Skyrim Special Edition

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Alaebasta

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Alaebasta

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30 comments

  1. Alaebasta
    Alaebasta
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    I know that this spell package mod is not a big deal, but i'm working on it to make it good looking using original game assets.

    -Also some spells didn't fit right or were usless. I think i fixed those.
    -I splitted "Wind Aura" now there is "Alacrity" and "Slowfall"
    -Weaken element and poison were refitted in concentration spells to be more dangerous to use but still very powerful.
    -Weaken magic has been kept a beam spell but it will not stack anymore, will increase in power with a regular magic scaling mod.
    -Sweet torture was a disaster so i completely reworked it on the line of the recently drain spell from CC content, but is like very powerful absorb spell with a gravity effect on the target in area. Its downside is that doesn't work with a lot of enemies.
    - Recall dwemer spider will be deleted due to the will of making in the future another mod involving dwarven automatons. -.^
    - Dremora warlock and conjure gargoyle were improved. The dremora will have a mage equipment now, a dremora dagger, and is very pissed off. The gargoyle summoned is more powerful as had to be compared with all other expert level conjuration spells.

    If you would like some specific type of spell say it now or never because i will not work on this mod for a long time.
  2. FnordLightbringer
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    On some enemies, the lurker mouth appears to do no damage at all.

    Is it 100% poison damage? Could you maybe change it to a regular base damage plus some poison damage so the bow is not completely useless if the enemy has poison resistance?
    1. Alaebasta
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      The all set of the new daedric weapon is of being "Elemental". Yes "Lurker mouth" is Poison Based. You might want to use your simple "Bound Bow" on enemies with that resistance.

      Modified the description so is more clear.
  3. FnordLightbringer
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    Just installed 1.4 and the summoned weapons look all wrong.
    The dagger looks like a regular unenchanted daedric dagger.
    The others are bright blue placeholders not just where the items should be but where also the room the shaders would occupy.

    I am using an ENB. Could that be the problem here? Everything else appears to render fine though, including other summoned weapons from Vigilant.
    1. Alaebasta
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      I had fixed those spells for another user, uff... Are you sure you installed the .bsa?
    2. FnordLightbringer
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      Yes the BSA is right there. Sorry.

      Maybe you did not include all the loose files?
    3. Alaebasta
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      I've checked all files and they are good, please try to reinstall the version and make sure your mod manager has the latest .bsa
  4. nekris666
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    i think maybe you should show the spells in a video just a suggestion.
    1. Alaebasta
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      Maybe i will
  5. daoudalqasir
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    Saw the new update and just wondering what the reason was that the jump spell has been removed?
    1. Alaebasta
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      Needed a SKSE function. I can make a stand alone version of that spell if you like it.
    2. Alaebasta
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      good riddance, i discovered a script function to make a jump spell without skse, i'm gonna upload it as soon as i can.
  6. FnordLightbringer
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    I noticed that the spell tomes of this mod are extraordinarily expensive.
    For example, a vendor was asking 8000 gold for a scroll (!) of Arcane caravan. That seems overpriced.
    The spell tomes also appear to be unusually expensive.

    The mod adds several bound weapons but the description does not say which is which.
    One is called Atronach Claw, one Atronach edge (should be capital E for consistency btw), one is called Atronach Cleaver, and one is called Lurker Mouth.
    Now I can guess that Lurker Mouth is probably a ranged weapon, but other than that? With a perk mod like Ordinator the weapon choice makes a difference. You spec into daggers or sword or axe. I would very much recommend that the spell says what kind of weapon will come. If not in the name then at least in the description.

    Also, one bug report. If I spawn any of the Atronach weapons, I don't get to see a model. My character is clearly holding something but it is invisible.
    Is this a mod conflict or a bug in the mod?

    Other than that it looks like a great mod, thanks!
    1. Alaebasta
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      Some spells or scrolls are costly because are very useful or very powerful. If you want there is the chest in the qasmoke cell.
      Cleaver g.axe ice, claw dagger fire, edge sword shock.
      In my play is fine you probably didn't downloaded the .bsa, in any case let's see if someone has your same problem.
    2. FnordLightbringer
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      I have the BSA next to the ESP, but it's opnly 22390 bytes. Is that OK?

      Also I have another problem now. I found all three daedric magic formulae but how to use them? I put all three into the atronach forge and pulled the lever but nothing happened. What am I supposed to do? Add something else maybe?

      EDIT: opened the BSA in BSA Browser, and it only contains scripts (pex and psc files). Oh never mind, you uploaded a new version.
    3. Alaebasta
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      You will need the sigil stone
    4. FnordLightbringer
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      In version 1.1, the cleaver still has no model for me (at least it appears invisible when summoned).

      EDIT: Looking at the ESP it looks like you fixed the model for the dagger, but not for the others.
    5. Alaebasta
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      Veeeery sorry. My bad. I've fixed it and i'm making a new version of this mod without SKSE dependency, i will ask you to be a little patient but soon an update will be made.
  7. TheWhiteRipper
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    love the mod, but how am i suposed to find 3 recipes scattered in the large world of skyrim without any clue? console commands are the only real option untill that is adressed.
    1. Alaebasta
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      There is nothing to adress, if you want the spell you can take it in the coc qasmoke cell, anyone with the slightest will can uncover the location by datamining with tes5edit, 2 locations are places that the player should visit during the game, 1 location can be visited only if you take one of the few evil choices in the game. That's all i have to say. I'm not afraid to banhammering peapole who spoils, because is just being assholes.
  8. User_61066256
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    thanks for the, those spells rock!
  9. ForisTale
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    Is compatible with ordinator and patch of sorcery? If not, will you make patch?
    1. Alaebasta
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      read the description page
    2. ForisTale
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      I don't see anything about ordinator or PoS.
    3. zeknapain
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      Dude it only adds spells why would it be incompatible with ordinator or path of sorcery??
      These are perk overhauls
    4. ForisTale
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      Yes perk, using perk from ordinator or PoS will benefit this spells? Eg. PoS don't have perk novice, expert and so on, but use one perk that strength spell and lower magicka per destruction lvl. If spell pack is not compatible then magicka cost will be always like vanilla without any perk (for master spell often so big that you never use them).
    5. Alaebasta
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      If you keep ordinator or pos after this you are good to go.
  10. zeknapain
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    Looks very interesting and most importantly lightweight
    You haven't touched any perks or NPC data right?
    1. Alaebasta
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      I didn't touched any perk or npc
  11. User_57218227
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    I love spell mods a whole bunch...I will keep this mod in mind when I play Skyrim Special Edition some time in the future.