I uploaded my add-on/patch with various improvements, I changed the following:
Spoiler:
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The screen now fades to black when time passes during scholarly activities (just like while sleeping) – for more immersion.
Messages/notifications are said in first person instead of third.
The alembic gives alchemy experience (when refining solutions, creating elixirs etc.) – with this it feels more meaningful to advance alchemy than create countless poisons never to be used.
The refining recipes now have a ‘30 to 10’ version if you have enough material – it was easy to end up with hundreds of solutions after dissolving a lot of ingredients, and it took forever to refine them with the default ‘3 to 1’ recipes. It’s much faster when you can refine more at once.
‘Degrade’ recipes for solutions (‘2 to 1’) are now only visible if you have the “Herbalist’s Guide to Skyrim” book in your inventory – I never needed them, and they just tend to get in the way while refining. I didn’t want to completely remove them, so adding an extra requirement for them to show up seemed to be the best way to deal with them.
The weight for theses and rolls of paper is reduced – it didn’t make sense that a single roll was a heavy as a full book with a leather cover. So now a single roll weighs 0.1 (it was 1 vanilla), and the theses weigh depending on how much paper was used to write them (0.1-0.5).
I added a novice alteration spell that transforms a ruined/burned book into 2 rolls of paper. While this is not absolutely necessary given that you can use those books directly for writing, it’s complementary to my weight changes – every book weighs 2, and there are a lot of them in some dungeons, which makes it really easy to reach carrying capacity. If you transform them into rolls, it’ll be 10x less weight to carry. The spell is obtainable via research only.
You can fully recover from mental exhaustion if you sleep for 8h or more – I have seen a lot of people complaining about mental exhaustion and wanting it to be gone, but I personally think it makes sense that it’s included – the real problem with it was how long it took to recover. Often even 12 hours weren’t enough, and that didn’t really work well with a needs mod. If you don’t like the default value of 8, you can change it by typing into the console set _SR_GlobalExhaustionRecoverySleptHours to X – replace X with the value you want. Note that even if you set it to 0, you still need to sleep at least for a moment, because the code that removes exhaustion runs on sleep stop.
Hello, If anyone is interested I have been working on a Requiem 3.4 patch for the unofficial SSE port (google it if your interested) and I'm gonna try and upload it to the nexus within a few days after I do a bit of polishing and testing.
-Edit- Patch is out if anyone is interested. https://www.nexusmods.com/skyrimspecialedition/mods/33410 Thanks IronDusk33 for the great mod and helpful tutorial on making patches.
This is a really nice mod! I have a bit of a problem that I would need a bit of help if possible! For me, I could never use the cauldron, research journal, etc. It said "cannot do this while spell research is importing spells". I managed to work around this by using the hotkey, which worked and allowed me to use the research journal and alembric. When trying to use them from my inventory however, i would get the same error: "cannot do this while spell research is importing spells". I checked in the MCM but everything was normal. Then I tried updating, and now I still get the same error, but if I check in the MCM I see that it's in a perpetual state of importing. Is there any way I can fix this? Maybe there is a hotkey to place the cauldron, or some console command (I'm new to this so this last option may be absurd, I don't know). EDIT: Fixed, check page 3, for "ejdubz" and "SheetsTH". That worked for me. "Ok fixed it. I used the console command:
set _SR_GlobalImporting to 0
...then reimported spells using the SR MCM.
Note there is a space before that first underscore. That stumped me for a few minutes."
I gotta say, I'm super into the concept of this and my characters have made real efforts to self-study magic rather than just buy tomes from the established wizards, but I've been using this for a little while and yet I have never once been able to successfully discover a new spell using this mod.
Dino's Spell Discovery was my first foray into this kind of thing, and I gotta say, I did actually manage to learn spells from that mod.
Sure the barriers and dicerolls and thresholds might all be internally consistent and justifiable when only considering this mod and the intellectual notion of spell research, but the established thresholds are such that your whole Skyrim playthrough just kind of sails by as this mod keeps fussing over letting your character learn even one novice/apprentice spell, even with multiple theses and study sessions. Never once successfully interpreted an ancient text either.
Basically, it's a really great idea that would be really great if it actually worked better. I'll look into the MCM settings, but out of the box it was a frustrating experience.
I adore Spell Research as an idea, but found it to not work so well with how I play skyrim. it essentially imposes itself upon your progression as a mage and becomes a highly defining aspect of your entire playthrough.
I play with cast costs multiplied to 300% the usual amount, so while my spells are typically also very powerful (magnitudes and durations also stay at around 300%) it is actually pretty crazy to try and cast anything bigger than a firebolt. even a simple shock rune costs upwards of 300 magicka. This makes casting expert/master spells so prohibitively hard that it becomes the ENDPOINT of a playthrough. like, you're playing a scholar whose goals are mastering something incredibly hard rather than an adventurer clearing dungeons.
Spell Research is REALLY a scholar mod, not an adventuring mod.
I recommend that you give the alchemy module of Spell Research a shot, however. you can dump excess ingredients into a cauldron, get industrial quantities of extracts, and install the QOL add-on to mass-process them in bulk amounts. This lets you create absolutely crazy strong alchemy reagents (the elixirs) which have high magnitudes and quadruple the same effect, which leads to always causing their effect even when combined with an ingredient that has nothing in common. These can get crazy. Especially the Concentrated Elixirs (highest tier, usually taking something in the ballpark of 80 ingredients spent to create a sample) where just TASTING the Lingering Damage Health elixir will put you in a world of pain for a whole minute, taking like 15 damage per second just from the ingredient itself. you can create absolutely devastating things with it.
but if you want to learn spells, I suggest the Spellforge instead. it's also interesting, but way more straightforward, and won't bombard you with debuffs or demand micromanaging a small library of notes and theses.
Just wanna say I'm really into your notion of 3x cost, 3x effect for magic. I absolutely resent the "spongy" feeling of games, I want magic to be terrifying, along with hitting people with swords to f*#@ing kill them. What mod are you using to adjust this stuff? I have a few that I could use to make broad strokes adjustments, curious to hear what you find works best tho.
Kinda in the mood to amp everything to something that would be almost unrecognizable to most Skyrim players. Precision and Poise and Mortal Enemies and TK Dodge and stuff have gotten so good you can really learn to block strikes, avoid attacks, be careful about your approach, etc. This can flatten the game too, instead of being heavily dependent on relative level (like sure leveling is fun, but with alternate start mods and harsh stuff like Wounds it can be really tortured in the beginning and then you end up so godlike it stops being as fun near 30).
I was really excited when i found this mod until i realized i can't do research while in combat. Why even have an xp system then? I would think combat would be the best way to learn how to use combat spells. If i can't learn while in combat, then this mod only revolves around me waiting around a lot like all the other spell learning mods. Very disappointing.
This really doesn't make sense. Why, and how, would you do research during combat? You increase your skill with the magic schools in combat, and your increased skills helps you better use the spells your research.
I'm imagining someone with a quill and parchment in combat taking notes, seems silly.
i want to download this and use it for my next playthrough but the compatibility says apocalypse 9.45 where the newest version is now 10, does anyone know if this will still work with the apocalypse new update or will i have to wait for this to be updated to be compatible?
Game seems to soft lock when I try to (EDIT:) Perform Research on a spell. (EDIT:) It also seems to do this when I attempt to Compose Thesis (to an empty menu) and then back out.
Current mods (in order):
Spell Research 2.2.3 SE
Mysticism - A Magic Overhaul (This one seems to be the issue!)
Skyrim Script Extender (SKSE64)
Constructible Object Custom Keyword System - Crafting Categories for SkyUI
Any chance for configurable exhaustion in MCM? I want to set it to different values based on what the character is doing. But I play different timescales, and survival mods so the original system is kinda punishing with these.
Also any compatibility patches for Kittytail's and Darenii's mods?
Do mods that alter loot reward tables conflict? I'm experiencing an issue trying to get the mix ingredients menu to open. I have no idea which mod could be causing conflicts.
I am having a problem where the mod will never finish importing spells. Reinstalled multiple times, but after a while it just stops showing those messages at the top left and keeps on infinite "Importing spells".
I seem to be a bit blind, I'm afraid - I've tried searching for them but I must not be looking at the right mods/patch collections. Which one should we be looking at, @Axtray?
1025 comments
Spell Research - Patch Compendium
Current mods patched:
Ace Blood Magic
Alterion Wards
Anna's NPCs
Apocalypse - Magic of Skyrim
Apocalypse - Waterstride Addon
Arcanum
Archery Gameplay Overhaul
Caranthir Tower Reborn
Complete Alchemy & Cooking Overhaul
Cosmic Spells
Cutting Room Floor
Dawnguard Arsenal
Detect Levers
Detect Light
Dragon Age Spells Redux
Druid Essentials
Elemental Destruction Magic
Forgotten Magic Redone
Frostfall
iHarvest
Immersive College of Winterhold
Inigo
Magistrate Levitate
Mining For Mages Redux
Lore Friendly Spells
More Apocalypse
Recorder
Shadow Spell Package
Stendarr's Light
Synthesis Redux
Tentapalooza
Tomebound
Tournament of the Ten Bloods
Vigilant
Wards Functionalities Extended
Smaller mods are much quicker to patch than larger ones, so they are getting my priority at the moment, but am planning to tackle Mysticism soon.
The screen now fades to black when time passes during scholarly activities (just like while sleeping) – for more immersion.
Messages/notifications are said in first person instead of third.
The alembic gives alchemy experience (when refining solutions, creating elixirs etc.) – with this it feels more meaningful to advance alchemy than create countless poisons never to be used.
The refining recipes now have a ‘30 to 10’ version if you have enough material – it was easy to end up with hundreds of solutions after dissolving a lot of ingredients, and it took forever to refine them with the default ‘3 to 1’ recipes. It’s much faster when you can refine more at once.
‘Degrade’ recipes for solutions (‘2 to 1’) are now only visible if you have the “Herbalist’s Guide to Skyrim” book in your inventory – I never needed them, and they just tend to get in the way while refining. I didn’t want to completely remove them, so adding an extra requirement for them to show up seemed to be the best way to deal with them.
The weight for theses and rolls of paper is reduced – it didn’t make sense that a single roll was a heavy as a full book with a leather cover. So now a single roll weighs 0.1 (it was 1 vanilla), and the theses weigh depending on how much paper was used to write them (0.1-0.5).
I added a novice alteration spell that transforms a ruined/burned book into 2 rolls of paper. While this is not absolutely necessary given that you can use those books directly for writing, it’s complementary to my weight changes – every book weighs 2, and there are a lot of them in some dungeons, which makes it really easy to reach carrying capacity. If you transform them into rolls, it’ll be 10x less weight to carry. The spell is obtainable via research only.
You can fully recover from mental exhaustion if you sleep for 8h or more – I have seen a lot of people complaining about mental exhaustion and wanting it to be gone, but I personally think it makes sense that it’s included – the real problem with it was how long it took to recover. Often even 12 hours weren’t enough, and that didn’t really work well with a needs mod. If you don’t like the default value of 8, you can change it by typing into the console set _SR_GlobalExhaustionRecoverySleptHours to X – replace X with the value you want. Note that even if you set it to 0, you still need to sleep at least for a moment, because the code that removes exhaustion runs on sleep stop.
Spell Research – Convenience Add-On
IronDusk33 or LordOfDragons01 could you please update the description page here? Thanks!
-Edit- Patch is out if anyone is interested. https://www.nexusmods.com/skyrimspecialedition/mods/33410
Thanks IronDusk33 for the great mod and helpful tutorial on making patches.
This is a really nice mod!
I have a bit of a problem that I would need a bit of help if possible!
For me, I could never use the cauldron, research journal, etc. It said "cannot do this while spell research is importing spells". I managed to work around this by using the hotkey, which worked and allowed me to use the research journal and alembric. When trying to use them from my inventory however, i would get the same error: "cannot do this while spell research is importing spells". I checked in the MCM but everything was normal.
Then I tried updating, and now I still get the same error, but if I check in the MCM I see that it's in a perpetual state of importing.
Is there any way I can fix this? Maybe there is a hotkey to place the cauldron, or some console command (I'm new to this so this last option may be absurd, I don't know).
EDIT: Fixed, check page 3, for "ejdubz" and "SheetsTH". That worked for me.
"Ok fixed it. I used the console command:
set _SR_GlobalImporting to 0
...then reimported spells using the SR MCM.
Note there is a space before that first underscore. That stumped me for a few minutes."
Dino's Spell Discovery was my first foray into this kind of thing, and I gotta say, I did actually manage to learn spells from that mod.
Sure the barriers and dicerolls and thresholds might all be internally consistent and justifiable when only considering this mod and the intellectual notion of spell research, but the established thresholds are such that your whole Skyrim playthrough just kind of sails by as this mod keeps fussing over letting your character learn even one novice/apprentice spell, even with multiple theses and study sessions. Never once successfully interpreted an ancient text either.
Basically, it's a really great idea that would be really great if it actually worked better. I'll look into the MCM settings, but out of the box it was a frustrating experience.
I play with cast costs multiplied to 300% the usual amount, so while my spells are typically also very powerful (magnitudes and durations also stay at around 300%) it is actually pretty crazy to try and cast anything bigger than a firebolt. even a simple shock rune costs upwards of 300 magicka. This makes casting expert/master spells so prohibitively hard that it becomes the ENDPOINT of a playthrough. like, you're playing a scholar whose goals are mastering something incredibly hard rather than an adventurer clearing dungeons.
Spell Research is REALLY a scholar mod, not an adventuring mod.
I recommend that you give the alchemy module of Spell Research a shot, however. you can dump excess ingredients into a cauldron, get industrial quantities of extracts, and install the QOL add-on to mass-process them in bulk amounts. This lets you create absolutely crazy strong alchemy reagents (the elixirs) which have high magnitudes and quadruple the same effect, which leads to always causing their effect even when combined with an ingredient that has nothing in common. These can get crazy. Especially the Concentrated Elixirs (highest tier, usually taking something in the ballpark of 80 ingredients spent to create a sample) where just TASTING the Lingering Damage Health elixir will put you in a world of pain for a whole minute, taking like 15 damage per second just from the ingredient itself. you can create absolutely devastating things with it.
but if you want to learn spells, I suggest the Spellforge instead. it's also interesting, but way more straightforward, and won't bombard you with debuffs or demand micromanaging a small library of notes and theses.
Kinda in the mood to amp everything to something that would be almost unrecognizable to most Skyrim players. Precision and Poise and Mortal Enemies and TK Dodge and stuff have gotten so good you can really learn to block strikes, avoid attacks, be careful about your approach, etc. This can flatten the game too, instead of being heavily dependent on relative level (like sure leveling is fun, but with alternate start mods and harsh stuff like Wounds it can be really tortured in the beginning and then you end up so godlike it stops being as fun near 30).
I'm imagining someone with a quill and parchment in combat taking notes, seems silly.
Current mods (in order):
Anyone know which one(s) are causing the issue?
I want to set it to different values based on what the character is doing.
But I play different timescales, and survival mods so the original system is kinda punishing with these.
Also any compatibility patches for Kittytail's and Darenii's mods?
5. Desecration
6. Arclight
7. Vulcano
8. Stellaris
9. Necrom
10. Flames of Coldharbour
11. Bloodmoon
12. Abyss
13. Lunaris