Fantastic mod. Found one small problem; With Campfire - Complete Camping System you can build flammable tents. If you attempt (accidentally or otherwise) to burn down your tent using the flames spell with this mod enabled it causes a CTD. Not a biggie; shouldn't be aiming your flame spells at the tent anyway!
I imagine it's doable using a script to call InterruptCast, like FIZZLE and Just Cast It do-- it would just be a matter of checking whether the player has enough components instead of using the player's skill level as those mods do. Worth noting that such an approach might be sensitive to script load especially for spells with a short cast time, as the mod would need to consistently finish checking for components before the spell's casting time ends.
Nope; the Visual Master Spells optional file requires the textures etc from that mod, so I've kept it separate, but it hasn't changed from v1.0 and still works with the current Spell Rituals main file.
I'm having a minor issue with the MCM for this mod. When I start a new game using various different alternate start mods (Alternate Start, Random Alternate Start, Realm of Lorkhan), the MCM sometimes displays the bottom half of the options twice. It doesn't seem to have any negative effect on how the mod functions, but I was wondering if you might have some idea what could be causing that. Otherwise, I'm still really enjoying this mod!
Glad you're having fun with the mod! Yeah, I wasn't very experienced with MCM when I first put this mod's menu together, but I have a guess at a code change that might reduce the chances of that happening; just put up a new version, let me know whether it helps or not.
The "Use spell body art" option causes the ritual prep spell added by this mod to use the casting body art for the spell that's being prepared (instead of the vanilla casting art for that spell type) -- so this option makes the ritual look similar to the spell you're preparing. This mod doesn't change visual effects of any spells apart from that one.
First I was like: "way to complicated" but then I realised that I´am building an immersion mod list. And doing multiple steps to prepare a spell is absolutely immersive.
Love the changes! Going to download now and try it. Thanks :)
Edit: This is PERFECT! You're amazing.
Edit 2: Been playing with this mod installed for about a month or so. It makes playing as a mage so much more challenging and rewarding. It gives me a reason to collect all those ingredients I run across. Now, a spell caster feels functionally different from a warrior. I can't thank you enough for this.
There is no longer any limit on the total number of spells you can use regularly. Instead, there is a limit of 256 unique spells that you can have prepared at one time. Hopefully that's high enough for everybody.
If you configure the mod to allow preparing non-master spells, a different component cost can be set for each spell level. By default, master spells require six components, expert spells three, adept spells two, and apprentice and novice spells one.
Maintenance upon loading a save should take less time.
The mod doesn't keep track of unprepared spells specifically anymore, so now there's no need to pick options for how to register spells with the mod. If you choose to set it, extra magicka cost for unprepared spells is taken care of automatically by perks on the backend.
New script properties were added this update, so probably best to use on a new save. If you'd like to try updating on an existing save, I can't make any guarantees about whether new settings and features will work correctly, but the safest way would be:
Deactivate the mod with the ritual components item
Discard every item associated with the mod that you have
Make a hard save
Remove the SpellRituals.esp plugin
Load the hard save and make a second hard save
Install the new version and load the second hard save
Let me know if you see any issues with this version!
Catalytic Spellcasting seems like a pretty cool mod, though I haven't used it so I'm not very familiar with how it works. From the description it looks like it adds new items in loot that are required to cast higher-level spells efficiently. Those items aren't consumed when casting spells, and work passively. It seems like this mod is focused on making progression to higher-level spells feel more interesting. Correct me if this is wrong!
Spell Rituals lets you choose what spells you plan to cast often, and make those spells easier and cheaper for a certain number of casts using the existing alchemy ingredients. The idea is to make planning ahead feel rewarding (and also give characters who don't use alchemy a lot a reason to enjoy finding rare ingredients). I think it works together well with mods that make certain types of enemies particularly resistant or vulnerable to types of damage; for example, if I have a quest to pick something up from a barrow and I have a mod that makes draugr resistant to cold and shock, maybe I want to detour on my way there to pick up dragon's tongue or snowberries to prepare some high-level fire spells.
I think these two mods do different things. To my knowledge they should be usable together, although you may want to tweak this mod's settings if the costs aren't reasonable with the multipliers stacked.
tl;dr: Catalytic Spellcasting rewards you with permanent bonuses from rare loot. Spell Rituals lets you focus on spells you think will be useful in your next fight and make them cheaper and faster to cast. They should be compatible.
Ahh, I see. Thanks for the lengthy and shorty explanations, really appreciate it.
I love adding depth to magic just because and your mod surely does help to that purpose.
On another note, I'm also planning on using Atrophy, Limited Perk Trees and Spells Requires Perks.
NB: For the in-game explanation to the 128 spell limit, maybe using Forgoten Memories (https://www.nexusmods.com/skyrimspecialedition/mods/16647?tab=description) would help. It is in line to Atrophy so eventually, your spells which you seldom use will eventually be forgotten (read: removed).
26 comments
First I was like: "way to complicated" but then I realised that I´am building an immersion mod list. And doing multiple steps to prepare a spell is absolutely immersive.
Thanks for the MCM btw.
Edit: This is PERFECT! You're amazing.
Edit 2: Been playing with this mod installed for about a month or so. It makes playing as a mage so much more challenging and rewarding. It gives me a reason to collect all those ingredients I run across. Now, a spell caster feels functionally different from a warrior. I can't thank you enough for this.
New script properties were added this update, so probably best to use on a new save. If you'd like to try updating on an existing save, I can't make any guarantees about whether new settings and features will work correctly, but the safest way would be:
Let me know if you see any issues with this version!
Would they be redundant?
Spell Rituals lets you choose what spells you plan to cast often, and make those spells easier and cheaper for a certain number of casts using the existing alchemy ingredients. The idea is to make planning ahead feel rewarding (and also give characters who don't use alchemy a lot a reason to enjoy finding rare ingredients). I think it works together well with mods that make certain types of enemies particularly resistant or vulnerable to types of damage; for example, if I have a quest to pick something up from a barrow and I have a mod that makes draugr resistant to cold and shock, maybe I want to detour on my way there to pick up dragon's tongue or snowberries to prepare some high-level fire spells.
I think these two mods do different things. To my knowledge they should be usable together, although you may want to tweak this mod's settings if the costs aren't reasonable with the multipliers stacked.
tl;dr: Catalytic Spellcasting rewards you with permanent bonuses from rare loot. Spell Rituals lets you focus on spells you think will be useful in your next fight and make them cheaper and faster to cast. They should be compatible.
Thanks for the lengthy and shorty explanations, really appreciate it.
I love adding depth to magic just because and your mod surely does help to that purpose.
On another note, I'm also planning on using Atrophy, Limited Perk Trees and Spells Requires Perks.
NB: For the in-game explanation to the 128 spell limit, maybe using Forgoten Memories (https://www.nexusmods.com/skyrimspecialedition/mods/16647?tab=description) would help. It is in line to Atrophy so eventually, your spells which you seldom use will eventually be forgotten (read: removed).