Skyrim Special Edition

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LRazor

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LRazor

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About this mod

This mod introduces into Skyrim a new merchant: "Gamli Galdrakaupmaður." He sells Beam Spells, Projectile Soul Trap spells, hard to find magical supplies like Jarrin Root, Black Soul Gems, and more.

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This mod introduces into Skyrim a new merchant: "Gamli Galdrakaupmaður" who sells among other things, spells with a beam type projectile.  Most of these spells could be considered overpowered.  I did create a "nerfed" edition as well.  Choose one or the other, not both.


Description:

This mod started out as a mod to introduce beam-type spells.  They are very easy to aim, and have tremendous range.  It was inspired by this other mod* from Skyrim LE: https://www.nexusmods.com/skyrim/mods/51335  I did not use any resources from that mod, and there are several differences.  Probably the biggest differences: I did not re-create several of the spell types from the LE mod, and I created my own spell type (see below).  Also, that mod is not a light ESP and "Theurgic Merchant" is.


The spells are as follows:

Destruction - Novice through Master:
Beam Fire, the novice level spell of which is roughly equivalent to the vanilla game Flames spell.
Beam Shock, likewise the novice level spell of which is roughly equivalent to the vanilla game Sparks spell.
Beam Ice, novice level = Frostbite
Beam Void, a dark energy beam which absorbs health, stamina, magicka, or all three from the target.

Additionally, the Master level Beam Void cuts through all resistances, and will make short work of even the most powerful enemies.  It can even absorb energy from enemies which are arguably "not alive" such as the undead, and machines.

Restoration - Apprentice through Master:
Beam Heal - a beam of divine energy which can heal a target from a distance, even a great distance.  There is no novice version of this spell, because there is no novice equivalent in the vanilla game, and I decided to go along with that.

Where to Find:

There is a new vendor stall just north of Riverwood, across the bridge and north a bit from there.  The merchant, "Gamli Galdrakaupmaður" will be somewhere near the stall (I can't seem to get him to stop from wandering around.)  Talk to him and he'll grudgingly (more on that below) offer to sell you his wares, train you in destruction magic all the way up to Master, or both.

In addition to the spells mentioned above, he also offers the "Soul Raze" spells from my previous spell mod (effectively rendering that mod obsolete) and a few other items of interest:

- The master level spells from every school so you don't have to complete the ridiculous quests if you don't want to.
- Jarrin Root
- Crimson Nirnroots
- Empty black soul gems
- Every potion ingredient
- A bunch of stuff from the general spell vendor leveled lists.
- The items on the countertop of his vendor stall.  I don't recommend trying to steal from him.

If all of that is far too overpowered for you, then I recommend the "nerfed" version which removes all the wares except the few items on his stand, the beam spells and Soul Raze spells from Novice up to Adept.

In both versions Gamli himself is severely OP, so you might want to stay on his good side, such as it is.


Installation, Uninstallation and Upgrade:

First, if you have my "Soul Raze" mod, uninstall it.  I also recommend a "clean save" just in case. 

Choose only one of the two editions.  For your convenience, I recommend you use a mod manager (e.g. Vortex), but manual installation, uninstallation or upgrade, is easy, if you are familiar with managing files and folders, and using an archive extraction program (e.g. 7-zip):

Installation:
1. Download the file from your preferred edition.
2. Extract the file to a temporary location.
3. Place the extracted ESPfe and BSAs into your Skyrim Special Edition Data folder.
4. Activate the mod using the launcher or your preferred mod manager.

Uninstallation:
1. Use the launcher or your mod manager to disable the mod.
2. Delete from your Skyrim Special Edition Data folder LRTheurgicMerchant.esp

Update:
1. Follow the Uninstallation instructions above.
2. Follow the Installation instructions above.


Requirements:

Nothing other than the base game Skyrim SE.

Load Order and Incompatibilities:

I can't think of any reason why the load order would matter.  As for conflicts, anything which edits the area north of Riverwood on the other side of the bridge might conflict.  I don't know of any such mods though.  Also, it probably goes without saying that the Original version and the "nerfed" version are incompatible with each other.  Choose one or the other, not both.  Finally, as mentioned above, this mod will conflict with my earlier "Soul Raze" spells mod, so you'll have to remove that first.

Known Issues or Bugs:
- The Void beam spells descriptions tell you they do "mag" points of damage instead of actually telling you how much damage they do.  Still looking into how to fix that.
- Gamli doesn't want to stay put at his vendor stand.  Still working on this as well.

Plans for the future:
- Give Gamli his own shop so he's not standing out on the road.
- More and better spell meshes, so the spells look different depending on level
- Add more new spells
- Add more magical items

Anticipated Questions:

Q: Are you aware that there's already a mod that does this, and does it better than yours?*
A: Yes.  Wish I could have found it before I went to all this trouble, or at least that I had released mine first.  Oh well, I snooze I lose.  Feel free to use that mod instead of mine or use them both together; no guarantees they won't conflict, but I don't see why they would.

Q: Why is Gamli such a big jerk?
A: When I first created him, I gave him the "kindly old man" voice (like Tolfdir), but it didn't work when training.  It turns out that the only male NPC voice that does work for both a merchant and a destruction magic trainer, is the "grumpy" voice, which is to say "grumpy," is apparently meant as a euphemism for "a**hole."  The only other Destruction trainer and merchant voice is Faralda's, which is little better even if I were to remake the NPC from scratch.  Hardly worth the effort I'd say, so I'm afraid we're stuck with him as he is.

Q: Are there scripts?
A: Only such scripts as are part of the base game.

Q: So, this mod is safe to uninstall?
A: As far as I know.  I installed and uninstalled each of the editions of this mod several times during testing and never broke my save.

Q: Will you consider suggestions for improvement?
A: Sure.  Can't promise I can do it though.  My skills as a modder are severely limited.

Q: If I find a bug in the mod, will you fix it?
A: I'll try.  The likelihood of my success will largely depend on how much you're willing to work with me on it.

Q: Would you convert this mod to Skyrim LE?
A: I'm sorry, but no.  Much as I'd like to.  Long story short, I just don't have the resources to support an SLE version.  If you want to, and you're willing to support it, please feel free to back-port this mod to Skyrim LE.  If you tell me you've done it, I just might even put a link to your mod page for it.

Q: Does using the spell increase school of magic skill?
A: During testing, the Absorb versionof the Soul Raze spells increased both my Conjuration skill and Destruction skill.  To be honest, I didn't really test the Normal version for long enough to be sure, but I expect it will increase Conjuration skill.

Q: What mods are shown in the screenshots?
A: While none of these mods are needed for my mod nor are any assets from them used in my mod, I highly recommend them because they are awesome.  Visit the mod pages for details including their permissions, because mention on this mod page does not impact their permissions:

- Strange Runes - Spellcasting Enhanced - With Master Rune Fix
By: powerofthree
https://www.nexusmods.com/skyrimspecialedition/mods/19456

- A Matter of Time - A HUD clock widget
By: SkyAmigo
https://www.nexusmods.com/skyrimspecialedition/mods/12937

- Less Intrusive HUD II SE
By: lavigne77-Dragonborn77 and ported to SSE by DarkDominion
https://www.nexusmods.com/skyrimspecialedition/mods/17974

- SkyUI Version 5.2SE
By: SkyUI Team and uploaded by schlangster
https://www.nexusmods.com/skyrimspecialedition/mods/12604

- Dear Diary - Paper SkyUI Menus Replacer SE
By: uranreactor
https://www.nexusmods.com/skyrimspecialedition/mods/23010

- Cursors Galore - Daggers SE
By: ElSopa
https://www.nexusmods.com/skyrimspecialedition/mods/19857

- More Informative Console
By: Linthar
https://www.nexusmods.com/skyrimspecialedition/mods/19250

- Medieval Lanterns of Skyrim with Lights Off Script
By: mathy79
https://www.nexusmods.com/skyrimspecialedition/mods/27622

- Main Font Replacement SSE - Morpheus Font SSE
By: Valistar and ported to SSE by RumblestrutPig
https://www.nexusmods.com/skyrimspecialedition/mods/14356

- Tempered Skins for Males - Vanilla version (NSFW)
By: traa108
https://www.nexusmods.com/skyrimspecialedition/mods/7902

- Lower 1st Person Weapons - change weapon height - lower weapons
By: Lazyleader - LayZeaLod
https://www.nexusmods.com/skyrimspecialedition/mods/17403


Tools used:

Skyrim SE CK
SSE CreationKit Fixes by Nukem
https://www.nexusmods.com/skyrimspecialedition/mods/20061
SSE Creation Kit with DLC by Vaffelmannpingvinen
https://www.nexusmods.com/skyrimspecialedition/mods/3380
7-zip
https://www.7-zip.org/
Vortex
https://www.nexusmods.com/about/vortex/
LHammonds readme generator, although I used it more as a checklist rather than as a generator
http://hammondslegacy.com/obmm/tools_readme_generator1.asp

Changelog:

1.0 Initial Release - Initial Release 7:04 AM on Sunday, August 23, 2020


Credits:
Thanks to Bethesda for Elder Scrolls games, and the tools with which to mod them.
Thanks to Nukem and Vaffelmannpingvinen for the fixes to the aforementioned tools.
Thanks to the Nexus for a one-stop-shop resource for authors and players, and for Vortex.
Thanks to LHammonds for the readme generator.
Thanks to ipavlov for 7-zip.

* Wouldn't you know it: Someone ported the mod that inspired this one.  If all you want is beam spells, it's here: https://www.nexusmods.com/skyrimspecialedition/mods/39642.  As mentioned above, that mod:

- Has several magic types that I didn't bother to replicate
- Is not a light ESP or ESPfe
- Is probably not as OP as even my "nerfed" edition of "Theurgic Merchant."

If you want to run both mods I don't expect they'll conflict, but I haven't tried it, so it's at your own risk.