About this mod
Have complete control over the spells that can be sold from vendors. Made for customization to fit any spellcaster's load order.
- Requirements
- Permissions and credits
- Changelogs
I started creating this mod about half a year ago when I wasn't exactly satisfied with the options on hand for spell encountering. First off, I personally enjoy finding spells out in the wild, but didn't like encountering a massive amount of spells in vendors. Like most things in this game modding can fix this issue, however the one's I found removed the options wholesale. Vendors, loot, just about any spell tome anywhere they would be removed from the game.
This paired nicely with Spell Learning systems, such as Spell Research, Spell Learning and Discovery, Grimoire - Spell Mastery, but learning with the latter depends on spell tomes, and learning in the former is far too slow (and rightfully so) to learn a steady stream of spells with. To top it all off, for mods that inject leveled lists it would need a patch.
Spell Deja Vu solves all these problems and provides customization options for those who want more control over what spell vendors or even non-spell vendors sell them.
Features
- Main Feature: Spell Discovery & Rediscovery
Spells no longer flood a vendor's inventory. The only spells that will show up are those that are discovered or one's that you known if you so choose. Spell Tome Discovery can be customized, allowing for different ranks of spells (Novice, Adept, etc) to be treated differently compiling them in categories of high chance, low chance or medium chances, or even with the option to always allow them or never allow them. The MCM Customizer also has an option to assign these custom categories onto an individual spell itself overwriting it's native category.
There are deeper options for those who want to customize their experience even further, you can tie the chances of individual spells to their value, along with a value that determines how deeply that value should weight in on the chances.
Spells that you do know have some customization options as well, allowing to you to assign chances that you'll lose some of the spells you'll rediscover, or you can choose to never find spells you know again.
In addition you can choose to have spell vendors have less of a chance to sell spells than normal spell vendors. If a spell vendor doesn't explicitly sell spells but can still buy/sell them, the chances of finding a spell there will receive a penalty. You can even make this penalty remove spells from non-spell vendors entirely.
-Highly Compatible
Spell Deja Vu is highly compatible, not overriding a single original game file and editing none of the game settings. Instead it reads the games standard leveled lists and collects spells that can be sold from that. But fear not if your mod list has custom vendors with custom leveled lists. Spell Deja Vu uses a dynamic inclusion method that when interacting with a merchant will inspect and induct unmanaged spells. This option can be turned on and off in the tools section of the MCM.
-Made to work with a variety of Playstyles
As I've said, I like to have less spells when speaking to vendors, however I love spell mods. Apocalypse, Arcanum, Lost Grimoire, you name it. But the downside to so many spells in the inventory is that it's hard to try them all out when flooded with so many options. Perhaps you're like me, and you just need something to reign in the view a little bit. Or perhaps you want to remove all spells from every vendor forever. Or maybe you want to only rediscover spells that you've previously known. Whatever you're preference is with how often or little you want to see your spells Spell Deja Vu has something for you (as long as that's not wanting to see a bunch of spells in some capacity but you get the jist of what I'm saying).
Technical Information
-Installation
As standard as you'd expect, just load it into any one of your mod managers and it should work just fine.
-Requirements
Other than the the obvious DLCs, it requires SKSE and SkyUI (if you want to customize your options, though even if you don't I would recommend it).
-Compatibility
* While this mod does boast a pretty generally compatible set up, it has currently one perceived incompatibility in Spell Learning and Discovery. While the most of this is compatible with that mod, the part that isn't compatible is the category Customizer which allows you to change the chance category of specific spell. Other than that (and I do plan to fix this but I need to do some testing first), this mod should be fully compatible with everything out there especially the major spell mods.
-Things you should know about
* The system works on most npc's just fine but there is one exception of certain pawn shop traders who sell spells. It doesn't break anything, but the inner workings of the mod depend on the contents of a chest (more specifically the spell books) to be the same from respawn to respawn. These traders sell spells seemingly at random intervals and buying spells from them will be naturally unreliable. I will either exclude them from the process or find some emergency method of dealing with it (likely the latter).
* Currently this mod doesn't have an "Uninstall" button. I need to do more research in what exactly would need to be done to uninstall a mod as safely as possible. But at the current moment there isn't much that would prevent you from uninstalling. Please note, that for record keeping this mod does put a faction on npc's to record where their merchant faction is and if they are someone that I cannot find spells on. As of this current time, it hasn't caused me any problems and has worked fine. If any issues arise please get back to me on it.
Other than that, it would be possible to uninstall it and clean the save of orphaned scripts.
* If you uninstall a spell mod the lists that store them will need to be reset, however at the current time this means your settings will be reset as well (though all the spells will still be there). It is really only the custom options that will be lost. The categorization of the spells to their rank will still remain.
- Future Plans
* Fix the possible incompatibility with Spell Learning and Discovery
* Fix the reset issue
Credits
me >:^D
-Recommended Mods (Try em)
Spell Research https://www.nexusmods.com/skyrimspecialedition/mods/20983
Grimoire - Spell Mastery https://www.nexusmods.com/skyrimspecialedition/mods/31349
Spell Learning and Discovery https://www.nexusmods.com/skyrimspecialedition/mods/17446