About this mod
Learn unknown Spells by discovering them randomly after Increasing the skill of the respective magic School, try to research one by chance once a day or choose to learn from spellt omes but with a chance to fail depending on the Spell-Level. Includes all learnable spells from other Mods.
- Requirements
- Permissions and credits
This mod aims to overhaul the way a mage type character aquires new spells that feels more true to the archetype, while staying low time investment, balanced and aiming for good compatability.
My motivation for this comes mostly from my frustration with the pattern that arises when i play mage characters. In vanilla (as far as im aware) the only way to aquire new spells is through spell tomes which you can rarely find or buy of off merchants. This leads to a very unstatisfying situation where you either meta-game and rush to a mage merchant quickly, spent thousands of coins and immediately ingest all the spells or you dont find any merchants and spend your gold on other stuff and are therefore stuck with only the most basic spells for hours and hours of gamplay, which is kind of boring.
Also just instantly learning a spell from a book regardless of how good you are at magic just by paying money for it does not feel right.
A mage should study, learn and through practice and research slowly but steadily increase his/her repertoire of spells and tricks, whether he/she does it in a library or on adventures.
There are some mods out there, which have the same or a similar approach, that i have tried but i found them to be overly complicated. It just turned my game in a research simulator. So this is my personal solution.
The mod introduces three seperate ways to learn new spells and introduces a basic Skillstat associated with your ability to learn and comprehend named Intellect:
- Studying from Spelltomes still. But upon reading it it may fail causing the book to be destroyed without learning the spell. This chance to fail increases with the spells difficulty class (novice, apprentice, ect...) and decreases with respect to your skill lvl in the relevant Spellschool and you Intellect lvl.
- You start with a power called Magical Research which can be used once a day for the price of 500g and becomes usable after your Intellect reaches lvl 20. Upon use you can choose a school and difficulty you want to aim for, then an unknown spell might be generated that fits these criteria. Successrate works similar to the first method. (based on intellect and skill lvl).
- Most importantly: every 3 level-ups of a Skill of a Spellschool you get a choice of 3 spells from that school around your skill-lvl. Choose one to learn.
These spells automatically include additional learnable mod spells. Intellect gets leveled by learning new spells or by failing to do so (diminished).
Install with Mod manager or by hand.
Version 2.0 is out!
This includes:
-Added MCM Menu
-Configure values for experience gain both when failing or succeeding learning a spell seperately
-Configure values for cost and entry lvl of Magical research
-toggle Magical research is Power/lesser Power
-toggle wheather Spell Tome learning can fail or not
-configure how often you generate spells
-configure how probable it is that you succeed in learning a spell
-Added functionality which allows this mod to be added mid playthrough
-Added functionality which allows other spell mods to be added after this mod
-Added a (ugly) Update script from previous versions
-Added a system to blacklist single spells or all spells from specific mods from the spell generation system (useful if some spells serve special functionality in other mods
or if you want some special spells to be learned the normal way (for instance if you get it as a reward for a quest))
-Some balance changes
-Some bugfixes (for example an infinite loop when all spells are already known, or for some reason the spell list generation didnt work)
How to Upgrade from Version1.1 (UPDATE: DO NOT DO THIS)
First of all im not a pro so i do not guarantee no conflicts or bugs. KEEP A BACKUP SAVE.
With this out of the way follow these steps:
1. Download and install DSLVersionUpdater2_0 and load after Diversified Spell learning 1.1.
2. Load your save, go into the MCM menu and press the button "Press to clean save and prepare Update".
3.After the notification "Finished.", make sure you dont have the Magical Research Power anymore then save the game and close it. (if you get an error or its still there try to remove it by hand or seek help on the mod page)
4. Uninstall both Diversified Spell learning 1.1 and DSLVersionUpdater2_0, then install Version 2.0.
5. Load the save and Press the button "Update" under General in the MCM.
6. Profit
How to Blacklist Spellst/Mods
1. If you want to blacklist all spells from a mod.
included with the mod under skse\plugins\DSL there is a file named "DSLblacklist.json". in there are 2 json lists. One is under String list and is called "dslmodblacklist".
inside of the two [] enter "YourModToBeBlacklisted.esp/esl/esm". If you want to add multiple seperate them with a comma.
2. For specific spells do the same as in step 1 but write the spell into the "dslspellblacklist" Formlist like so:
"FormIDOfTheSpell|TheModThatItIsIn.esp/esl/esm".
for mod authors it is simpler to use JsonUtil from the PapyrusUtil mod. Just add the spells like this:
JsonUtil.FormListAdd("../DSL/DSLblacklist","DSLSpellBlacklist",TheSpell)
Add the mods like this:
JsonUtil.StringListAdd("../DSL/DSLblacklist","DSLModBlacklist","NameOfTheMod.esp/esl/esm")
(choose only .esp OR .esl OR .esm if this wasnt clear)
How the file should look: Picture 4 in the gallery
As i am modding on Version 1.6.1130, cannot test on other Versions and am frankly not that experienced i cannot guarantee that it will work on Vers. 1.6.1170.0 although it should.
special thx to Parapets for his mod Don`t eat Spell Tomes .
You are free to use this as you please. Would be nice if you credited though.