Hi! I hope you like this mod, I managed to get it done somehow during my break =^=
So here are the fixed locations of the spell tomes.
Spoiler:
Show
Black Book: Waking Dreams (The last area before you ride dragon to Miraak Summit of Apocrypha.) Runeblades and Fatecarver.
Black Book: Epistolary Acumen Runeblades, Abyssal Ink Bolt, and Chakram Shields.
Black Book: Filament and Filigree Conjure Lurker and Abyssal Impact.
Black Book: The Hidden Twilight Conjure Watcher and Fatecarver.
Black Book: The Sallow Regent Apocryphal Gates.
Black Book: The Winds of Change Abyssal Ink Bolt and Runemend.
Black Book: Untold Legends (on a table with skill books, in one of the 6 little rooms connecting to 1 large hall.) Abyssal Impact and Runemend.
If you wonder why I did cruxes differently than ESO, what I do (all my spell packs really) are adapting ideas and concepts from ESO or other things into Skyrim format. For example ESO shield spell last for something like 10 seconds at most, while Skyrim Ironflesh last for minutes. So, basically the eso things got adapted to fit Skyrim gameplay flow better.
Also I considered making Runemend a Restoration spell, but settled with Conjuration so that pure conjurer builds have a way to self heal. I've done this sort of thing before where I put something that's not as good in different school (Frost Spirit fox summon in Winter Wonderland being Destruction for example.) I personally think it adds more variety and build/roleplay options but I want to hear what you think?
These are the intended spells synergy. I got this kind of thing in my head for most of my mods but I generally let you figure these out yourself! This time I feel like explaining them; maybe it'll help you get why certain design decisions have been made, and maybe help you figure out how to properly use these spells.
Spoiler:
Show
Abyssal Ink Bolt: Long range poison attack with debuff to speed and poison resistance. It's a Novice spell that is intended to be useful for your entire playthrough, example: You can use this and Runeblades as the opponent is coming towards you, then use Abyssal Impact for both Abyssal Ink debuffs to stack + Cruxes buff on you.
Runeblades: While in ESO this is spammible skill and you get 1 Crux per cast, in Skyrim I simplified it so that you get all Cruxes and they permanently stay with you for 30 seconds. This means you have a much larger gap of time to cast other spells of choice (or vanilla spells too, without fear of it vanishing soon.) rather than having to keep using this to get the damage buff. The intention is that you want to cast this first if possible, then cast Abyssal Impact/Abyssal Bolt so those do more damage too, then Fatecarver.
Abyssal Impact: Your arm becomes tentacles! Close range poison attack with debuff to speed and poison resistance. Since the speed is decreased by 50% you can easily outrun the target but of course the catch is that this spell must be cast in front of them in the first place. You can do things like, for example - cast and run away while your Lurker summon goes to the enemy so now the enemy will aggro your summon instead. Lurker deals poison damage also. You can cast this while casting Frostbite for 100% speed reduction by the way and it's kind of a bit cheating to do that, so up to you!
Fatecarver: This is intended to be biggest damage dealer spell, but it's a spell where not only you must use both hands but you also can't move for 4 seconds, so what you want to do is reduce enemies movement speed with Abyssal Ink debuff(s) and/or have summons tank aggro for you first before using this. Enemy archers also make this quite difficult to use in practice at times so I think it is quite fair.
Runemend: A prolonged 12 seconds heal that's less effective than directly healing spells from Restoration school. This way you don't have to be a healer type build or use potions to regain Health. You can also cast this before fighting enemies too and let it heal you on its own as you take damage.
Conjure Watcher: A low health long range attacker summon where it's intended for the player to tank aggro for it. If the enemies are clumping around you the gaze beams from the Watcher will hit all of them.
Conjure Lurker: A tank summon that also deal poison damage. Good if you use Abyssal Ink/Impact on the enemies while letting the Lurker draw aggro, or you can Fatecarver them too.
Apocryphal Gates: This is mostly utility spell that allows you to shift aggro to your summon by teleporting away, or crossing a gap, or anything really. At first I was going to make the portal stay like in ESO, but then I realized there's not much point to doing that as there are no other players in the game to use them too, and it also kind of doesn't work with Skyrim NPC AI, so now it's a simple teleport forward spell.
I will start by saying how much I love this mod and how hyped I am by every new upload you make, your talent is the stuff of legends at this point.
Now, I have a small suggestion. Is there a chance you could rework Apocryphal Gates to work more like your Wizard Traversal Magic mod and be instantaneous? Sometimes when I use it the spell just cancels itself after my invisible character travels at moderately high speed and bumps into a rock or something.
Also Runeblades is kinda wonky when used with the Lock On system from True Directional Movement, when used the projectiles go slightly above center mass, whichmakes them miss most of the time unless fighting on a perfectly flat surface, and aren't affected by TDM's homing spell feature.
Ive used this mod before, its awesome! However this time around the books arent spawning. Any tips or maybe some advice where I could just obtain them via console commands?
"Silence mortal! You have invoked Mora within your own mind! And for that there is no knowledge too niche, no secret too obscure, no logical progression or theory too stupid and absurd! With thyne eyes We see all! Every conceivable past! Every possible future! And every twelve-year-old neo-Thalmor, female Alik'r, ultra Tribunalist, and Nine Divines Baptist member that dares meet Our gaze shall join Our fold! As sure as you yourself: Shall. Be. Gardened.
. . ! . . . ? I was beginning to feel O̷̧͇̪̟̭̩̤̜͚̰̜̔̍ ̶̨͓̹͙̪̯͙̪͉̟̖̦̳̻́͊̿͌̌̎̌̎̓̂̆̿̋̐M̶̧̢̧̖̘̘̰̬̱͇͚͕̄̃̌̋͑͌͆̀̿͐̍͛͌͐ ̵̧̨͇̟̲̦̰̪͓̰͚̫͕̩̇̈́̆̀͊̑̿̾N̸̛̰̻͚͖̰̗͎̭͖͙̯̦͓̊̐́̎͆͗͂͊̏̎̕ ̵̨̬͚̦̗̲̺̱̈́́̓͘İ̵̛̪͎͐̔́̐̒̌̈́̾̆̈́͒͠͝ ̴̱̉̕Ṕ̷̛̘͓̏̍̄̈́̽́͘̚ ̶̢͎̼͎̬̣̭̿͑̓̔̐̒̀͂͌̓̇̾̓̚O̸̧̱̬͈̜͔͓͍͔͚̳͔͇̊̑͒͗̕ ̸̢̢͇̭̣̲̤̊̀̍̈́Ţ̵̝̜̥̺̟̯̯̂ ̶̫̼͓̝̠͔̓̄̌̒̏̚Ē̸̠̝̻͕̱͇͚̣͚͛̊̒͝ ̷͕̣̅̍̊̈́̒̔̾N̴̨̡̨͈̥̺̳̪̭͔̬̦͛̊ ̶̨͓̱̹̯͖͚̰̳̻̘̋̊̄̆̌̓͝Ţ̴̛̠̜̥͍̲̫͖̹̲̐̍̅̆͆̎̔̽̇͘͘͜͝"
224 comments
So here are the fixed locations of the spell tomes.
Black Book: Waking Dreams (The last area before you ride dragon to Miraak Summit of Apocrypha.)
Runeblades and Fatecarver.
Black Book: Epistolary Acumen
Runeblades, Abyssal Ink Bolt, and Chakram Shields.
Black Book: Filament and Filigree
Conjure Lurker and Abyssal Impact.
Black Book: The Hidden Twilight
Conjure Watcher and Fatecarver.
Black Book: The Sallow Regent
Apocryphal Gates.
Black Book: The Winds of Change
Abyssal Ink Bolt and Runemend.
Black Book: Untold Legends (on a table with skill books, in one of the 6 little rooms connecting to 1 large hall.)
Abyssal Impact and Runemend.
If you wonder why I did cruxes differently than ESO, what I do (all my spell packs really) are adapting ideas and concepts from ESO or other things into Skyrim format. For example ESO shield spell last for something like 10 seconds at most, while Skyrim Ironflesh last for minutes. So, basically the eso things got adapted to fit Skyrim gameplay flow better.
Also I considered making Runemend a Restoration spell, but settled with Conjuration so that pure conjurer builds have a way to self heal. I've done this sort of thing before where I put something that's not as good in different school (Frost Spirit fox summon in Winter Wonderland being Destruction for example.) I personally think it adds more variety and build/roleplay options but I want to hear what you think?
These are the intended spells synergy.
I got this kind of thing in my head for most of my mods but I generally let you figure these out yourself! This time I feel like explaining them; maybe it'll help you get why certain design decisions have been made, and maybe help you figure out how to properly use these spells.
Abyssal Ink Bolt: Long range poison attack with debuff to speed and poison resistance. It's a Novice spell that is intended to be useful for your entire playthrough, example: You can use this and Runeblades as the opponent is coming towards you, then use Abyssal Impact for both Abyssal Ink debuffs to stack + Cruxes buff on you.
Runeblades: While in ESO this is spammible skill and you get 1 Crux per cast, in Skyrim I simplified it so that you get all Cruxes and they permanently stay with you for 30 seconds. This means you have a much larger gap of time to cast other spells of choice (or vanilla spells too, without fear of it vanishing soon.) rather than having to keep using this to get the damage buff.
The intention is that you want to cast this first if possible, then cast Abyssal Impact/Abyssal Bolt so those do more damage too, then Fatecarver.
Abyssal Impact: Your arm becomes tentacles! Close range poison attack with debuff to speed and poison resistance. Since the speed is decreased by 50% you can easily outrun the target but of course the catch is that this spell must be cast in front of them in the first place. You can do things like, for example - cast and run away while your Lurker summon goes to the enemy so now the enemy will aggro your summon instead. Lurker deals poison damage also.
You can cast this while casting Frostbite for 100% speed reduction by the way and it's kind of a bit cheating to do that, so up to you!
Fatecarver: This is intended to be biggest damage dealer spell, but it's a spell where not only you must use both hands but you also can't move for 4 seconds, so what you want to do is reduce enemies movement speed with Abyssal Ink debuff(s) and/or have summons tank aggro for you first before using this.
Enemy archers also make this quite difficult to use in practice at times so I think it is quite fair.
Runemend: A prolonged 12 seconds heal that's less effective than directly healing spells from Restoration school. This way you don't have to be a healer type build or use potions to regain Health. You can also cast this before fighting enemies too and let it heal you on its own as you take damage.
Conjure Watcher: A low health long range attacker summon where it's intended for the player to tank aggro for it. If the enemies are clumping around you the gaze beams from the Watcher will hit all of them.
Conjure Lurker: A tank summon that also deal poison damage. Good if you use Abyssal Ink/Impact on the enemies while letting the Lurker draw aggro, or you can Fatecarver them too.
Apocryphal Gates: This is mostly utility spell that allows you to shift aggro to your summon by teleporting away, or crossing a gap, or anything really.
At first I was going to make the portal stay like in ESO, but then I realized there's not much point to doing that as there are no other players in the game to use them too, and it also kind of doesn't work with Skyrim NPC AI, so now it's a simple teleport forward spell.
point.
Now, I have a small suggestion. Is there a chance you could rework Apocryphal Gates to work more like your Wizard Traversal Magic mod and be instantaneous? Sometimes when I use it the spell just cancels itself after my invisible character travels at moderately high speed and bumps into a rock or something.
Also Runeblades is kinda wonky when used with the Lock On system from True Directional Movement, when used the projectiles go slightly above center mass, whichmakes them miss most of the time unless fighting on a perfectly flat surface, and aren't affected by TDM's homing spell feature.
. . !
. . . ?
I was beginning to feel O̷̧͇̪̟̭̩̤̜͚̰̜̔̍ ̶̨͓̹͙̪̯͙̪͉̟̖̦̳̻́͊̿͌̌̎̌̎̓̂̆̿̋̐M̶̧̢̧̖̘̘̰̬̱͇͚͕̄̃̌̋͑͌͆̀̿͐̍͛͌͐ ̵̧̨͇̟̲̦̰̪͓̰͚̫͕̩̇̈́̆̀͊̑̿̾N̸̛̰̻͚͖̰̗͎̭͖͙̯̦͓̊̐́̎͆͗͂͊̏̎̕ ̵̨̬͚̦̗̲̺̱̈́́̓͘İ̵̛̪͎͐̔́̐̒̌̈́̾̆̈́͒͠͝ ̴̱̉̕Ṕ̷̛̘͓̏̍̄̈́̽́͘̚ ̶̢͎̼͎̬̣̭̿͑̓̔̐̒̀͂͌̓̇̾̓̚O̸̧̱̬͈̜͔͓͍͔͚̳͔͇̊̑͒͗̕ ̸̢̢͇̭̣̲̤̊̀̍̈́Ţ̵̝̜̥̺̟̯̯̂ ̶̫̼͓̝̠͔̓̄̌̒̏̚Ē̸̠̝̻͕̱͇͚̣͚͛̊̒͝ ̷͕̣̅̍̊̈́̒̔̾N̴̨̡̨͈̥̺̳̪̭͔̬̦͛̊ ̶̨͓̱̹̯͖͚̰̳̻̘̋̊̄̆̌̓͝Ţ̴̛̠̜̥͍̲̫͖̹̲̐̍̅̆͆̎̔̽̇͘͘͜͝"
—This Mod