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.
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."
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?
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.
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.
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
1019 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."
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
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.