Had this exact idea and glad to see someone's done this.
I am having one issue: the game seems to think these spells are Apprentice, instead of Novice. Do you know why that might be happening/how I could fix it?
It's caused by reusing the base MAG_ effect for the normal spells; they're set to Required Skill of 25 which makes them Apprentice no matter what anything else is set to. Load the mod in the CK, find the base effects for the spells under the Magic Effects tab, create a duplicate of that effect (right click, select Duplicate), open the duplicate and set the Required Skill value (upper left of the window, below ID and Name and all that) to 0. Then, go to the spells added by the mod under the actual Spells tab and open them, double-click the effect in the pane on the right side of the window that opens, it should bring up another box. There's a dropdown menu in that box on the left with the name of the base MAG_ effect, select your duplicated effect with the lower skill requirement, save everything, and the spell is now novice. Any questions just reply and I'll get to you as soon as I can.
Truly great idea that adds more to being a baby mage than 'Human Flamethrower'. Works like a charm.
One question - do you have any plans to complement this with an 'Expanded Novice Restoration Spells' with baby versions for Mysticism's Poison and Sun magic?
11 comments
I am having one issue: the game seems to think these spells are Apprentice, instead of Novice. Do you know why that might be happening/how I could fix it?
One question - do you have any plans to complement this with an 'Expanded Novice Restoration Spells' with baby versions for Mysticism's Poison and Sun magic?
Thank you
Was planning some kind of magic build on next character, perfect timing.