Skyrim Special Edition
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spacepill0w

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spacepill0w

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About this mod

Adds ~10 spells to the Alteration school to turn it into the Annoyance Removal school of magic. Some spells include Solve (solves pillar puzzles), and Harvest (Harvests all alchemy ingredients within a set radius).
Based on Haptly's Useful Alteration for Skyrim LE.

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Permissions and credits
Useful Alteration Redux

Adds 10 spells to the Alteration school. Harvest ingredients, fish, and insects from afar, chop/mine materials without lengthy animations, solve puzzles, and more. Balanced (relatively speaking) for vanilla or Mysticism.


Spell List

Novice

CHOP
Breaks nearby logs into smaller pieces.
(Must be cast at a wood chopping block. Dual cast to get twice the wood.)

DOOM DRAW
Caster collides with destiny; a Dragonborn caster moves to the dragon under siege.
(For when dragons run away from you. You could make an argument for this being a conjuration spell, but you're altering the fabric of reality with this spell. It's magic, don't overthink it.)

HARVEST - New in 1.2!
Harvests nearby ingredients. Dual cast to harvest even more.
(Catches up to 3, or up to 6 when dual cast. Useful when an ingredient's just out of reach. No longer steals ingredients!)

LOCK
Locks a nearby door.
(Useful at low levels when you're in over your head: NPCs can't unlock a door unless they have the key. Also useful for leveling your Lockpicking skill. Be careful; some doors can't be unlocked, since they require levers to open. If you lock them with this spell, you might get trapped.)

PLUCK
Catches nearby insects.  Dual cast to catch even more.
(Catches up to 3, or up to 6 when dual cast.)

REEL
Catches nearby fish.  Dual cast to catch even more.
(Catches up to 3, or up to 6 when dual cast.)

Apprentice


ACCELERATE
Caster moves increasingly faster while the spell is cast.
(It is VERY EASY to die by running at top speed with this. It can get a bit silly, too. Exercise caution.)

MINE
Extracts the ore from a nearby vein. Dual cast to extract from two veins.

SOLVE
Solves a nearby pillar puzzle, opening the way forward.
(Works with most puzzles. Some pillar puzzles are simply magic-proof, or too complicated for the spell to handle.)

UNLOCK
Unlocks a nearby door or container. Casters with higher Alteration can unlock stronger locks.
(You can do Apprentice locks when your Alteration is 25, Adept locks when it's 50, etc.) 
 *Removed in Mysticism version in favour of Mysticism's unlock spells.

Compatibility

  • Requires SKSE
  • Mysticism is now compatible, just choose the right main file. Not a huge difference between the files, the Mysticism version simply doesn't have the Unlock spell. 
  • This mod automatically adds its spells to the spell vendor lists. If tomes aren't showing up, check your LO or your levelled lists. 
  • Patch for Dino's Spell Discovery (and maybe other similar mods) coming as soon as I'm sure I'm done tweaking.

Credits

Huge thank you to BellCube for rewriting the Harvest script and (very patiently) helping me figure out modding.
Haptly created the original Useful Alteration, and has done the bulk of the work here.
Ender, for giving me the motivation to update this mod.
Everyone who's given feedback and reported bugs :)