what spells/features Bethesda will take away from magicka/spell casters whenever TES6 launches, which will likely be at least another 4 years (2022 at the earliest since the game engine for TES6 doesn't even exist yet). I seriously hope the extreme delay/time period between TES5 & TES6 means a brand new game engine WITHOUT Papyrus, an ancient outdated slower than molasses scripting method that's been around since Morrowind's launch (2003) at the very least.
    3. QRob001
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      Discription page has been updated
    4. badibeat
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      It actually was overpowered in Morrowind, I remember vaguely hitting with a weakness to fire and two fire damage effects or vice versa.
      It will likely be much more so in Skyrim, as perks and boni for each effect tend to multiply for all individual effects.
      So what?
      Edit: To clarify, the following below is just for amusement. I don't mind if you can do OP things or trick yourself into a fix. It may even be healthy.
      When I realised that It's possible in Morrowind to create intelligence potions, drink these and being able to create much stronger and longer lasting intelligence potions... Well I finally made a set of speed potions and made the mistake to make my character drink one of them. In a single step he was across half of the continent, and the potion's effect would last for in-game years. I stopped playing Morrowind at that point and finally got on with real life ;)
      I didn't play Oblivion a lot, I didn't have the time and the closed cities were a bit off-putting. I never unpacked my copy of Original Skyrim.
      Now finally having 64 bit and Open Cities is a different matter. But I keep the plugin installed which restores the restoration loop that's fixed by the Unofficial Skyrim Special Edition Patch...
    5. harimau93
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      it will never be OP if bethesda spend more time tweaking & rebalancing the game itself rather streamlining to reduce stress on making video games, yes I agree with you that in Morrowind spellcrafting was a bit too OP, but let me say this, for starter to make it OP you need to do much work to achieve this, & may take longer before you get that OP stuff if players know how, but for people who is new to Morrowind or some people just have a " discipline " in playing video games, of course they will never exploit it, now you mentioned the consumption of potion without nonstop right? yeah that's true, that's also OP, but guess what? after all this years Morrowind modding community finally able to fix that flaw with Controlled Consumption mod , this mod fixed the biggest exploit in Morrowind. for the spellcrafting, there must be people who working on it, so yeah my point is, if modding community/ consumer bases worked hard enough to fix leftover bugs in bethesda games, improved some of the flaws factor in bethesda games, so why not bethesda themselves do the same instead of removing, streamlining & dumbing down the game until the game lost it identity itself?
  3. pyro112
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    could someone do a version of this that uses UIExtensions?
  4. Chris3706
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    I doubt any updates are going to be added for this mod, but i decided to try it out on a new Dunmer character (Dagoth Ur pill), and I got the mod working... the alter is there, but I can't interact with any of the modded items, and the altar keeper. It's as if the game doesn't actually recognize the mod as existing, despite it being added in the world.
    Very strange. Not sure if it's any mod incompatibility or just the fact that i manually installed it. But tis strange.
  5. OdinDB
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    Hey, so I just got this:
     
    "Last time you ran the game, one or more script extender plugins failed to load." The plugin was "GrimyTools.dll" (Spell Crafting for Skyrim): not a valid dll code (Code 193)
     
    I'm still quite new to mods and all, but it suggested to check to see if there had been any updates so came to see if there had been but didn't see one. There also didn't seem to even be a dll called GrimyTools when I searched for it my plug-ins to disable it. Which is odd because while on the mod page in files I clicked the preview files thing and that dll was there so I don't why mine wasn't. 
     
    I'm entirely certain that the problem's on my side rather than mod, but does anyone by chance know what I should do?
    1. Londrandir1974
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      I got that exact error today when I tried to launch the game. The GrimyTools.dll is found in SKSE\Plugins. 

      Unfortunately, I have no idea how to fix this and had to uninstall Spell Crafting. :-/
    2. Sombrevent
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      Same here, but looking for a clue, I found the simpliest one : delete the file. SSE doesn't need it, or so they say here : https://www.loverslab.com/topic/146256-not-a-valid-dll-code-193/
    3. TKelchen
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      think this fix should work; download https://www.nexusmods.com/skyrimspecialedition/mods/82471 manually, unzip it with 7zip, and rename the .dll and all the other files to just GrimyTools (delete the ng from all new files). Now, go into the game files and drag and drop the new file in your downloads onto the old GrimyTools dll, and the same for everything else that was extracted from the zipped file, and click replace file when the pop-up appears (it should be in your data folder, but if you can't find it, just go to Steam, right-click Skyrim and go to show local files, then just search Grimy and replace all old files with the newly renamed files). I did not make this grimytools mod, but in theory, it should work. I haven't tested it, but it does get rid of the error when launching the game, so it should work. 

      Alternatively, I just released a mod collection called Grand Skyrim (https://next.nexusmods.com/skyrimspecialedition/collections/xdq37p) that completely overhauls Skyrim and includes spell crafting. It is meant to be an alternative to the long hours of modding it requires to modernize Skyrim and all of the frustration modding can cause. It was created with the vision of being lore-friendly but allows the player to have much more freedom than in vanilla. It was just released and is still a W.I.P., but it should not have too many severe bugs or conflicts, especially as I revise it. 
    4. Orksizdabest
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      Unfortunatley, that only let's you launch the game with mod but not actually make spell.
  6. Huglarh
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    As someone who adores being able to craft their own spells, I am sad to find out this mod hadn't been touched in a while, and I am hoping someone would take over this mod to be updated.

    Whenever I crafted VIA Engine, by the time I have the first effect made - it returns "Error 0" and then returns me to the first menu page.

    Would anyone happen to have a careful explanation of how to create a fix or work around to make this work?

    Thank you, and hope to hear back!
    1. Baconsama
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      Despite not knowing when it will be released, Skywind will have spell creation (already shown in their latest preview). Let's hope it will work properly.
    2. TKelchen
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      think this fix should work; download https://www.nexusmods.com/skyrimspecialedition/mods/82471 manually, unzip it with 7zip, and rename the .dll and all the other files to just GrimyTools (delete the ng from all new files). Now, go into the game files and drag and drop the new file in your downloads onto the old GrimyTools dll, and the same for everything else that was extracted from the zipped file, and click replace file when the pop-up appears (it should be in your data folder, but if you can't find it, just go to Steam, right-click Skyrim and go to show local files, then just search Grimy and replace all old files with the newly renamed files). I did not make this grimytools mod, but in theory, it should work. I haven't tested it, but it does get rid of the error when launching the game, so it should work. 

      Alternatively, I just released a mod collection called Grand Skyrim (https://next.nexusmods.com/skyrimspecialedition/collections/xdq37p) that completely overhauls Skyrim and includes spell crafting. It is meant to be an alternative to the long hours of modding it requires to modernize Skyrim and all of the frustration modding can cause. It was created with the vision of being lore-friendly but allows the player to have much more freedom than in vanilla. It was just released and is still a W.I.P., but it should not have too many severe bugs or conflicts, especially as I revise it. 
    3. namechooser
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      i downloaded GrimyTools NG . dll from your link. i copied it over the GrimyTools. Dll. works perfectly fine as you have directed. Thank You. 
    4. openzmindz
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      Does this fix the issue of the spells costing no magicka? I saw the sticky mentioning it being the SKSE version though.
    5. AshMorningStar13494
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      If you don't mind me asking which mod do you use specifically for crafting spells? I already have about 600 mods installed so i couldn't install your whole mod pack, but looking thru it i didn't see anything that mentioned creating your own custom spells.
  7. namechooser
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    i made some previous comments about this mod not working entirely and completely as advertised. that's true. it doesn't work 100% (for me). i complained about the Engine spells function being totally broken. its totally broken, i cannot use it.
    What does work though, and is completely in tact, is the Script spell system.
    There are hard limitations on the presets, right out of the box, max level affected 21, low amount of max damage, low durations and things. But the framework does work entirely and completely.
    I cracked this open with SSEEDIT. opened up the individual spell files. I wanted, (for example), fear to work on higher level than 21, i adjusted the number to 1000, saved it. worked perfectly fine as intended. this mod is totally salvageable. an experienced modder could overhaul this and make it sparkling brand new (not me, i'm not an experienced modder). i endorsed this mod. it really has a lot of potential. I really liked the Oblivion spell creation, it was simple and produced wonderful effects, mostly over-powered, but still fun. and customizable.
    It doesn't bother me that the spell magic to cast is locked in at 0 magicka for all spells. that's actually helping me, since some of these O.P. spells are calculated at 30K magicka + to cast.
  8. namechooser
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    (this is my first post comment about this mod, after toying around with it for a day or two. i made a 2nd comment also that expresses a more experienced perspective of what this mod can or can't do.)

    this is not as easy as i want it to be. i cant get this to work as intended right out of the box. its not as comprehensive as i want it to be.
    the spell tome pages take too long to load.

    I tried the Scripted spell. it worked perfectly fine as intended. looked really great. i was very impressed with my first scripted spell, but i was underwhelmed by the few options i had, for spell duration and magnitude. i would of preferred custom values.

    i tried to use the engine spell menu. they gave me options to custom input magnitude and duration effects. looked really promising. but the menu kept looping - asking me if i was done, then putting me into the first menu of what spell school i wanted. it would never let me complete the spell or name it. it gave me error code 0.

    i don't understand how to use the journal.
    probably will figure it out after awhile.
  9. LilyTepes
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    can you pls fix this

    The failed plugins are:
    • Couldn't load GrimyTools.dll (33 Spell Crafting for Skryim). A DLL is invalid (code 193).
    1. TKelchen
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      think this fix should work; download https://www.nexusmods.com/skyrimspecialedition/mods/82471 manually, unzip it with 7zip, and rename the .dll and all the other files to just GrimyTools (delete the ng from all new files). Now, go into the game files and drag and drop the new file in your downloads onto the old GrimyTools dll, and the same for everything else that was extracted from the zipped file, and click replace file when the pop-up appears (it should be in your data folder, but if you can't find it, just go to Steam, right-click Skyrim and go to show local files, then just search Grimy and replace all old files with the newly renamed files). I did not make this grimytools mod, but in theory, it should work. I haven't tested it, but it does get rid of the error when launching the game, so it should work. 

      Alternatively, I just released a mod collection called Grand Skyrim (https://next.nexusmods.com/skyrimspecialedition/collections/xdq37p) that completely overhauls Skyrim and includes spell crafting. It is meant to be an alternative to the long hours of modding it requires to modernize Skyrim and all of the frustration modding can cause. It was created with the vision of being lore-friendly but allows the player to have much more freedom than in vanilla. It was just released and is still a W.I.P., but it should not have too many severe bugs or conflicts, especially as I revise it. 
  10. mcknigje
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    I love the idea here. I'd love to be able to use this mod. Unfortunately, every time I try, my game crashes. I don't get any error report that I can see.

    I don't know much about modding, or know where to check for more information. I just know that I've tried with nothing else, with just this mod, and it happened. I've tried every combination of every mod I'm using. I tried from a fresh install. It's this mod that's causing it. I've had to give up on this mod as a result. It's a shame. I just wanted to say thanks for trying to bring this to us, even if it hasn't worked out for me.
    1. TKelchen
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      think this fix should work; download https://www.nexusmods.com/skyrimspecialedition/mods/82471 manually, unzip it with 7zip, and rename the .dll and all the other files to just GrimyTools (delete the ng from all new files). Now, go into the game files and drag and drop the new file in your downloads onto the old GrimyTools dll, and the same for everything else that was extracted from the zipped file, and click replace file when the pop-up appears (it should be in your data folder, but if you can't find it, just go to Steam, right-click Skyrim and go to show local files, then just search Grimy and replace all old files with the newly renamed files). I did not make this grimytools mod, but in theory, it should work. I haven't tested it, but it does get rid of the error when launching the game, so it should work. 

      Alternatively, I just released a mod collection called Grand Skyrim (https://next.nexusmods.com/skyrimspecialedition/collections/xdq37p) that completely overhauls Skyrim and includes spell crafting. It is meant to be an alternative to the long hours of modding it requires to modernize Skyrim and all of the frustration modding can cause. It was created with the vision of being lore-friendly but allows the player to have much more freedom than in vanilla. It was just released and is still a W.I.P., but it should not have too many severe bugs or conflicts, especially as I revise it. 
  11. McFatty1
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    In case anybody was wondering, it is possible to play this mod if you delete the grimey.dll file.  This file is located in: Spell Crafting for Skryim-19697-2-0\Spell Crafting for Skyrim 2.0\SpellCrafting for Skyrim 2.0\SKSE\Plugins

    If you are running Skyrim SE, then you may have to downgrade your version so that the SKSE skyrim version will work on your game.  To do that:
    1. download and run the downgrader mod from https://www.nexusmods.com/skyrimspecialedition/mods/57618
    2. download SKSE SE from https://skse.silverlock.org/
    3. copy the SKSE files to your main skyrim folder, this is the directory on my pc: SteamLibrary\steamapps\common\Skyrim Special Edition
    4. Install SkyUI to see the ingame spell crafting menus and such.
    1. TKelchen
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      think this fix should work; download https://www.nexusmods.com/skyrimspecialedition/mods/82471 manually, unzip it with 7zip, and rename the .dll and all the other files to just GrimyTools (delete the ng from all new files). Now, go into the game files and drag and drop the new file in your downloads onto the old GrimyTools dll, and the same for everything else that was extracted from the zipped file, and click replace file when the pop-up appears (it should be in your data folder, but if you can't find it, just go to Steam, right-click Skyrim and go to show local files, then just search Grimy and replace all old files with the newly renamed files). I did not make this grimytools mod, but in theory, it should work. I haven't tested it, but it does get rid of the error when launching the game, so it should work. 

      Alternatively, I just released a mod collection called Grand Skyrim (https://next.nexusmods.com/skyrimspecialedition/collections/xdq37p) that completely overhauls Skyrim and includes spell crafting. It is meant to be an alternative to the long hours of modding it requires to modernize Skyrim and all of the frustration modding can cause. It was created with the vision of being lore-friendly but allows the player to have much more freedom than in vanilla. It was just released and is still a W.I.P., but it should not have too many severe bugs or conflicts, especially as I revise it. 
  12. Marcuswolf13
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    Had to delete this mod it doesnt work on my pc. icant get to work for some reason. I had done everything i could think of. All i get is the screen to say scriprt or engine. Then when i hit begin it just repeat and say begin or dont show this message again. 
    1. TKelchen
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      think this fix should work; download https://www.nexusmods.com/skyrimspecialedition/mods/82471 manually, unzip it with 7zip, and rename the .dll and all the other files to just GrimyTools (delete the ng from all new files). Now, go into the game files and drag and drop the new file in your downloads onto the old GrimyTools dll, and the same for everything else that was extracted from the zipped file, and click replace file when the pop-up appears (it should be in your data folder, but if you can't find it, just go to Steam, right-click Skyrim and go to show local files, then just search Grimy and replace all old files with the newly renamed files). I did not make this grimytools mod, but in theory, it should work. I haven't tested it, but it does get rid of the error when launching the game, so it should work. 

      Alternatively, I just released a mod collection called Grand Skyrim (https://next.nexusmods.com/skyrimspecialedition/collections/xdq37p) that completely overhauls Skyrim and includes spell crafting. It is meant to be an alternative to the long hours of modding it requires to modernize Skyrim and all of the frustration modding can cause. It was created with the vision of being lore-friendly but allows the player to have much more freedom than in vanilla. It was just released and is still a W.I.P., but it should not have too many severe bugs or conflicts, especially as I revise it.