Needs one of this kind of mods for giving spells to NPCs. Use only one
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
-Powerofthree for making the invaluable Spell Perk Item Distributor and liberation us from having to use a plugin to get similar results, but with a lot less compatibility. https://www.nexusmods.com/skyrimspecialedition/mods/36869
-SimonMagus616 for making mysticism which have been one of THE magic mods since 2019. https://www.nexusmods.com/skyrimspecialedition/mods/27839
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 1.9
updated to the 5.0 format
made all summons not get spells the proper way with -S
removed poison spells
changed vampire class to vampire races
NEW SKILL LEVEL DISTRIBUTION:
apprentice 25-49
adept 50-90
expert 75
standardized all spells to have a 20% chance since enemies will have fewer spells now.
added an optional file with the poison spells i removed
Version 1.8
excluded vampires from getting restoration and fire spells
made vampires be able to get some frost and shock spells
Version 1.7
-made fire, frost and storm mages not get destruction spells from the other elements. frost mages wont cast fire spells, etc.
-made the above mentioned mages not get adept conjuration spells. they now only have access to novice and apprentice conjuration spells
-made the elemental mages not get poison spells
Version 1.6
remade the mod to work nicely with mysticism 2.0
excluded vampires from getting restoration healing spells and anti undead spells
vampires are the only ones who can get destruction health absorb spells
included poison spells in the main files with lower percentages. apprentice to expert spells have 5% chance, master spells have 3%.
only vampires can conjure death hound, gargoyle , gargoyle brute, volkihar hound, mistman and wraithman.
conjure seekers and dwemer spider have a lower percentage (5%)
added some illusion and alteration spells that npcs should be able to use (i think)
Mysticism high level spells 1.1
remade that file too
added serana ( i didnt know that she isnt included in any of the follower factions)
Version 1.4
updated the way its written to be more in line with the apocalypse mod i released.
reduced chance to 20 to be in line with my other spid magic mods
added CWDialogueSoldierFaction exclusion to spellcaster file to resolve problem with immersive patrols and added a file in npc file to make summons not get mysticism spells (you can delete it if you dont like it)
updated restoration dmg spells file
Version 1.3
spellcasters only. excluded daedra faction from the spells
Version 1.1
added a few more sun spells to the main files. turns out that npcs will infact use anti undead spells against undead.
removed the ash spell i had included
added an optional file with the missing poison spells from restoration tree. i dont like having restoration spells that deal dmg to non undead npcs, so i didnt include them in the main files.
Version 1.0
added an optional file which gives high level spells to harkons court, college of winterhold and followers
Version 1
removed (all i hope) sun spells that npcs would use ineffectivily against non undead. i let stendarr's aura remain since it can be deadly to vampire players, while not being a big deal if used against non undead.
removed spells are:
eclipse
Sunlight Touch
Sunfire
Radiant Sunbeam
Radiant Grasp
Sunburst
Wall of Sunlight
Daybreak
Reflective Light
Solar Flare
Charged Nova
WHAT DO THE MOD DO:
gives: Conjuration Destruction Restoration and some alteration and illusion spells from Mysticism to npcs. the distribution chance is 20% and 5% for master spells. HOW DOES THE MOD DO IT:
this mod gives spells to any actor who use the ActorTypeNpc string/keyword and who have high enough skill level to use that spell. any humanoid npc (the vanilla playable races, dremora race, mod added humanoid races) will get spells from mysticism. npcs who have 50/90 in conjuration will get adept conjuration spells, if they have 100 then they will get master conjuration spells. this applies to the mysticism spells for npcs main file
any npc who use one of the vanilla spellcaster/hybrid classes will get spells based on their affinity to a school of magic. any class who have 3 or higher in a school of magic will get access to novice to master spells in a school of magic, classes with a 2 will get access to spells from novice to adept. the classes with a 1 wont get any mysticism spells. this applies to the mysticism spells for spellcasters main file https://en.uesp.net/wiki/Skyrim:Classes this is where i get the numbers from. hybrid classes (npcs who use melee weapon while also being able to cast spells) wont be able to cast spells higher than adept, conjurers wont be able to cast destruction spells higher than adept since they specialize themselves in conjuration, this also applies to some destruction mages when it comes to conjuration spells.
installation: just download with manager and enable the mod in your mod manager.
Compatibility:
will affect all npcs from all mods as long as they have have 25+ skill level in a school of magic. also affect hybrid mages like teldryn sero and modded hybrid mage followers. hybrid mages might dual cast spells, it they do, switch to the mysticism spells for spellcasters version.
mysticism spells for spellcasters use mage classes to determine who get what spell. i have used this https://en.uesp.net/wiki/Skyrim:Classes site to determine which spells gets distributed to which class.
additional info: -summons dont get spells. -npcs who level with the player (like followers) can get more spells the higher level they get ingame. spid runs each time the player level up, so if you are level 50 then npcs might have completely different spells from when you were lvl 10. -vampires dont get restoration spells. -pyro, cryo and electromancers dont cast destruction spells from outside of their element with the spellcaster main file.
RECOMMENDED: Papyrus Tweaks NG to improve the script engine and possibly reduce/fix performance issues.
all kinds of feedback is appreciated, so dont hesitate to call out bugs, bad balance or shitty design.