Lesser Power = All Candlelights & Magelights will be found in your Powers/ Dragon Shouts location, and will require using your dragon shout / power button to cast them - Ideal as it means they will not interupt using equipment, especially the bow, they also will not cost anything to cast, and are all essentially on demand, my prefeered variant of the mod.
Classic = All Candlelights, and Magelights, are classed as spells, and thus will be found in your spells menu, where all other spells are, and likewise you cast them the same as other spells. ideal for those that want a more natural variant of the mod, as the spells will be found with all other spells and will need to be cast like all other spells.
Optimized Tolfdir Merchant Chest = I removed all of my spell books out of the Basic Alteration Leveled List, and created my own leveled items lists (1 for candlelights, 1 for magelights, and 1 for the dispell spell, this means that all the spells may not show up at the same time, potentionally), which have been placed into said merchant chest, which simply means, Tolfdir will now be selling them, the merchant chest in the ck is all contents that tolfdir will sell.
Buyable = All Spells are added into Tolfdir merchant chest, thus sellable by him in game.
Aim = Simply means that all my spelltomes are not availble to buy, as such the only way to get these spells is via adding them manually, via console, or optimally via using the AIM (Add Item Menu) Mod
Note: Because the Magelights for the Lesser Power Variant of the Mod are now Also Lesser powers and likewise are now casted via the shout button, i am not sure if these will work correctly, ideally they should still work, and go to where your character is facing, i have not tested these, as i am still in the process of installing my huge mod list, but will test once my game is ready to go.
ALL ESL Files are Created using the Latest Creation Kit, as Such Game Version 1.6.1130+ is Mandatory. or any game version that was present when the latest creation kit was made. (im not entirely sure which game versions will work, aside from of course 1.6.1170, as i have been absent from skyrim since july 2023) only very recently have come back.
Note: Only 1 File should be Downloaded and Installed at any given time.
for ESL files the Forms have been Compacted, as such if going from an ESP to an ESL, a New Game is Mandatory, essentially meaning if you have previous versions of the mod (ESP) in an active playthrough, and wish to change to ESL, you will need to start a new game.
ESL Files as you know by now, Do Not count towards the Plugin Limit, as such these are ideal for huge mod load orders, as they are essentially free mods in the load order. and ideally are only really necessary for huge load orders.
I haven't played the game in a few years, and after recently returning I found that the candlelight/magelight mod I was using no longer works. Someone had mentioned this mod as an alternative, so I installed it and started testing it out. Overall, I'm quite impressed with the variety of options available. With the game on the latest version, so far it's working ok.
Yes there are a LOT of spell tomes available, and I don't recommend trying to learn them all or else it will needlessly clutter up your list. What I did instead was make a hard save before using the mod, then I would try each version of the spell, reload the save, then try another, etc. Eventually I was able to preview all of the different variants until I found the ones I liked. I then only learned those particular spells, so my spell list wasn't overloaded. I only needed 3 spells: one for candlelight, one for magelight, and the dispel.
Few things I should note in case others aren't aware (and in case it matters I'm also using Ordinator and Odin): 1) The candlelight "spells" as well as the Dispel Candlelight are actually being listed as a Lesser Power instead of a regular spell. At first I thought it would cause issues, but it's actually a lot more convenient because I can fire off candlelight without having to unequip my bow for example. So for anyone trying the mod out and worried that it's not working because you don't see the candlelight spells in the normal place, look under your powers/abilities tab. 2) The magelight spells are properly listed as spells, and are cast in the normal way. But as others had mentioned, there is no visual "orb" of light like the normal spell, and it can make it difficult at times to judge where it landed. I have found the safest option is to quicksave just before using magelight, in case you aim it wrong. 3) The spell radius/duration listed in the mod description is not matching up with the spell descriptions in-game. There are also a bunch of additional spell options in the game that aren't even mentioned in the mod description. For example, you can choose a "bright" variant that emits a standard-color light, or you can choose an "advanced" variant that gives off more of a blueish light. There are even versions of the spells that are listed as "stealth", which I assume means they will not give your position away when used. I recommend using the mod's description as a base to help you decide which options you want to try, and then browse the full range of options once in-game.
I'm also using AIM, which makes browsing the available tomes a lot easier.
first, that is solid advice to test them like you did, and only keep the ones you like, that was the original intention, regarding keeping the ones you like. likewise their are many, and this was so that they should cover a large amount of preferences, which was the main goal. and likewise was never intended for anyone to learn them all at once, as that was not really necessary, unless they can live with having a large amount of spells in their spell menu.
now onto your bulletpoints - Note the numbers below are in direct response to your respective bullet points.
1) indeed the lesser power is intended, as to make all of these spells as convienant as possible, especially regarding the bow playstyle, so you can use them without having to un-equip your gear.
2) the magelight orb being invisible is also intended, largely because i personally did not like the orb travelling. i did intend to make another version of the mod that restores the orb for the magelight but never got around to doing it (plus the orb would always travel directly in front of where your aiming, so it should not be too hard to guess where it is going, and you can also see the light anyway). i may revisit my mods and likewise the game someday (as i still do have plans for my mods and would like to complete them, however, i have lost interest in both skyrim and fallout a long time ago, and likewise its hard to get the motivation to continue/complete your mods when you have no interest in the game). i have not played in many years, but i still do visit nexus from time to time, and still would like to complete my mods at some point.
3) the spell radius / duration is setup exactly as its written on main description, if it is not, then i can only assume another mod may be interfering with it, all of my spells have been fully tested by me, and as such the main description is based on my own testing in game and the values i have set for all the spells. (see mod images, these are all taken from my testing)
as for the additional options not mentioned, these were test spells, not fully completed, as such i believe the only way to get them is via the AIM mod, i cant remember if i actually made the additional spells avaible to buy from master vendor in colledge of winterhold or not (as said been a very long time since i have played skyrim and likewise my mod). if they are actually availble normally, then i should probably update my description
as for the spells "Stealth" these are candlelight variants that do not have the orb, similiar to magelight, but dont travel). they dont actually make you stealth, their simply just to be pure light, thus more closer to real lights.
but ye with all that said, their was many more plans for this mod, such as making the lights give unique buffs and the like, but never implemented, but ye, should i return 1 day, these lights will offer so much more, as i do still have them unique plans for them.
the magelight cannot be unsommuned, the spell only works on the candlelight the spell however is setup to dispell both but it does not seem to work for the mage light (im not sure why), but does work properly on the candlelight spells however.
i have updated my main page to include this information.
as such i recommend ignoring the perma (eternal) magelight for the time being.
sorry for ask, but is there an option of the magelighr spells with the ball of light still visible? I downloaded it but every new version is just a light withour source, i kinda like the idea of the float ball visible. from what i've seen there are only the stealth versions, there is no spell or book for regular
This is only mod that works for me to make "mage-light" and "candlelight" brighter.
If feedback is accepted > sheer number of added "powers" is too much to the point that some(?more) of them don't even appear in Tolfdir's inventory. I think MCM menu would be user friendlier solution even if just as list of available variants in-game.
hi their, feedback is appreciated, however i am no longer playing or modding skyrim anymore, have not done in a while, i completely lost interest, as such the mod will be as is, no changes for the forseeable future.
i do agree their is many powers, and did try to come up with alternatives such as apply them to jewelry but just could not get it to work as desired as such i gave up on that idea.
as for tolfdir inventory, i recommend the aim version of the mod, which simply removes them all from his inventory, and thus likewise use aim to give them to you instead. this is a far better option, as its a simple matter of using Aim (Additemmenu) search function or type in the name of my mod in the search function, and you will see all the spells, which will be placed in something similiar to an inventory, where you can just take the ones that apply to you.
1 thing to note however, all the spells are not intended to all be learned at once, only the ones that would appeal to your playstyle, so as said while their is a lot, only 8 of them should really be applicable, even just 2 to be honest. every single 1 is superior to vanilla, so really the 2x duration and brightness should be applicable which is just a single spell.
it is unforunate that skyrim does not have a way of forgetting spells, but ye their are many options, but it is completely down to the end user to choose which ones to learn and how many to learn. but ye, many options comes at a price. as for mcm, i dont know how to work with it, and to be honest it would of been even more work for something that already had a fair amount of work go into it. this mod achieves its purpose and as such i am happy with it, and do not feel the need to update it any further, atleast not for now. if i ever return to skyrim, i will likely return to this mod, however the odds of me returning to skyrim is quite slim. as such consider this mod and all of my mods, Final.
Hi there, thank you for reply. I don't think it's productive to add more to the discussion mod is no longer updated however i feel the need to reply to your points.
AIM kinda breaks immersion which is already scares lately. So i went with option where it makes sense to obtain mage-light = Tolfdir. It didn't work because Tolfdir didn't have those mage-light spell tomes i wanted from this mode in his inventory due to having literally tens of candlelight stealth variants. (I have suspicion that ??AE update?? caused that ) i can't find all spells toms in particulars trader's inventory that supposed to have them. Issue persists even after "resetting" traders.
However don't waste your time on updating this mode when it's no longer motivating for you i found alternative mode that work better for me atm Thank you for your hard work so far.
This looks very cool and exactly what I wanted to go with the lightning mods I have that make dungeons actually be dark. Do you know if we could find spell scrolls and/or staves of these spells? If not, it might be a nice update to do so.
nah their just casting spells atm, but that is not a bad idea i quite like it, and will implement it in the next update. this would make them fit the game better aswell, as to live up to all other spells that have scrolls and staves
so ye, next update, i will create scrolls and staffs for them.
currently i am attempting to apply them to jewerly but having no luck with that at the moment
Instead of having a separate spell to turn off the illumination, have it done by recasting the same spell. For convenience, dispelling candlelight or magelight by simply casting it again would be great.
This would completely prevent the casting of multiple mage lights, which we would definitely want to do if they had more utility. Would rather see a Snuff spell that will dispel all lights currently burning and collect all torches in a large radius. You could make it a lesser power
Edit: Done, Dispell is now a lesser power, and its equip type is now *voice* it can now be found in the power section of the magic menu. this will make it considerably more conviant as you will no longer need to equip it in your hands. just need to use your dragon shout key now, and you can dispell your lights anytime you activate the dragon shout/ greater power keybind.
Dispell Magelight is also dispelling any summoned or raised creatures I have. Including destroying skeletons from Ordinator Conjuration Perks. No Bueno.
Popped it open in CC to see if I could fix to help you out, but unfortunately it's a script which is still Greek to me.
Edit: i believe its happening because the effect archetype is set to Dispel (which i set to in an effort to try and get the spell to work on Magelights, experimenting test) should note that i do not play as a mage character, as such testing was not done for a mage character (which includes all mage style playthroughs such as necromancer), but ye, this will be fixed in version 1.7.
in the mean time to fix it yourself, would simply require changing the Effect Archetype from *Dispel* to *Script* for the Dispell Magic Effect
50 comments
Files
====
Lesser Power = All Candlelights & Magelights will be found in your Powers/ Dragon Shouts location, and will require using your dragon shout / power button to cast them - Ideal as it means they will not interupt using equipment, especially the bow, they also will not cost anything to cast, and are all essentially on demand, my prefeered variant of the mod.
Classic = All Candlelights, and Magelights, are classed as spells, and thus will be found in your spells menu, where all other spells are, and likewise you cast them the same as other spells. ideal for those that want a more natural variant of the mod, as the spells will be found with all other spells and will need to be cast like all other spells.
Optimized Tolfdir Merchant Chest = I removed all of my spell books out of the Basic Alteration Leveled List, and created my own leveled items lists (1 for candlelights, 1 for magelights, and 1 for the dispell spell, this means that all the spells may not show up at the same time, potentionally), which have been placed into said merchant chest, which simply means, Tolfdir will now be selling them, the merchant chest in the ck is all contents that tolfdir will sell.
Buyable = All Spells are added into Tolfdir merchant chest, thus sellable by him in game.
Aim = Simply means that all my spelltomes are not availble to buy, as such the only way to get these spells is via adding them manually, via console, or optimally via using the AIM (Add Item Menu) Mod
Note: Because the Magelights for the Lesser Power Variant of the Mod are now Also Lesser powers and likewise are now casted via the shout button, i am not sure if these will work correctly, ideally they should still work, and go to where your character is facing, i have not tested these, as i am still in the process of installing my huge mod list, but will test once my game is ready to go.
ALL ESL Files are Created using the Latest Creation Kit, as Such Game Version 1.6.1130+ is Mandatory. or any game version that was present when the latest creation kit was made. (im not entirely sure which game versions will work, aside from of course 1.6.1170, as i have been absent from skyrim since july 2023) only very recently have come back.
Note: Only 1 File should be Downloaded and Installed at any given time.
for ESL files the Forms have been Compacted, as such if going from an ESP to an ESL, a New Game is Mandatory, essentially meaning if you have previous versions of the mod (ESP) in an active playthrough, and wish to change to ESL, you will need to start a new game.
ESL Files as you know by now, Do Not count towards the Plugin Limit, as such these are ideal for huge mod load orders, as they are essentially free mods in the load order. and ideally are only really necessary for huge load orders.
Yes there are a LOT of spell tomes available, and I don't recommend trying to learn them all or else it will needlessly clutter up your list. What I did instead was make a hard save before using the mod, then I would try each version of the spell, reload the save, then try another, etc. Eventually I was able to preview all of the different variants until I found the ones I liked. I then only learned those particular spells, so my spell list wasn't overloaded. I only needed 3 spells: one for candlelight, one for magelight, and the dispel.
Few things I should note in case others aren't aware (and in case it matters I'm also using Ordinator and Odin):
1) The candlelight "spells" as well as the Dispel Candlelight are actually being listed as a Lesser Power instead of a regular spell. At first I thought it would cause issues, but it's actually a lot more convenient because I can fire off candlelight without having to unequip my bow for example. So for anyone trying the mod out and worried that it's not working because you don't see the candlelight spells in the normal place, look under your powers/abilities tab.
2) The magelight spells are properly listed as spells, and are cast in the normal way. But as others had mentioned, there is no visual "orb" of light like the normal spell, and it can make it difficult at times to judge where it landed. I have found the safest option is to quicksave just before using magelight, in case you aim it wrong.
3) The spell radius/duration listed in the mod description is not matching up with the spell descriptions in-game. There are also a bunch of additional spell options in the game that aren't even mentioned in the mod description. For example, you can choose a "bright" variant that emits a standard-color light, or you can choose an "advanced" variant that gives off more of a blueish light. There are even versions of the spells that are listed as "stealth", which I assume means they will not give your position away when used. I recommend using the mod's description as a base to help you decide which options you want to try, and then browse the full range of options once in-game.
I'm also using AIM, which makes browsing the available tomes a lot easier.
a few things to note:
first, that is solid advice to test them like you did, and only keep the ones you like, that was the original intention, regarding keeping the ones you like. likewise their are many, and this was so that they should cover a large amount of preferences, which was the main goal. and likewise was never intended for anyone to learn them all at once, as that was not really necessary, unless they can live with having a large amount of spells in their spell menu.
now onto your bulletpoints - Note the numbers below are in direct response to your respective bullet points.
1) indeed the lesser power is intended, as to make all of these spells as convienant as possible, especially regarding the bow playstyle, so you can use them without having to un-equip your gear.
2) the magelight orb being invisible is also intended, largely because i personally did not like the orb travelling. i did intend to make another version of the mod that restores the orb for the magelight but never got around to doing it (plus the orb would always travel directly in front of where your aiming, so it should not be too hard to guess where it is going, and you can also see the light anyway). i may revisit my mods and likewise the game someday (as i still do have plans for my mods and would like to complete them, however, i have lost interest in both skyrim and fallout a long time ago, and likewise its hard to get the motivation to continue/complete your mods when you have no interest in the game). i have not played in many years, but i still do visit nexus from time to time, and still would like to complete my mods at some point.
3) the spell radius / duration is setup exactly as its written on main description, if it is not, then i can only assume another mod may be interfering with it, all of my spells have been fully tested by me, and as such the main description is based on my own testing in game and the values i have set for all the spells. (see mod images, these are all taken from my testing)
as for the additional options not mentioned, these were test spells, not fully completed, as such i believe the only way to get them is via the AIM mod, i cant remember if i actually made the additional spells avaible to buy from master vendor in colledge of winterhold or not (as said been a very long time since i have played skyrim and likewise my mod). if they are actually availble normally, then i should probably update my description
as for the spells "Stealth" these are candlelight variants that do not have the orb, similiar to magelight, but dont travel). they dont actually make you stealth, their simply just to be pure light, thus more closer to real lights.
but ye with all that said, their was many more plans for this mod, such as making the lights give unique buffs and the like, but never implemented, but ye, should i return 1 day, these lights will offer so much more, as i do still have them unique plans for them.
the spell however is setup to dispell both but it does not seem to work for the mage light (im not sure why), but does work properly on the candlelight spells however.
i have updated my main page to include this information.
as such i recommend ignoring the perma (eternal) magelight for the time being.
im currently working on a lot of other mods atm, but i am planning to return to this mod at some point once the other mods are finished.
as per the sticky, i do plan on greatly improving this mod, main priority would be to figure out a way of making them far less clutter, ie magic menu.
If feedback is accepted >
sheer number of added "powers" is too much to the point that some(?more) of them don't even appear in Tolfdir's inventory.
I think MCM menu would be user friendlier solution even if just as list of available variants in-game.
i do agree their is many powers, and did try to come up with alternatives such as apply them to jewelry but just could not get it to work as desired as such i gave up on that idea.
as for tolfdir inventory, i recommend the aim version of the mod, which simply removes them all from his inventory, and thus likewise use aim to give them to you instead. this is a far better option, as its a simple matter of using Aim (Additemmenu) search function or type in the name of my mod in the search function, and you will see all the spells, which will be placed in something similiar to an inventory, where you can just take the ones that apply to you.
1 thing to note however, all the spells are not intended to all be learned at once, only the ones that would appeal to your playstyle, so as said while their is a lot, only 8 of them should really be applicable, even just 2 to be honest. every single 1 is superior to vanilla, so really the 2x duration and brightness should be applicable which is just a single spell.
it is unforunate that skyrim does not have a way of forgetting spells, but ye their are many options, but it is completely down to the end user to choose which ones to learn and how many to learn. but ye, many options comes at a price. as for mcm, i dont know how to work with it, and to be honest it would of been even more work for something that already had a fair amount of work go into it. this mod achieves its purpose and as such i am happy with it, and do not feel the need to update it any further, atleast not for now. if i ever return to skyrim, i will likely return to this mod, however the odds of me returning to skyrim is quite slim. as such consider this mod and all of my mods, Final.
AIM kinda breaks immersion which is already scares lately. So i went with option where it makes sense to obtain mage-light = Tolfdir.
It didn't work because Tolfdir didn't have those mage-light spell tomes i wanted from this mode in his inventory due to having literally tens of candlelight stealth variants. (I have suspicion that ??AE update?? caused that ) i can't find all spells toms in particulars trader's inventory that supposed to have them. Issue persists even after "resetting" traders.
However don't waste your time on updating this mode when it's no longer motivating for you i found alternative mode that work better for me atm
so ye, next update, i will create scrolls and staffs for them.
currently i am attempting to apply them to jewerly but having no luck with that at the moment
Popped it open in CC to see if I could fix to help you out, but unfortunately it's a script which is still Greek to me.
in the mean time to fix it yourself, would simply require changing the Effect Archetype from *Dispel* to *Script* for the Dispell Magic Effect