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IronDusk33

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IronDusk33

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  1. IronDusk33
    IronDusk33
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    New UI Mod to view Spell Research Experience, by UrbanVibes: https://www.nexusmods.com/skyrimspecialedition/mods/28355
  2. LordOfDragons01
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    I have made and released a 2.2 patch mod.
     
    Spell Research - Patch Compendium
     
    Current mods patched:
    Spoiler:  
    Show

    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.
  3. Voeille
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    I uploaded my add-on/patch with various improvements, I changed the following:
    Spoiler:  
    Show

    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
  4. phenderix
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    Phenderix Magic World is now compatible with Spell Research!

    IronDusk33 or LordOfDragons01 could you please update the description page here? Thanks!
  5. Furongod
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    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.
  6. gartoden
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    Hello!

    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."
  7. Shiznasty
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    "LordofDragons frequently updates the spell patch compendium"
  8. Machaeus
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    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
    • Mysticism - I4 Patch
    • Sorcerer: A Staff and Scroll Overhaul
    • Staff Enchanting Plus
    • CARE - Core Attribute Remaster and Expansion

    Anyone know which one(s) are causing the issue?
  9. sajtoskeksz
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    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?
  10. gamingaccount08
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    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.
  11. Eyre11
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    Anyone knows if there is a separated Victorian-Era style alchemy system? I don't want to search spells but this alchemy system seems interesting
    1. Perricasa
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      There's The Hermetic Art - Alchemy ReImagined, that might be what you're looking for!
  12. VirtuBerks
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    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".
    1. Tyewynd
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      I'm having this issue too.
  13. Qweeen
    Qweeen
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    can you make patches for the mods added by Darenii, Natura,   Arcane
    5.    Desecration
    6.    Arclight
    7.    Vulcano
    8.    Stellaris
    9.    Necrom
    10.  Flames of Coldharbour
    11.  Bloodmoon
    12.  Abyss
    13.  Lunaris
    1. Axtray
      Axtray
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      They are already there, look harder
    2. WitchRolina
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      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?
    3. TheTrueDarkler
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      start here and learn how to install the synthesis patch so you don't end up having tons of Esp's and confusion in you load order
  14. on1cyb0rg
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    Recently all items from this mod stopped working for me. Simply using them from the inventory menu did nothing. It seems like the player alias script was detached from the player.

    So these console commands helped me to fix the issue:

    1. First, check whether the issue described above is actually present:
    ShowQuestAliases _SR_QuestAlias

    The output should look like:
    REF 'PlayerRef' -> NONE

    If this is your case then the commands below will help you. If not, then your problem is something different.


    2. Reattach the script to the player alias:
    ssq _SR_QuestAlias
    prid 14
    ForceRefIntoAlias PlayerRef

    After running each command in the console the mod's items started working again for me.


    Hope this info helps someone.
  15. jarrod1989yep
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    Very cool and complex mod that adds a lot to the game for mages. I did a ton of researching archetypes before I attempted creating a spell because I was nervous about failing lol.
  16. Azraile
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    can you still buy spells with this or dose it take away spells from venders?
    1. 1Urbane
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      you can kinda still buy spells from vendors they just are not directly learnable you can study a tome and then make a spell with the knowledge that gives you it will also tell you exactly how that tome was made (so you can make it ) if you "understand it " which at low levels happens at least 1 in 5 times