you could keep it just like what you have in the description: The spells wil now show up as random loot in Apocrypha (more befitting for the "Lost Library" theme.)
Thanks for these amazing CC rebalancing mods. Hopefully you'll do more.
For Arcane Accessories it would be nice to draw inspiration from https://www.nexusmods.com/skyrimspecialedition/mods/89386
It gives vanilla master spells the new book covers from Arcane Accessories, while giving below masters spells from Arcane Accessories the regular book cover. Just a small tweak.
I already did it for CC Arcane Accessories + your Additional Spells mod.
Hi Andrealphus! I have enjoyed many of your works and I think you should return 2 latest mods you recently shared (about courier and cc crossbows) because they are really interesting and good according to description that I've had a chance to read!
Variety and ability to choose between several options is also good
First of all this mod looks awesome so props for that. I see that your mod, Staves On Self Fix, is listed as a master. On that mod page, it lists this mod as an alternative that uses OAR rather than an ESPFE plugin. Is an upload with Staves On Self Fix removed as a master for people who prefer the OAR alternative a possibility? Either way, thanks!
I like the idea of this mod, especially removing the spells from the chest in Hob's Fall Cave or just removing that chest altogether. But I have a few concerns.
First, it isn't clear why Staves On Self Fix is a hard requirement and listed as a master in this mod. As far as I can tell in SSEEdit, there aren't any references to it in this mod. Can that requirement be removed?
Second, there are some conflicts with my other mods. One of the container changes messes with Merchant Wares Variety (which to be fair, a lot of mods do), and I'd prefer not to have the cell edits at all.
Would it be possible to make a more stripped-down version that doesn't do the cell edits and uses SkyPatcher for most of the overrides? The container changes and the two leveled list changes are both easily managed in SkyPatcher.
First, it isn't clear why Staves On Self Fix is a hard requirement and listed as a master in this mod. As far as I can tell in SSEEdit, there aren't any references to it in this mod. Can that requirement be removed?
Staves on Self Fix is a hard requirement since any staves that have spells that are cast on Self are bugged in Vanilla. They do not have proper animations assigned to them, making them unable to be casted. I made it a master as a foolproof way to ensure people have it installed.
Second, there are some conflicts with my other mods. One of the container changes messes with Merchant Wares Variety (which to be fair, a lot of mods do), and I'd prefer not to have the cell edits at all.
This one? If so, it could be resolved in xEdit as well, I would imagine.
Would it be possible to make a more stripped-down version that doesn't do the cell edits and uses SkyPatcher for most of the overrides? The container changes and the two leveled list changes are both easily managed in SkyPatcher.
Not sure that is possible. I've tried CID but that didn't work properly for the leveled lists. I'm also not sure how I feel about patching stuff like this automagically. Personally, I'd like to see the edits that are made, so I can resolve them in xEdit. If it's done on runtime, it's a lot harder to identify these conflicts.
Personally, I'd like to see the edits that are made, so I can resolve them in xEdit. If it's done on runtime, it's a lot harder to identify these conflicts.
Wow I'm relieved I'm not the only one here, first time I read this :D I'll trade a bit of tediousness for great consistency everyday (at least for Skyrim). People should enjoy their time in xEdit, it's relaxing lol.
I mean, SkyPatcher has its place, but it does make detecting conflicts harder than using traditional xEdit methods. Ideally there'd be a converter to change SkyPatcher files to ESPs and vice versa.
I simply loved the renaming of the robes, making them way more special, also, i have two suggestions: One is to add one of the AA expert spells to The Caller's boss chest or her own loot table, the other is to tweak the Vagrant Robes by adding magic regen to them, they are pure garbage in their "as is" state because they unenchanted counterpart is more useful for mages just for the fact they are enchantable.
One is to add one of the AA expert spells to The Caller's boss chest or her own loot table
With the tweaks of my mod, there are 2 Expert level spells: Elemental Burst and Hangman's Noose. Which one would you want me to add to the Caller?
the other is to tweak the Vagrant Robes by adding magic regen to them, they are pure garbage in their "as is" state because they unenchanted counterpart is more useful for mages just for the fact they are enchantable.
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The spells wil now show up as random loot in Apocrypha (more befitting for the "Lost Library" theme.)
or maybe Labyrinthian exclusive?
For Arcane Accessories it would be nice to draw inspiration from https://www.nexusmods.com/skyrimspecialedition/mods/89386
It gives vanilla master spells the new book covers from Arcane Accessories, while giving below masters spells from Arcane Accessories the regular book cover. Just a small tweak.
I already did it for CC Arcane Accessories + your Additional Spells mod.
Variety and ability to choose between several options is also good
First, it isn't clear why Staves On Self Fix is a hard requirement and listed as a master in this mod. As far as I can tell in SSEEdit, there aren't any references to it in this mod. Can that requirement be removed?
Second, there are some conflicts with my other mods. One of the container changes messes with Merchant Wares Variety (which to be fair, a lot of mods do), and I'd prefer not to have the cell edits at all.
Would it be possible to make a more stripped-down version that doesn't do the cell edits and uses SkyPatcher for most of the overrides? The container changes and the two leveled list changes are both easily managed in SkyPatcher.