I have some longer update posts on the Unattuned and Controlled Casting mod pages (in the posts tab), but I wanted to just talk about Spell Extender here briefly.
As I have continued to learn more about making commonlib mods, a lot of the functions here are less useful to me as I am using commonlib plugins instead of papyrus scripts. I will try to give this mod a pass soon and post a small update. This update will be minor, maybe add a new function or two, removing an unsupported function or two, but primarily just cleaning up the code with my new knowledge.
Otherwise, I probably won't be adding much new functionality moving forward unless I find a function I need.
v1.2.1 is now out. This update removed serialization due to some new issues. Do not use the Process() function with this version. copySpell() and combineSpells() will still work, but you will have to set up your scripts to re-modify spells upon loading a save. Otherwise crafted spells will not persist through saves.
Please check out Controlled Casting, my new mod that utilizes Spell Extender!
04/18/23 - I have added a few new functions that I've needed for some mod's I'm working on. The next update will include these additional functions. This next update will not have serialization or anything similar. I have a solution I'd like to use, but as of now, I don't know if it is possible and/or if I am capable enough to implement it, but we shall see.
Over the next few days I will release an update that adds some additional functions. Some people have requested I add functions from some older mods. This update will include some of those, though many actually are already available from other mods (like Papyrus Extender). I am working on putting together a guide on all Spell/Magic Effect functions that are available across base SKSE and plugins which add new native functions. It may not be all-encompassing, but it should help people that are looking to make magic related scripts.
Update: v1.1.0 is uploaded! Added functions from Spellcraft Functions SKSE64 and MagExtender that didn't seem to be upgraded. Many of the functions from those mods that I did not update are possible now with Papyrus Extender and base SKSE. Continue to let me know if there are new functions related to spells/magic effects that you think would be useful.
I've also added a guide I made on the papyrus functions from vanilla, base SKSE, Papyrus Extender, and this mod as an optional download. It should have all of the functions related to spells and magic effects with links to the respective mod pages and other information pages when necessary all in one place!
Still working on my charge time mod. It is publishable as it is now, but I am looking into expanding its functionality a little bit more prior to the initial release.
(ignore the big red "moderator" text below my name; asking as a user) The GitHub link in the description seems to have been removed. Is there a newer link or is the source code no longer available?
eh I mean not really. I have a separate spell crafting mod that works entirely via a commonlib NG plugin semi-working. I still need to polish it quite a bit, but that is not my priority at the moment.
Other then maybe a small update to fix a few small things and neaten up the code a bit, I probably won't do much more with this mod.
Is there any chance you add the mergespell function to grimy plugin ng from .DienesTools - Grimy Plugin - Grimy Utilities DLL.its open source,but the original grimy plugin is not open source though Link to the Ng plugin https://www.nexusmods.com/skyrimspecialedition/mods/82471 Link to the original mod https://www.nexusmods.com/skyrim/mods/69341/
doing so well allow an already working spell making mod to work like spell crafting for skyrim link https://www.nexusmods.com/skyrimspecialedition/mods/19697 currently it doesn't work on the engine side but on the script side it does
you forgot to include grimy plugin from Legacy NG (DienesTools - Grimy Plugin - Grimy Utilities DLL) from https://www.nexusmods.com/skyrimspecialedition/mods/82471 in your guide
A vast majority of those functions are included in other mods like Spell Extender or Papyrus Extender. Both of which are receiving support. I am unsure if MeridianoRus is planning to support these mods as they just provided new dlls. Which the exception of a few functions, I think most are better off using newer, better supported mods if they need those functions.
At any rate, the guide included is not an exhaustive list of all functions. If I have the time, I may update the list to include those, but its not at the top of my priority list.
Hey. I used Spell Extender as a requirement for Controlled Casting. Now I wanna switch to Controlled Casting 2.0.0. Can I uninstall Spell Extender or is there any reason to keep it?
You could uninstall it for now, but I have multiple mods in the works that will require Spell Extender. So its up to you. But it would be safe to uninstall unless you download another mod that requires it.
I was wondering if you're planning on using this to create a Spell Crafting system that works alongside Spell Research? Specifically, utilizing the archetype system to allow you to create a whole new spell based on the theses created using Spell Research.
I imagine it's a pretty daunting task, so if that's not the case, no big deal. Spell Research on its own is pretty solid when combined with other spell packs.
I probably won't be doing that as I am actually in the process of making my own spell learning mod similar to spell research. I like spell research, but there are a lot of things I wanted to do differently so I am making my own version. Eventually, I will extend it to Alchemy and Enchanting as well. I has some plans to work on spell crafting, but on a whole, Skyrim is just not set up for spell crafting to work - at least not like how it did in Oblivion and Morrowind.
Amazing work! I'm currently using one of this mod's functions in a small mod to bring back spell reflection to Skyrim, and it's working flawlessly! Could I request something? A clearSpell function would be very great, it should delete all magic effects from a particular spell I can't seem to find such a function in vanilla, SKSE or PO3's Papyrus Extender, but I'm currently using Papyrus Extender's RemoveEffectItemFromSpell a multiple of times instead I know very little in coding, so I don't know how hard it would be to implement a function like that, so if it is difficult, don't bother with it
That probably wouldn't be too difficult to do. I think the main issue is that as I still don't have serialization or a similar feature working, if you removed magic effects from a spell, they would come back after re-loading a save (or at least after exiting the game and then re-loading a save).
If it is for a Spell that starts out with no magic effects, you add magic effects during the course of gameplay, and then want to clear those effects again, then it would work pretty well.
I can probably make a clear all effects functions fairly easily, again, it would just be an issue with the changes not being permanent across save games.
With the Papyrus Extender function, that should at least have working serialization. So it may be best to continue using that for now.
Thanks for the reply. I get what you mean, but actually I don't need it to persist between saves, at least for my mod, since as you said, the spell starts out with no magic effects. But of course I can wait until you get serialization working
While at it, I know this may be out of scope, since this mod is called "Spell" Extender, but could I also ask for another function called copySpellFromEnchantment, if such a function could be possible? It would, as its name implies, copy all magic effects from an enchantment to the specified spell. It's actually somewhat related to spells since an enchantment could be a staff spell, and someone may want to copy a staff's effects to a normal spell. If you do that you'd be my hero : )
Yeah that is definitely doable, though I think that is already possible, albeit just in more steps. Papyrus functions already exist to get magic effects from enchantments. And there are magic effects to add magic effects to enchantments. So it can already be done. It just would just take more than one function.
Do you know what mod you were using in conjunction with this mod? My guess is that you were using controlled casting (one of my other mods) as that is the main mod I know that requires this mod.
Also in the future, sharing the SpellExtender.log that can be found with other SKSE plugin logs as well as the crash log would be helpful. It is easier for me to diagnose issue with that log sometimes.
At this point, I am not really sure what happened. Hopefully it was a random one-off crash, but it you encounter a similar crash again, keep me updated.
Yes, for this mod I was using Controlled Casting. That's okay, I haven't noticed it repeat at all, but will share the plugin log if it happens again. Just thought I would share in case it's obvious.
I swear, every time someone tries to implement spellcrafting in this game there is always some setback. I'm glad to see someone else picked up the torch. I yearn for the day where we can get an npc that provides a service to make spells and scrolls as seamlessly as in morrowind. I'm aware that it is only one feature of this resource but magic in general is sorrowly lacking in proper attention in this game.
So I have wSkeever's mod essentially working in 1.6.x, however, there's a few issues that I don't think can be fixed at this point.
One, if you have the custom spells equipped when you save and leave the game, they won't properly reload upon reloading the save. Unequipping, saving, and then re-launching the game fixes this.
Two, if you craft a spell in the same slot as a previously crafted spell, it will maintain the previous spells visual until you re-launch the game.
Three, and this one is really unavoidable I think, if you save and quit the game while an active magic effect is on a character, it will not be reloaded. Active effects that alter actor values will become permanent. I personally am not super interested in custom crafted spells, but I will continue to try to optimize these functions to support other mod authors who would like to do so.
Eventually, I may make a spell overhaul that incorporates crafting, but you'd be crafting spells that already exist - not creating your own custom ones. I took the weekend off after spending way too many hours trying to get serialization working and will release an update to this mod, plus an updated version of Simple Obvious Spellcrafting tomorrow afternoon.
Magic in general is sorrowly lacking in proper attention in this game
I agree and that is why magic is the primary focus of my first "suite" of mods. I already release Unattuned - Immersive Spell Failure which adds depth to spell casting by introducing failure mechanics. Probably the next mod I'll release is focused on highly customizable spell casting (charge times). And then I will return to working on a spell learning overhaul that is similar in style to Spell Research, but more focused on gameplay loops rather than paging through menus. I am also working on a general spell overhaul that will end up playing similarly to Mysticism, but with my own spin on balancing, progression, and flair. Spell crafting has been something I've considered, but not something I am as passionate about, but we'll see what I can get to.
46 comments
I have some longer update posts on the Unattuned and Controlled Casting mod pages (in the posts tab), but I wanted to just talk about Spell Extender here briefly.
As I have continued to learn more about making commonlib mods, a lot of the functions here are less useful to me as I am using commonlib plugins instead of papyrus scripts. I will try to give this mod a pass soon and post a small update. This update will be minor, maybe add a new function or two, removing an unsupported function or two, but primarily just cleaning up the code with my new knowledge.
Otherwise, I probably won't be adding much new functionality moving forward unless I find a function I need.
Please check out Controlled Casting, my new mod that utilizes Spell Extender!
04/18/23 - I have added a few new functions that I've needed for some mod's I'm working on. The next update will include these additional functions. This next update will not have serialization or anything similar. I have a solution I'd like to use, but as of now, I don't know if it is possible and/or if I am capable enough to implement it, but we shall see.
Over the next few days I will release an update that adds some additional functions. Some people have requested I add functions from some older mods. This update will include some of those, though many actually are already available from other mods (like Papyrus Extender). I am working on putting together a guide on all Spell/Magic Effect functions that are available across base SKSE and plugins which add new native functions. It may not be all-encompassing, but it should help people that are looking to make magic related scripts.
Update: v1.1.0 is uploaded! Added functions from Spellcraft Functions SKSE64 and MagExtender that didn't seem to be upgraded. Many of the functions from those mods that I did not update are possible now with Papyrus Extender and base SKSE. Continue to let me know if there are new functions related to spells/magic effects that you think would be useful.I've also added a guide I made on the papyrus functions from vanilla, base SKSE, Papyrus Extender, and this mod as an optional download. It should have all of the functions related to spells and magic effects with links to the respective mod pages and other information pages when necessary all in one place!
Still working on my charge time mod. It is publishable as it is now, but I am looking into expanding its functionality a little bit more prior to the initial release.
The GitHub link in the description seems to have been removed. Is there a newer link or is the source code no longer available?
Other then maybe a small update to fix a few small things and neaten up the code a bit, I probably won't do much more with this mod.
Link to the Ng plugin
https://www.nexusmods.com/skyrimspecialedition/mods/82471
Link to the original mod https://www.nexusmods.com/skyrim/mods/69341/
currently it doesn't work on the engine side but on the script side it does
At any rate, the guide included is not an exhaustive list of all functions. If I have the time, I may update the list to include those, but its not at the top of my priority list.
Thank you.
I was wondering if you're planning on using this to create a Spell Crafting system that works alongside Spell Research? Specifically, utilizing the archetype system to allow you to create a whole new spell based on the theses created using Spell Research.
I imagine it's a pretty daunting task, so if that's not the case, no big deal. Spell Research on its own is pretty solid when combined with other spell packs.
Could I request something? A clearSpell function would be very great, it should delete all magic effects from a particular spell
I can't seem to find such a function in vanilla, SKSE or PO3's Papyrus Extender, but I'm currently using Papyrus Extender's RemoveEffectItemFromSpell a multiple of times instead
I know very little in coding, so I don't know how hard it would be to implement a function like that, so if it is difficult, don't bother with it
If it is for a Spell that starts out with no magic effects, you add magic effects during the course of gameplay, and then want to clear those effects again, then it would work pretty well.
I can probably make a clear all effects functions fairly easily, again, it would just be an issue with the changes not being permanent across save games.
With the Papyrus Extender function, that should at least have working serialization. So it may be best to continue using that for now.
While at it, I know this may be out of scope, since this mod is called "Spell" Extender, but could I also ask for another function called copySpellFromEnchantment, if such a function could be possible? It would, as its name implies, copy all magic effects from an enchantment to the specified spell. It's actually somewhat related to spells since an enchantment could be a staff spell, and someone may want to copy a staff's effects to a normal spell. If you do that you'd be my hero : )
Notice
This comment is too large to display.display the commentAlso in the future, sharing the SpellExtender.log that can be found with other SKSE plugin logs as well as the crash log would be helpful. It is easier for me to diagnose issue with that log sometimes.
At this point, I am not really sure what happened. Hopefully it was a random one-off crash, but it you encounter a similar crash again, keep me updated.
Still a bit limited but good for custom magnitude and mixed effects and whatnot
One, if you have the custom spells equipped when you save and leave the game, they won't properly reload upon reloading the save. Unequipping, saving, and then re-launching the game fixes this.
Two, if you craft a spell in the same slot as a previously crafted spell, it will maintain the previous spells visual until you re-launch the game.
Three, and this one is really unavoidable I think, if you save and quit the game while an active magic effect is on a character, it will not be reloaded. Active effects that alter actor values will become permanent. I personally am not super interested in custom crafted spells, but I will continue to try to optimize these functions to support other mod authors who would like to do so.
Eventually, I may make a spell overhaul that incorporates crafting, but you'd be crafting spells that already exist - not creating your own custom ones. I took the weekend off after spending way too many hours trying to get serialization working and will release an update to this mod, plus an updated version of Simple Obvious Spellcrafting tomorrow afternoon.
I agree and that is why magic is the primary focus of my first "suite" of mods. I already release Unattuned - Immersive Spell Failure which adds depth to spell casting by introducing failure mechanics. Probably the next mod I'll release is focused on highly customizable spell casting (charge times). And then I will return to working on a spell learning overhaul that is similar in style to Spell Research, but more focused on gameplay loops rather than paging through menus. I am also working on a general spell overhaul that will end up playing similarly to Mysticism, but with my own spin on balancing, progression, and flair. Spell crafting has been something I've considered, but not something I am as passionate about, but we'll see what I can get to.