Skyrim Special Edition
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Kittytail

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  1. Kittytail
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    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:  
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    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?
  2. Kittytail
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    Bonus post from me!

    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:  
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    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.

  3. 8soft
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    what perks do these spells benefit from? i am using Vokrii.
  4. WallRockTree
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    Thanks for this, and every, great mod. However; I may have found an error or two in the SPID log file:

    po3_SpellPerkItemDistributor.log file

    which is in:

    My Games/Skyrim Special Edition/SKSE

    "[Aqua_DISTR.ini] [0x4035BF2] (Aqua.esl) FAIL - formID doesn't exist"

    It seems to point at this in the Aqua_DISTR.ini file:

    ;Lurker Tentacles Ball - CultistsSpell = 0x4035BF2~Aqua.esl|NONE|0x4034FBC|24|NONE|NONE|100

    Sorry if it turns out to be a false alarm, but it is a consistent error message! Thanks again!
  5. y2k6
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    Would it be possible to include the spell The Unblinking Eye in the future?
  6. LAKYUS69
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    Hi Kitty I'd like to ask if your mods are compatible with ordinator - perks of skyrim?
    1. SonVega25
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      same doubt here
  7. MEIMIEMIE
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    Report a bug...

    RuneBlade can't hit enemy when using AutoAim function from True Directional Movement, the bullet always flot above from head.
    https://www.nexusmods.com/skyrimspecialedition/mods/51614
    1. Whatopia7
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      same
    2. Fox8701
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      Same problem here
  8. fratdat
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    Hey Kitty! This mod looks awesome!!!

    I was just wondering, should this work in Skyrim VR edition? I really want to use it on my playthrough, but when I load it up I can't find any of the spells in the console. Are they implemented in the normal way spells are usually implemented (via spell books)? And if so should they be showing up as "Spell Tome: [NAME OF SPELL HERE]" or would it appear in some other way in the console? 

    Let me know if you can! I'm on the edge of my seat trying to figure this out haha :D
    1. fratdat
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      Still can't seem to get this to work in VR, is there a reason why it wouldn't work? Does anyone know?
    2. fratdat
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      SOLVED: I DID IT!!!

      If anyone is trying to play this in VR, it is as simple as turning the .esl file into an .esp one. 
      All I did was;
      1) change the format of the file in my documents (from .esl to .esp)
      2) since I did that, I was able to then flag the mod as none, or in other words deselected the .esl tag in TES5VREdit (the VR version of SSEEdit)
      3) Sorted my plugins
      4) Launched the game and play it with this amazing spell pack

      That's it. It really was that simple. This is single handedly the most important spell pack for me for my current playthrough because I am doing a Servant of Hermaeus Mora playthrough, and the spells just feel spectacular, especially Abyssal Impact. Talos bless you Kitty, your mod is amazing. 
  9. Kad8
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    just wondering, what's the UI mod that you are using in your video's same for the Icon's which mod is that? because it looks badass
    1. Kittytail
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      Hi~ It's Nordic UI I think.
    2. Kad8
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      Yeah, i found it a few days ago, it's the ORDIC UI - Interface Overhaul, looks awesome. also using colored and animated celtic icons, sadly i could not find one like it with no color
    3. SamuraiWays
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      @Kad8 Think you're looking for something like this?
    4. Kad8
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      SamuraiWays, you legend that's the one i'm looking for thanks so much
  10. MariosB
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    How do I prevent runemend visual fx from stacking?
  11. Axarien
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    This mod is so cool - thank you!
  12. tguerra3
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    Loving the mod! I loved the Arcanist class in ESO so I've been having a blast playing through a VR playthrough with the Arcanist spells.

    I had a quick question though - is there any way to make it so that the Crux generated by Runeblades doesn't count as a summon? As in, is that feasible or is it unavoidable? Would I just have to poke around in xEdit? Currently, whenever Crux is generated in combat, it de-spawns any summon that I have out as I'm assuming the persistent Crux is coded as a summon.
    1. Kittytail
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      That's strange. It shouldn't count as a summon and it doesn't do that in my game.
      I'll see what the issue is when I got time!