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  1. pietrkozbik
    pietrkozbik
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    Firstly, thanks for creating it. 
    It really is great to have this.

    Is the patch  compatibile with "Requiem - Magic Redone"?
    1. pietrkozbik
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      Ok, i see you planned to use Noxcrab Magic Redone.
      What do you predict would be the possible issues when using <noxcrab magic redone> with this mod?
  2. kaylo
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    Just FYI a number of spells seem to have the wrong tags regarding spell tier. I haven't opened the scripts to look at them and as such have no idea how the spell import system works, but I noticed it when generating spell tome patches. I'd used your .psc files while generating SpellResearchAlternateTomePatcher in Synthesis, which is when I noticed. Example is Frost Atronach, which is listed as Adept; in Requiem 5.0+ it's Expert level. Enraging orb is listed as Novice but is Apprentice, etc.

    Edit: Well...now that I looked at it I don't get what's going on. It looks like Fury is listed as an Apprentice spell already...

    Edit of Edit: I am a big fat giant idiot. If you're super smart like me, you'll make a bunch of changes in notepad++ and then close it but NEVER SAVE. Literally took me 20 minutes to figure out what the heck was wrong, and all that time the save icon wasn't greyed out...yeesh.
  3. aristotle99
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    Will this work with the new Requiem 6.0?
    1. Plotinus
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      I am not familiar with Requiem 6.0. But I doubt that there will be any problems unless Requiem 6 drastically rework spells, spell schools and spell levels.
  4. Dolorof92
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    Could this work well with another requiem mod pack like magic redone?
    1. Plotinus
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      You will need this one AND the Magic Redone patch for the complete import.
  5. Selborn
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    I have no idea why, but some spells seem to give a lot of experience, I don't know if the numbers are correct because I've never played with Spell Research before. 
    The rough numbers
    Paralyze spell (expert-level spell) 
    1 hour
    7000 novice
    3000 Apprentice
    1300 Adept
    700 Expert
    400 Master

    3 hours
    181000 novice
    51000 Apprentice
    14500 Adept
    4000  Expert
    1100 Master

    studying for 1 hour seems not too weird, I wouldn't be suspicious if the 3 hrs study session numbers weren't so high. Are either of these numbers normal? I don't have the most complicated load order, nothing else that I would expect to affect this. (I do have expanded Grimoire and its patch, with this after that patch, but even turning that patch off these numbers remain the same)
    1. Plotinus
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      Hi. This is calculated by Spell Research. And yes: studying expert level spells will trivialize lower level experience.

      To balance that, use mods like Immersive Learning DESTified that require you to spend time to learn spells from tomes (and skillevels in school of magic to reduce time spent reading) to balance it out a bit. You can still spend an in game week to learn an expert spell, and cheese low level experience. But that is probably more effort than you would like in your game.
  6. bpjunk777
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    I'm on thin ice with this in terms of the depth of my understanding... but I think I found an issue.

    Spell Research 2.2.2 SSE
    This mod
    Requiem 5.3.1 (though I don't think that's relevant)

    Issue 1: in-game, when I use Spell Resarch MCM to "import spells", Requiem and Update import triggers not firing. Spells do not get imported (Requiem and Update import scripts you added never get activated/run).

    Issue 2: Requiem spells like "healing aura on self" are "not standard" and can't be studied. (I'm assuming this is a consequence of not having been imported.)

    Investigated:

    I used xEdit to verity that the import quest records (SpellResearchRequiem402Patch.esp > Quest) are there, modified versions for Skyrim, Dawnguard, Dragonborn.

    I also see your added _SR_QuestImportRequiem, _SR_QuestImportedUpdateRequiemed quests.

    But the FormID List (form id 0905B354 for me) "_SR_ListImportQuests" has only the base skyrim/dawnguard/dragonborn scripts.

    As far as I can tell, the _SR_listImportQuests list is referenced by the ImportMain script import flow to determine the list of "what import scripts should I run?"

    Again, "as far as I can tell", your two new import scripts are not in the list, and so don't get run.

    Attempted solution:

    I added the _SR_QuestImportRequiem, _SR_QuestImportUpdateRequiemed quests to the Form ID list _SR_listImportQuests, saved, and loaded my game.

    Now, when I re-import spells in-game, I get the prompts for "import Requiem?" and "import Update?" that I was not seeing before.

    Also, after import, the requiem spells (e.g. healing aura on self) are now "recognizable" for study.

    So... Did something change? Am I right that the scripts need to be in the FormID list? Or is something wrong in my setup where reqtificator should be merging your script references in automatically...?
    1. Plotinus
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      Hi.

      What you describe sound like a load order issue. As described in the description, I have had to overwrite some of the scripts in order for this to work.

      If you are like me, you have probably added more of the spell research mod expansions. I suspect (but cannot of course not guarantee) that the culprit is found there as I have had the exact same bug in testing the mod and I resolved it through fixing my load order.
    2. bpjunk777
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      That's not the case. I have Spell Research, your mod, and Requiem.  I have zero other spell research mods installed.
    3. bpjunk777
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      I just tried a "strip out everything" test, leaving only these mods active, in this order:

      Free AE update to Skyrim (1.6.640.0)
      DLC: hearthfires, dragonborn, dawnguard
      CC: survial mode, curios, AdvDSGS, Fish  (the Skyrim AE creation club)
      Unofficial SSE patch
      SKSE
      Address library for SKSE
      SSE Engine Fixes
      Bug Fixes SSE
      Scrambled Bugs
      Papyrus Util SE - Modders scripting utility functions
      powerofthree's Paypyrus extender
      papyrus tweaks NG
      SkyUI
      Alternate Start (to skip long game intro)
      Spell Research
      Requiem 5.3.1
      Requiem - Dragonborn Patch (Fozar's Dragonborn)
      YOUR MOD
      Requiem for the indifferent

      The behavior is as I described above: skyrim, dawnguard and dragonborn prompts appear in-game, SR imports them, SR reports "all spell imported."

      Your scripts for requiem spells never get activated, the prompt doesn't appear, and the spells are not imported.

      Have you tried such a test yourself, with current versions of game, skse, etc?

      With respect, your mod doesn't seem to actually do what you think it does. The pieces are all there, but the script activation process is not connecting. Is it possible you have something else loaded in your test setup that's patching over a problem that you don't know exists?

      I'm happy to admit ignorance if there's something in the above listed mods that's causing a change in how the Form List is being treated in-game or by the Req 5.3.1 reqtificator, but absent that your mod certainly appears to not be doing what you think it's doing.

      I really appreciate the work you've done here, and want to use it. I have no desire to duplicate all that effort in a new version, so I'd be happy to send you my modifications if/when you confirm an issue.
    4. Plotinus
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      I found the issue I believe. 
      Re-added the SpellResearchImportPlayerAlias.pex script in order to solve the import challenges. Without this script, Requiem would not be detected.

      Please test if this solve your issue. 
    5. bpjunk777
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      Ok, "you're welcome".  I'm going to go ahead and keep my own patch.
      The Lightning Bolt spell, for instance, shows up in game as Not Recognized and can't be learned or studied. (I was wrong; was because I was testing on existing save -- new game eliminates issue.)
      And you still have the vendor issue I reported back on Jan 31 and which you seem to be just ignoring. Do this: install SR and your patch, run the reqtificator, open xEdit and go look at these:
      Requiem.esp
        Container
      TreasBanditChestBoss
      SpellResearch.esp has _SR_LootBanditBase [LVLI:18025388]
      Requiem for the indifferent.esp does not
       REQ_VendorChest_Wizard_Morthal
      SpellResearch.esp has _SR_LVLIMerchantWizard [LVLI:1800C0CA]
      Requiem for the indifferent.esp does not
       REQ_VendorChest_WCollege_Enthir
      SpellResearch.esp has _SR_LVLIMerchantWizard [LVLI:1800C0CA]
      Requiem for the indifferent.esp does not
        Etc...

      None of the mage vendors sell SR mage items. None of the Alchemist vendors sell SR alchemist items. None of the loot chests have SR items as possible loot choices.

      Again, I'm very appreciative of the work you did on the ingredients and spell import data files, but I'm going to move away from this and build my own version. At this point I have too much time into debugging this to continue to depend on it rather than taking control of things and building what I want myself.

      Thanks again for the effort, I know you're working for free. Best of luck with things.
    6. Plotinus
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      Hi. 
      Thank you for the feedback. You are absolutely right in that the issue in previous patch was due to a missing script that was present in other Spell Research magic mod patches. In my instance it was included in Spell Research Patch Compendium: https://www.nexusmods.com/skyrimspecialedition/mods/61177 and in testing the patch, it was a non-issue.

      You are also entirely correct that the patch does not include lootlist patches. The reason for this is that:
      1. The scope of the patch was to create a Requiemmed Skyrim, Dawnguard, Dragonborn and Update experience for the massive amount of ingredients and spells in the base game
      2. Add in Requiem spells, ingredients and artifacts with correct Spell Researchable archetype and levels.
      3. Work well within large modlists.

      Adding in the lootlists were not on the "radar" as this was handled elsewhere. Still not sure if it is worthwhile to do to be honest as so many mods modify lootlists that you are practically forced to create a manual patch. 

      Edited to add:

      I found 2 instances of Requiem overwriting Spell research lootlists:
      0009Af0A - LItemMiscVendorMiscItems75
      0010FACD - LootWarlockRandom

      The issue with those two, is that in my load order, multiples of mods overwrite these two instances. Especially the vendorlist.

      Solution is to build your modlist, and create a patch that are tied to your own modlist. Either as a megapatch, or to make smaller individual ones. 
  7. bpjunk777
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    Question: looking at this TESEDIT, I see that there are changes to some containers and paper/ink Misc items, made by spell research, that are not carried forward past requiem's overwrites. Same for changes to various mage/alchemist vendor inventory and loot chests. Is that intentional?

    The lack of carried-forward edits on Misc Item "Roll of paper" has the effect of making paper horribly expensive for Spell Research gameplay, for instance (Requiem changes base price from SR's 4 septims to 50, causing in-game adjusted price of paper for a new character to be ~290).

    Just wondering if this was an oversight or if it was intentional and I'm misunderstanding something (or intentional "I don't care, not worth fixing").

    Edit: lack of carry-forward of merchant chest Container items seems to also cause cauldron/ink/etc to not appear for sale at vendors, as well as causing SR-related loot (tomes, artifacts) to not appear in lootable reward chests.

    (note: I think these are minor compared to the amount of work in this patch generally, so just asking for clarification; I've patched the Paper/Quill price thing, and am working on patching the vendor/loot chest thing. Simple edits in TESEDIT so not accomplishing anything hard... but let me know if you'd like a copy of the additional .esp for changes.)
    1. Plotinus
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      Hi,

      This mod does not touch the lootlists. It only concerns itself with the import of the spells and requiem specific "stuff". 

      The reason I left that out, is that this is often managed by other patches (at least in my load order).
    2. bpjunk777
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      Ok, thanks. I'll upload my patch as a separate mod.
      Without it, SR items don't appear in loot chests (since those are set by Requiem, erasing SR changes), and vendors don't sell SR items as they're supposed to (same reason, requiem overwrites vendor loot chests definitions, erasing SR additions).
  8. Corsec
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    Should this be compatible with 3BFTweaks? I looked in xEdit and it didn't seem to make any changes that would obviously affect Spell Research, but I'm not sure.

    EDIT: Oh, the new spells added by 3BFTWeaks will not be compatible. Still not sure about the base Requiem spells that 3FBTweaks alters though.
    1. Plotinus
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      Hi.

      No. This is merely for base requiem. Any additional spells will need to be added separately. And if other spell mods change the level of the spell (or replace it entirely by overriding the spell and replace it with another (like Requiem does with transmute ore)) this need to be addressed in a new patch.

      What this could be though is a good base for creating a specific patch for 3bftweaks.
  9. jayserpa
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    Is there any way to just have it import all spells without asking? This is super useful but that would make it even more extra mega useful haha
    1. Plotinus
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      Hi,

      Yes it is. I may create a version with that option at some point.
  10. HidaSobu
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    You are doing the lord's work! 

    Looking very much forward to the Magic Redone patch.

    Thank you for your amazing work!