I just want to let you know that overwriting Nether's Follower Framework with this mod actually matters now. When Simple Obvious Spell-Crafting was winning the conflict, I was ctd'ing all the time while crafting stuff (it's something related to NFF's follower commentary script). After swapping the conflict, the ctd completely stopped and SOSC also works perfectly.
What is supposed to be the default cofingurations of these mod, cause my destruction skill is 100 and trying to change spells above expert says my skill is not high enough
Question: If there was a mod that added some long-lasting visual fx through a spell, and I put that spell into this mods system, would I be able to craft a version that lasts less time? I want a specific visual effect from Glowtastic to activate during ocato's recital from ordinator. As it is, that mod has effects that last like 8 hours, so it'd basically always be on. "ocato's recital - auto dispell" seems to be prone to causing bugs with rebalance mods that make use of temporary effects, and I definitely have one or 2 of those, so that's a nogo. if I can craft a version that lasts no longer than mage armor or something, then my problem's solved, and this mod has saved yet another aspect of my modlist lol
only if the spell duration is set up using spell duration and not via some other mechanism, such as adding and removing an ability spell via papyrus script.
What are even the controls of this mod? Can someone lend me a hand?
Edit: Nevermind, figured it out. First, read a spell tome, get another spell tome of the same effect, press the Use key (default E), assign it to a slot, name it, and make sure your skill in that specific magic school is high enough in order to set its' magnitude. Tried to make a custom Flames spell but my skill in Destruction isn't high enough. Just remember that you will need a lot more magicka if you try to make your custom spells really powerful.
incompatible with the mod one for all mage due to the nature of the mod not loading upon loading save for the first time causing an ctd when combing custom spells and then reopening the game and the save
i gave this a fair chance. it did not live up to what i hoped it would be. i want to build a spell from the ground up. this doesn't have the versatility that i want. its too limited.
if it does what it says, then you achieved your goal. if your satisfied it does all you want, then your happy.
i'm not satisfied - i wanted an oblivion style spellcraft station. i'm not a sponsor of other mods, but i can say that the "Spell-Crafting" mod is leaning more towards what i want. it has its fair share of bugs. its by no means perfect.
i had to crack open the SSEEDIT to improve it to my specifications. but i can pull out an overpower fear spell, works on level 1000, for 0 magicka. i can combine spell effects, edit durations of effects. make a fear + damage over time spell + turn myself invisible or whatever. that type of thing is just not possible when you only give 1 field to modify. sure that's O.P. but this is more for experimental and learning purposes, not really trying to get a challenge of a life-time out of this.
This mod is open permissions, so feel free to expand upon it. The limits imposed here are arbitrary. They are to prevent people from making broken nonsensical spells like fire damage with frost visuals or something. Anyways, when you do re-release the mod, make sure you release it under a CC BY-SA compatible license.
Hey wSkeever, I have some of the functions from SpellCraft Functions SKSE64 included in my mod Spell Extender. I have the combineSpells() function that is used in this mod updated for clib NG. I haven't tested that function extensively, but if you want to update this mod to use it, let me know and I'll if anything doesn't work right away.
Please update the mod for AE. It does not work with AE. All of the dependencies do now, I've checked, but the mod itself doesn't. I have all the dependencies installed, current 2022-23 versions for my version of AE. I still have the "Empty crafted" bug. Stop claiming it is about dependencies, there is something wrong with the mod itself.
Cool mod concept. Only issue is that it seemingly takes a long time to load in. After loading a game, I can't use my favorites menu for like 5 minutes until this mod loads in. I haven't even created any custom spells yet. This persists between saves, this mod needs to load in every time you load a save, whether or not it was loaded in before your save.
All I wanted to do was create a shorter duration for Leap (from Apocalypse) but it didn't work... Says my alteration level (at level 100) was too low... Big sad :(
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The author has locked this comment topic for the time beingSimple Obvious Spell-Crafting 2 - craft forget relearn spells
Edit: Nevermind, figured it out. First, read a spell tome, get another spell tome of the same effect, press the Use key (default E), assign it to a slot, name it, and make sure your skill in that specific magic school is high enough in order to set its' magnitude. Tried to make a custom Flames spell but my skill in Destruction isn't high enough. Just remember that you will need a lot more magicka if you try to make your custom spells really powerful.
If crash post crash log.
this doesn't have the versatility that i want. its too limited.
if your satisfied it does all you want, then your happy.
i'm not satisfied - i wanted an oblivion style spellcraft station. i'm not a sponsor of other mods, but i can say that the "Spell-Crafting" mod is leaning more towards what i want. it has its fair share of bugs. its by no means perfect.
i had to crack open the SSEEDIT to improve it to my specifications. but i can pull out an overpower fear spell, works on level 1000, for 0 magicka. i can combine spell effects, edit durations of effects. make a fear + damage over time spell + turn myself invisible or whatever. that type of thing is just not possible when you only give 1 field to modify.
sure that's O.P. but this is more for experimental and learning purposes, not really trying to get a challenge of a life-time out of this.
You gotta use your brain: spell crafting functions dll last updated 27 June 2020. AE was released November 11 2021. How can it be updated for AE?