Skyrim Special Edition
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Dazzanator2

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NordicRunes

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64 comments

  1. nomad2511
    nomad2511
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    i was trying this mod....with my vast load order i figured out this plugin loaded for some reason, higher than all my spell tomes...due to loot....so i think some changes didnt implemented correctly....repair me if i am wrong here....

    but i wasnt able to run this mod properly....when i installed it with MO2, use loot and wrye bash to create bashed patch, it reduced spell tomes in selection of court wizards. but really low number...like 3-4 only...some mages only one or so...there are ALWAYS two spell tomes for farengar...thats strange and similar behaviour has all other mages...i think they are from one of my mods, but still... there was times when i had like, 10-15 tomes and next 20 attempts of waiting 2-3 days  it was like 3-4 so....i dont know if it doesnt restock or change i dont understand it

    i checked all my records with ssedit and forced the plugin to be pretty high priority so there is nothing what overwrites this mod with priorities now...

    can please someone advice me how to get work this ?? there is one optional mod which remove all spell tomes but i wanted just reduce them to be better immersive wwith Spell Research
    1. Dazzanator2
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      Yeah, I didn't tag the mod properly (my bad), so it'll load really high if you let loot have it's way, add a rule or manually adjust this to be lower than other mods that edit revelant containers and levelled lists before creating a bashed patch, so the changes get merged properly, otherwise you get the behaviour you're describing. 

      The restocking behaviour can be a bit unusual, especially if you've changed mods like these during a save rather than making a new one.
    2. nomad2511
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      so your advice should be to start a new game and test on it ?? becasue i put your mod on a low priority, so bash patch grabbed this mods amounts but there was still the 1-4 tome situation. unfortunatelly, i have now some struggles with my setup so i will be there little bit later to test this better.
    3. Dazzanator2
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      Having only 1-4 tomes sounds like something's overwriting the changes to the merchant containers, if this persists, it might be worth opening up your mod load order in xedit and see what's overwriting it.
    4. nomad2511
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      alright so after i added my spell pack mods, i figured out it doesnt conflict this mod because simply even when your mod is on a bottom, wrye bash creates a bash patch without using spell tome numbers from this mod....so it seems that if i dont kill most of my mods, it wont work :/
    5. Dazzanator2
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      It sounds at this point like you might need to manually patch it yourself in xEdit, this really shouldn't be causing this many issues though. I don't know your mod list and such well enough to be able to narrow down what's going on here, sorry.
    6. nomad2511
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      well the only solution i finally find out is that i can edit the valuse of bashed patch in xEdit....which is pretty annoying if you test out or add often some mods so i think when i rebuild the patch, it overwrites the changes again...so i will need to do this at the very end of my work...at least once...but i can confirm that after that, starting the new game, it works...it just needs a hella lot of additional work

      can this be somehow repaired in the future please ?
    7. Dazzanator2
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      I mean, I can try in the event I resume modding skyrim at any point, but I'd first have to figure out why it wasn't working for you when it seemed to work perfectly for me every time. I have a hunch it's the fact I never tagged it properly, but I don't currently even have anything installed so I can't say for sure. 

      It's also entirely possible this is some special-edition specific case, in which case I can't promise anything, since porting it to special edition was handled by NordicRunes, I still only mod for oldrim.
    8. nomad2511
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      i understand...well thats true that i am running many many magic pack mods...but the most strange thing for me is that even when your mod has the highest priority, wrye bash for a such weird reason, doesnt use your stats as it should like.
  2. brad1984mason
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    This would be really cool if College teachers sold 6-12 tomes each time you visit them... but normally I just got 0-2 tomes. I struggled to progress as a wizard, had to turn off the mod. Is there a way to edit the quantity?
    1. Dazzanator2
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      The quantity *should* be higher than that if you merged your levelled lists correctly, that sounds like another mod is overwriting the changes. 

      You can change the relative rarities of each tier of tome with the variables, but the quantity of tomes for sale would require opening it up in xedit or similar (which I'd personally recommend doing just to see what's overwriting this mod on your end, because it *really* should be higher than that)
  3. renjer
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    I am using Mysticism and your mod Rarer spell tomes, I notice that vendors sell fewer spell tomes but they still have many staves and scrolls. Any idea how to reduce them too? I made a bashed patch to combine them
    1. Dazzanator2
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      There's no plans to reduce spells and staves at the current time, from what I recall of it, they felt alright. The former takes up a weapon slot and the latter is consumable, so they don't feel quite as much of a problem to have around. 

      That said, if you wanted to make the change yourself, you could copy the changes this mod makes to the tome levelled lists and do similar for scrolls and staves levelled lists, though you'll need to double-check you have the right ones. Levelled lists are kinda fiddly at times.
  4. faelheavymetal
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    I'm not sure if it's compatible with forgotten magic redone. Feels like it's working for the vendors, but not the enemies.
    1. Dazzanator2
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      It's possible the mod uses seperate levelled lists for enemy loot, it's rather hard to cover all bases there without making specific patches for everything. Mods that use their own specific loot tables would require consistency patches. I don't personally recall there being an issue with the original Forgotten Magic, but I've never personally use Redone so I can't say anything more specific on the matter. 
  5. 1154879
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    Hello,

    i've tried to change the Values by console but every time it says that this Varible doesn't excist? Im playing on the newest patch. Because i have 2 Magic mods with the default values the Vendors still have like 60 tomes available which is to much for my taste. Maybe someone can help.
    I've tried "set 0SpellTomeNoneShop 80" if thats the wrong command pls correct me :) thx
    1. Dazzanator2
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      You forgot the "to", the correct command would be "set 0SpellTomeNoneShop to 80", which would set novice spells to appear at a 20% rate, since the final rate of a spell of that level appearing is 100% minus the number the variable is set to. 
    2. 1154879
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      Ok, the game keeps telling me "unknown Variable" like if the mod wasn't in place at all but that can't be since i can could buy a few expert level spells from level 1
    3. Dazzanator2
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      That honestly sounds like you're either misspelling the variable as you type it in or you have something else you have done or installed editing the variable names, and in both cases, I cannot help you further. 
  6. Soldream
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    Do you mean the Patch Bashed?

    Excuse me, I didn't get on the answer*
    1. Dazzanator2
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      I mean a patch created through Wyre Bash, or something similar, such as a smashed patch created through Mator Smash, or a merged patch created through xEdit. There's several standards of automated consistency patchers around that are used in similar ways that are a pretty solid staple of skyrim modding. I'm not going to be able to help you much more than this, however, but there's a number of guides on the process.
    2. Soldream
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      ok th
  7. Soldream
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    The Mysticism mod seems to change the same thing as this mod. Has anyone checked if these mods work normally in conjunction?
    1. Dazzanator2
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      I personally used them together at a few points, if this mod is loader lower down than mysticism and a bashed patch (or some equivalent) is made it should handle the conflict for you. It did for me at least. Rarer Spell Tomes being near the bottom makes most levelled list and container conflicts with other mods get sorted pretty automatically. 

      The creation of a levelled lists patch of some variety (bashed patches being a common one) is, however, required for em to work properly together. This is a rather ubiquitous step of making a working mod setup though, so making a specific patch felt like busy work.
  8. UltraRanger72
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    Hi author I'd like a request. So I'm using this mod in conjunction with the Altered Tomes series of mods. It's supposed to be a perfect combination. However there's a problem with that mod, that if you activated it mid playthrough, there's a chance that it'll create a CTD issue when trading with merchants & opening inventory because some novice spells' "teachable tag" or something was removed. Since both of those mods' authors are not active anymore I've come to you for help. Could you please make a patch to remove all vanilla novice spell tomes from the game as a possible fix for the CTD issues with Altered Tomes?

    Also may I ask why when I've come to the CoW with 100 magic school skills but the respective sellers still only sell adept if not lower spell tomes? Is that intended?
    1. Dazzanator2
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      Huh, that's a really cool idea for a mod. From just a quick peek at how it works (and some small assumptions as to how it's made) I'd wager it changes different parts of the levelled lists, so it's probable the problem's on their end. I'd need to open it up to say for sure, but I'm not currently set up for modding Skyrim.

      That said, that's a genuinely interesting mod, so I might just make my own bugfix fork at some point. Can't give an eta, but still.


      As for the CoW, this is a restock issue the base game has iirc, might need to wait for the vendor inventory to restock. Your skill level's effect on the levelled lists has been removed (as a side effect of how the mod works) but if you've done the master quest(s) and they're not there, try coming back later, and if it persists as an issue, let me know. 
    2. UltraRanger72
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      Thank you for considering making a patch for Altered Tome. It's super annoying that I have to mass disable all altered tome mod, buy the tomes, then reactivate them all, just to avoid almost guaranteed CTD when talking to tome merchants.

      And regarding the 2nd part, I'm dumb I forgot that I should finish the Ritual Spell quest for each school first before Master tomes started appearing.
  9. TheSurpriser
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    Love mods like this
  10. Laromyr
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    Fantastic mod! It has found a permanent home in my game.