I'm actually trying to do something similar with Odin as I play with Odin and Apocalypse. I originally planned on removing just the spell tome all together but I dunno if that effects Tomebound's scripting or not. I looked at your plugin in xEdit and just wanted to clarify. Do you just remove the leveled list entry of the spell you don't want to populate in the leveled lists?
I forgot this about honestly. I actually did it but removed A LOT of spells because So Many Odin spells are similar but in a condensed way and I thought it wasn't worth uploading. I actutally stopped using Tomebound all together after seeing the mod author is currently working a complete rework of the mod. I buffed the flesh spells a little bit and only kept 7 spells. Mark and Recall because I how it looks vs Mysticism but Mysticism's version functionally works better though. I renamed Strong Familiar to "Arachnid Familiar" and Ghost to "Ghostly Knight." And made them level just like Odin's Conjuration spells do. Made dispel "Cleanse" and an Apprentice spell. And kept Spellsip and Spelldrink. If you use the AddItemMenu mod (Which EVERYONE should be using) you can find all the other spells if you want those. Just let me know if you want this and I'll share the file with you.
I would if I played Odin. I prefer Mysticism, personally. You can always take a peak at my plugin to see how I removed distribution and take a crack at it. Perms are open.
One thing I'm curious about, and I saw this in another patch made for fallout 4 is How do you remove a record from the patch, so it prevents the original mod from passing that record on?
For instance, looking at your "UDLC01LItemSpellTomes00AllAlteration" list in the Leveled Items section, when compared to Tomebound, the spelltome BURDEN, shows as yellow, and your patch the record is empty, the spelltome entry Burden being yellow, is indicating that it's in the Tomebound.esp, but that your patch isn't letting it pass to the game.
How is that done?
Because I'd like to use patches to heavily trim down all of the Spell Mods I use, and only keep the actual spells I use, without having to scroll through tons of spells at a vendor that I never buy or use.
Despite you saying that Mysticism is Tomebound's spiritual successor, will there be a duplicate spell remover mod for the 2 (Though it may be a lot of spells) or no? Mysticism does have some spells that Tomebound doesn't
So I tired storing poison cloak in Ocato's recital and it keeps telling me that it can't be stored. Any chance you'd be able to include a fix for this in the patch? I know this is just to remove duplicate spells but this is the only Apocalypse/Tomebound patch I'm aware of so I thought I'd ask.
Really glad you 'favored' Tomebound's Touch Spells over Apocalypse, because Tomebounds touch spells work like touch spells but at a distance.
Nothing better than to cast fear and see it 'pop' on a bandit from far away, rather than watching a slow moving fear projectile go right past him when he steps out of the way.
Great mod. I've been meaning to do something like this for ages, so it's good to know I can keep being lazy.
Just so you know, a few people on reddit looked at these two mods a while ago and came up with a few more duplicates, so you might want to check these out:
"Apocalypse and TB both have a "Conjure Lich" spell"
"There's also two different Fire touch spells: the channeled one added by Apocalypse and the single burst ones added by Tomebound"
"Both mods also have their own Dispel spells, with Tomebound's being self-targeted and a Restoration spell and Apocalypse's being AOE and an Illusion spell"
"Also, for teleportation apocalypse has milestones but tomebound has a bunch of planeswalk spells"
You're welcome. I feel that Mysticism is Tomebound's spiritual successor, but it's good to have Tomebound as an option for those not wanting the mod's vanilla spell tweaks.
I use Apocalypse, Tomebound, and Mysticism together, and I dread whenever a patch is uploaded, because I'm not clever enough to make a patch that will handle all of the stuff independently from the mods themselves.
I'm planning on downloading your esp, renaming it, so I can have BOTH in my load order just so I can load them both into Xedit and compare yours vs the original side-by-side to see how you did this Wizardry, so I can make it a learning experience, because I usually am too 'brute force' when it comes to making mods work together
The way Tomebound works is it runs a script on the spell merchant's shop inventories. That script draws it's spells from Tomebound's leveled lists, and "injects" those items based on their likely hood to show up. I'm unsure on the details but that's the TL ; DR version.
Good idea! It's always good to learn in case Tomebound updates before I do.
As Talonmaster812 said, it's in the description. You won't find the spells in leveled lists, but you can add their tomes through console if you want. Like you would finding a vanilla spell. Type "help tome: [spell name]" to find it's tome.
33 comments
How do you remove a record from the patch, so it prevents the original mod from passing that record on?
For instance, looking at your "UDLC01LItemSpellTomes00AllAlteration" list in the Leveled Items section, when compared to Tomebound, the spelltome BURDEN, shows as yellow, and your patch the record is empty, the spelltome entry Burden being yellow, is indicating that it's in the Tomebound.esp, but that your patch isn't letting it pass to the game.
How is that done?
Because I'd like to use patches to heavily trim down all of the Spell Mods I use, and only keep the actual spells I use, without having to scroll through tons of spells at a vendor that I never buy or use.
So, now I can start removing spells I never use.
Thanks!
Nothing better than to cast fear and see it 'pop' on a bandit from far away, rather than watching a slow moving fear projectile go right past him when he steps out of the way.
Just so you know, a few people on reddit looked at these two mods a while ago and came up with a few more duplicates, so you might want to check these out:
"Apocalypse and TB both have a "Conjure Lich" spell"
"There's also two different Fire touch spells: the channeled one added by Apocalypse and the single burst ones added by Tomebound"
"Both mods also have their own Dispel spells, with Tomebound's being self-targeted and a Restoration spell and Apocalypse's being AOE and an Illusion spell"
"Also, for teleportation apocalypse has milestones but tomebound has a bunch of planeswalk spells"
I use Apocalypse, Tomebound, and Mysticism together, and I dread whenever a patch is uploaded, because I'm not clever enough to make a patch that will handle all of the stuff independently from the mods themselves.
I'm planning on downloading your esp, renaming it, so I can have BOTH in my load order just so I can load them both into Xedit and compare yours vs the original side-by-side to see how you did this Wizardry, so I can make it a learning experience, because I usually am too 'brute force' when it comes to making mods work together
After that, I'll install it properly.
Good idea! It's always good to learn in case Tomebound updates before I do.
Edit: Nevermind, the answer is in the description which I should've read before posting.
thx