I know I'm late to the party, but I wanted to add my take on this mod: I'm playing a pretty hardcore survival Requiem set up, so I kind of wanted some mods that would help alleviate the insane septim costs of nearly everything...but I also didn't just want "free stuff". Running iNeed and Hunterborn, it gets rather expensive throughout the game. I have the "followers have needs" and "horse needs" turned on, so I need as many ingredients for cooking as I can possibly get. Enter, Heljarchen Farm. But the septim cost of getting the farm set up is easily 30k septims. Enter, The Drunken Dragon (I just use a lot of restraint to not abuse TDD as it can easily turn into a massive septim booster). There, now I have a good cycle of creating my own produce and ingredients while also selling the mead I create for a decent and reasonable amount income. Now, with that set up, I can start using my alchemy ingredients growing on my farm to help learn a few starting spells with Spell Research. After I get started with a handful of archetypes, I just spend my days micromanaging my farm and store while spending at least 9 hours out of my day to study and experiment with creating spells. This loop is incredibly engaging, though I can't say it really fits a specific role-play theme. It's incredibly fun for me though. I've easily wasted 30 hours harvesting ingredients, planting seeds, mixing batches of mead, hauling the mead and extra food stuffs to my bar, and then spending the remainder of my day studying and experimenting. Now, I can hear someone already thinking "But how do you gain perks? How to do you gain levels?" Easy. If I don't have any spells to learn then I just pick up which ever quest I left unfinished and leave my hired hands to tend to the farm while my bar goes through it's stock. Again, this set up may not fit a specific role-play theme, but it is incredibly engaging and satisfying to have it all up and running smoothly. Oh yeah...I forgot about my input about Spell Research... It's a cool mod for those that take the time to figure it out. 8/10, would recommend.
There's an addon someone made called, "Writing Materials for Spell Research" that lets you craft paper, charcoal, and ink from firewood. Comes with a free quill.
Right? RP wise it makes so much more sense why the Nords have such disdain for magic. Easier to just swing an axe. Especially in a civil war when you don't have a decade to study magic. Now it requires resources, patience and study. As all magic should :)
@@Sethiroth_Gaming What helps in this case is a lot of mods make it to where you can have many builds in builds. While adding in effort. I just need to discover a baseline of mods that work so, I am not adding up mods and can keep characters consistent without adding too much to game. Of course I did always consider Magic and Science to be one in the same. I never really blurred the lines between them. Of course a flaw of this mod could be the lack of influence from trainers and vanilla starting spells.
That was smart getting a spell in each school before starting up the mod. I started the mod with just two spells known and it's been rough trying to branch out to new schools.
Right? You basically have to wait until a thesis drops for that specific school of magic. I suppose you could also dabble in alchemy, until you find the right infusion that gives you exp in the desired school of magic. That could work too. Keep in mind, you can only directly study thesis with the mod "Spell Research - Tweaks and Merchantilism" www.nexusmods.com/skyrimspecialedition/mods/42285 Hope this helps!
@@Sethiroth_Gaming thanks! Ah ok I missed that tweaks mod. I also just used cc commands to give me an alteration spell to speed up the process ... haha.
I use Sunhelm which makes me eat but I also use Camping. Grab an axe, a fishing pole and craft a tent with one bedroll. Setup camp near the river close to Riverwood and eat fish while living out of a tent.
This mod compliments ordinator or vokrii well because of the skill lines that buff scrolls throughout and let you get xp while using them. With this mod, it's much easier to play a character that never uses their own magic, favoring scrolls and enchanted staffs instead.
If you give fire wood even 1 pice to the inn in whiterun you can stay there for free forever as well. Also I recommend getting the stationary merchant mod and merchants sell paper mod because it's hard to get paper otherwise.
If you start in a larger town where there's a carriage for hire you can form a circuit of cities and make the rounds, buying alchemy ingredients and making potions. That will finance anything you want to do, especially if you set up "your market stall" according to the mod and sell for similar to what the merchants get (about 230-250%). Those stalls are cheap to make and you can place multiples of them anywhere. They can serve as no-respawning containers at lvl 1. You never have to fight anything or loot anything to get filthy rich. Isn't that how most people would play if they actually lived in Skyrim? I always stop by the Dibella temple in Markarth and grab the 10% speech buff. It lasts a good long time and always keep those beggars happy for another 10% speech buff. If you find a Dibella or haggling or Zenithar necklace you're even better off. Buy the iron ore not the ingots and only buy the cow hides and the horse hides. You can make weapons for profit also which will give you something to enchant. Petty soulgems? I buy the filled ones only. At least until obtaining the soulcloak spell and am strong enough to venture into danger. No hurry though the city circuit will provide you with everything you need to become godlike without ever actually risking getting killed. Crabs are great armor skill instructors you can always outrun them. Very friendly too ;P The idea is to never die even one time the whole way through, just as motivated to stay alive as you would be if you actually lived in Skyrim. Hey I'm at lvl 16 doing this and have the drunken dragon which cost me 7,500 and over ten k gold in my pocket not to mention about twenty enchanted weapons in my stall and 50 potions base valued at over 100 each. The stamina and the turn undead are the two most valuable enchantments you can get at very low levels. ..
Those are some great ideas :) I'll keep them in mind for this playthrough, once I switch away from the Lover Stone / Zenithar worship. Gold will not be an issue once we become favored of Zenithar... Just gotta find some spells strong enough to put a dragon in his place ... Fingers crossed!
@@Sethiroth_Gaming Very cool. I currently use the drunken dragon not as a shop but simply as a house where I can research in peace without having to initiate the main dragonborn questline. Nice bed there and nobody to bother me. I just made a grande circuit through all the cities and dumped all my ingredients into my cauldron. Using the alchemy experimenter perk I was able to easily and abundantly fuel my cauldron. Produced a TON of solutions which I converted into archetype experience. From there I was able to discover the stoneflesh spell which allows me to greatly expand my experience laterally across the apprentice level. I think you generally have more success if you target the precise spell you want to discover based on the novice equivalent. In stead of the nature archetype which contributes to oakflesh I figured earth would be used for stone flesh and bingo it worked. Lotta fun I'm so glad you showed me I could research my own spells :) ..
@@MrDavePed You're welcome! I had a similar experience trying to unlock "Ocato's Recital". Guessed that the "infusing" archetype would be the key. Bingo!
I love the idea of this mod. The College didn't even feel like a college at all. I would have had each master give an in introductory class in their specific field and have that be the only way you gain access to it's spells and skill tree. Then once you have a basic knowledge of say Illusion from Drevis' class, you're left to study and develop on your own akin to something like this. With your max magika organically growing like a muscle the more you play around with various spells.
There’s a mod that adds some mini classes/ quests to learn spells from the professors in the college, I think it’s by jayserpa. But I totally agree, it’d be nice to have more interactions with the teachers/students at the college/ things to do there.
Not sure what I am doing, I have a few patches for this mod. I am getting 3 separate mental exhaustion debuffs? Sleep only recovers one of them & I have full mana despite the debuffs locking me out of further research?
@@Oneiromaniac Alright. Here's the spell research related mods I'm using, pulled right from MO2. First is "Spell Research", next is "Spell Research - Patch Compendium", then "Spell Research Tweaks and Mercantilism", then a couple patches for Odin and Triumvirate. Just let Loot organize those in the proper order. I'm not sure about that triple mental exhaustion debuff. Try loading a new profile with just the spell research mod / your alternate start mod, and see if the same issue persists. If not, it could be conflict with another mod. You can find those by scanning for them on sse edit. You can also go to the "posts" and "bugs" sections on the mod page and see if anyone else has recently had the same problem. Hope something here helps!
@@Sethiroth_Gaming Ah I partially figured it out, because I am running Challenging Spell Learning with Challenging Grimoire Research, when I failed to learn a spell from a tome it hit me with the extra 2 debuffs. It says they only last 10mins, however I could not get rid of them, perhaps a disease cure was the key. I loaded a previous save & am not going to learn any times until I have a big mana pool to lower the rate of failure. Ty for getting back to me, & hope this helps anyone that reads!
The experience mod completely negates the concern of leveling a skill too fast and being under equipped and over leveled. You'd just have to remove the skill caps the mod defaults to lol. I like the idea of a mage studying in a tower for x amount of time and then being decently powerful coming out due to the extensive research they did in there.
@@Sethiroth_GamingHi, you think this mod is still playable nowadays in may 2023? I saw it hasn’t been updated in a while and most videos on it are rather old
@@s.c4754 Long as your other mods are compatible, sure. 2023 the main issue is, if you're using AE version of Skyrim, you gotta make sure the rest of your mods are AE friendly. You can check the mod description and file tabs to be sure.
At 17:30 you talk about studying thesis but I can't get that to work. It says I need a tongs and I have a tongs in my inventory but it doesn't work. I keep getting the message that I need tongs. I never get to the menu which prompts for base properties or secondary properties. I did discover that apprentice level 700 is about where you can start making apprentice level spells which is how I made all my apprentice level spells. I'd still like to know how to study those thesis though because that looks more efficient. If you have any suggestions please let me know. Thanks. ..
Hmm... That's an odd bug. I've never had to use tongs to study thesis. I just find them in my misc menu, click on 'em, and the option pops up to study them. You definitely need to have a research journal in your inventory though, along with all the ingredients to write your own thesis (quill, ink and paper). Try running the Spell Research mods alone, in a new playthrough, just for long enough to create your own thesis and try to study them. If the bug goes away when Spell Research is alone (no other mods in the load order), then you'll know it was from another mod. Hope this helps!
I am stuck on this mod. I haven’t been able to unlock a single archetype even after spending over 100 hrs in research. Is this normal? I have all the requirements and patches
Here's a guide for the mod. It includes a list of the amount of exp you should have in each archetype, in order to successfully create a spell of each difficulty. www.reddit.com/r/ultimateskyrim/comments/adaldf/spell_research_guide_for_ult_sky_34/ What do you mean by "unlock a archetype"? Technically, once you research one of the spells you start with, you can unlock those archetypes. Do you mean you are researching your spells, but their related archetypes aren't gaining exp?
I'd love to try this mod, but I'm pretty sure the dynamic magic/stamina mod I have installed might make the magicka requirement just a tad bit moot xD (since that mod raises magic/stamina pool the more you use spells/power attacks and sprinting). Not to say I /wouldn't/ use this mod in conjunction with dynamic magic/stamina, as it would make sense for a mage to have better magic reserves the more they use spells. :B
No idea. You can always save before hand, install it and find out? Just make sure that, if you do find bugs, you start a new game with the mod in place and see if it works from there. It's sad when modders get hammered with bug reports from players that didn't do sufficient testing first.
@@Sethiroth_Gaming Sorry I meant how did you install it properly so that there are no vanilla tomes. I tried both mid-save and new save installations already with little change so I'm confused. Thinking about it, are the vanilla tomes even supposed to be deleted?
@@gavins9846 That would be this bad boy right here: www.nexusmods.com/skyrimspecialedition/mods/22139. Sorry if I wasn't more clear. The trouble with some of these mods is you actually need a group of mods to obtain a specific effect. It can get confusing. I should have been more clear. Since it only affects the leveled lists, you might be able to install it mid-game, but you should definitely save before installing it, just in case.
I have a brand new problem. I started this spell research and have been very careful to start with no spells whatsoever in order to start the research without any advantages. The problem is one of the mods I have installed has been dropping new spells into my castable spell list without me knowing about it. I suddenly realized I had not one not two but seven new spells at level 6. I have not begun to research any spells yet at all. I didn't read or open any spellbook they just appeared from parts unknown. Is it Triumvirate? Odin? Wenches? These I have newly installed but if they are going to dump random spells into my list unannounced I must remove them. Any idea which mod might be doing this? Thanks. All the new mods I pulled from your list so I figure you must be aware of this phenomenon. ..
@@Sethiroth_Gaming They are just standard vanilla spells. Suddenly I discovered I had learned seven of them. Not sure what caused that to happen. Since I have disabled Wenches, Triumvirate and Odin that does not happen with my fresh start. Apparently it is not something which one of those is supposed to be doing or you would already be familiar with it. Thanks. ..
Gonnasay it, this mod, at least in VR, i the least inmersive mod ever, the way it works just takes you out of the inmersion completly and gives you a headache inducing experience of enless menuing and waiting times
I think this is way too convoluted way of getting spells. A cooler way would be to increase the drops of spells throughout the world and not sold by npc's so the more enemies you kill the more powerful mage you become.
This is a relatively immersive mod. If you combine it with a spell tome learning and a spell crafting mod then it can be balanced out. Magic is like science and requires study.
Yep, it's definitely a mod that depends on the player's tastes. Some people want a more difficult process to learn magic. Some wnat something a little more streamlined. There are mods for both avenues of players :)
I know I'm late to the party, but I wanted to add my take on this mod:
I'm playing a pretty hardcore survival Requiem set up, so I kind of wanted some mods that would help alleviate the insane septim costs of nearly everything...but I also didn't just want "free stuff".
Running iNeed and Hunterborn, it gets rather expensive throughout the game. I have the "followers have needs" and "horse needs" turned on, so I need as many ingredients for cooking as I can possibly get.
Enter, Heljarchen Farm. But the septim cost of getting the farm set up is easily 30k septims. Enter, The Drunken Dragon (I just use a lot of restraint to not abuse TDD as it can easily turn into a massive septim booster). There, now I have a good cycle of creating my own produce and ingredients while also selling the mead I create for a decent and reasonable amount income.
Now, with that set up, I can start using my alchemy ingredients growing on my farm to help learn a few starting spells with Spell Research. After I get started with a handful of archetypes, I just spend my days micromanaging my farm and store while spending at least 9 hours out of my day to study and experiment with creating spells.
This loop is incredibly engaging, though I can't say it really fits a specific role-play theme. It's incredibly fun for me though. I've easily wasted 30 hours harvesting ingredients, planting seeds, mixing batches of mead, hauling the mead and extra food stuffs to my bar, and then spending the remainder of my day studying and experimenting.
Now, I can hear someone already thinking "But how do you gain perks? How to do you gain levels?" Easy. If I don't have any spells to learn then I just pick up which ever quest I left unfinished and leave my hired hands to tend to the farm while my bar goes through it's stock.
Again, this set up may not fit a specific role-play theme, but it is incredibly engaging and satisfying to have it all up and running smoothly.
Oh yeah...I forgot about my input about Spell Research... It's a cool mod for those that take the time to figure it out. 8/10, would recommend.
There's an addon someone made called, "Writing Materials for Spell Research" that lets you craft paper, charcoal, and ink from firewood. Comes with a free quill.
Oh, that's going into my mod list soooo fast :)
Finally, a Mage levels up studying, which MAGES are known for
Right? RP wise it makes so much more sense why the Nords have such disdain for magic. Easier to just swing an axe. Especially in a civil war when you don't have a decade to study magic. Now it requires resources, patience and study. As all magic should :)
@@Sethiroth_Gaming Winterhold is sinking, and Mages study, Skyrim is burning, and Mages study
@@eddoh2701 Always. Never know if you'll just develop a spell to hop into a different plane of existence :)
@@Sethiroth_Gaming What helps in this case is a lot of mods make it to where you can have many builds in builds. While adding in effort. I just need to discover a baseline of mods that work so, I am not adding up mods and can keep characters consistent without adding too much to game. Of course I did always consider Magic and Science to be one in the same. I never really blurred the lines between them. Of course a flaw of this mod could be the lack of influence from trainers and vanilla starting spells.
bro this channel is super helpful for my play-styles and is very underrated
Thanks so much!
Amazing mod list. Thank you for this. I added no spell sold àto my mod list. like the fact that all spell need to be learn with research
I love that mod. Really enforces the idea of developing magic on your own.
This is a great mod especially paired with better spell learning. Definitely gotta try it out sometime
For sure :) It adds soooo many more spells to discover!
That was smart getting a spell in each school before starting up the mod. I started the mod with just two spells known and it's been rough trying to branch out to new schools.
Right? You basically have to wait until a thesis drops for that specific school of magic.
I suppose you could also dabble in alchemy, until you find the right infusion that gives you exp in the desired school of magic. That could work too.
Keep in mind, you can only directly study thesis with the mod "Spell Research - Tweaks and Merchantilism"
www.nexusmods.com/skyrimspecialedition/mods/42285
Hope this helps!
@@Sethiroth_Gaming thanks! Ah ok I missed that tweaks mod. I also just used cc commands to give me an alteration spell to speed up the process ... haha.
@@christopherrowley7506 Been there!
i made sure i have 1 spell from each schools before activating the no spell sold XD
I use Sunhelm which makes me eat but I also use Camping. Grab an axe, a fishing pole and craft a tent with one bedroll. Setup camp near the river close to Riverwood and eat fish while living out of a tent.
I love it :) Much more immersive than my first Skyrim playthrough, lol.
Yes! And thirty minutes, too! I won't be alone at dinner tonight
This mod compliments ordinator or vokrii well because of the skill lines that buff scrolls throughout and let you get xp while using them. With this mod, it's much easier to play a character that never uses their own magic, favoring scrolls and enchanted staffs instead.
True, I hadn't thought of that approach before. Cool :)
If you give fire wood even 1 pice to the inn in whiterun you can stay there for free forever as well. Also I recommend getting the stationary merchant mod and merchants sell paper mod because it's hard to get paper otherwise.
Nice!
If you start in a larger town where there's a carriage for hire you can form a circuit of cities and make the rounds, buying alchemy ingredients and making potions. That will finance anything you want to do, especially if you set up "your market stall" according to the mod and sell for similar to what the merchants get (about 230-250%). Those stalls are cheap to make and you can place multiples of them anywhere. They can serve as no-respawning containers at lvl 1. You never have to fight anything or loot anything to get filthy rich.
Isn't that how most people would play if they actually lived in Skyrim? I always stop by the Dibella temple in Markarth and grab the 10% speech buff. It lasts a good long time and always keep those beggars happy for another 10% speech buff.
If you find a Dibella or haggling or Zenithar necklace you're even better off. Buy the iron ore not the ingots and only buy the cow hides and the horse hides. You can make weapons for profit also which will give you something to enchant. Petty soulgems? I buy the filled ones only. At least until obtaining the soulcloak spell and am strong enough to venture into danger. No hurry though the city circuit will provide you with everything you need to become godlike without ever actually risking getting killed.
Crabs are great armor skill instructors you can always outrun them. Very friendly too ;P
The idea is to never die even one time the whole way through, just as motivated to stay alive as you would be if you actually lived in Skyrim. Hey I'm at lvl 16 doing this and have the drunken dragon which cost me 7,500 and over ten k gold in my pocket not to mention about twenty enchanted weapons in my stall and 50 potions base valued at over 100 each. The stamina and the turn undead are the two most valuable enchantments you can get at very low levels.
..
Those are some great ideas :) I'll keep them in mind for this playthrough, once I switch away from the Lover Stone / Zenithar worship. Gold will not be an issue once we become favored of Zenithar... Just gotta find some spells strong enough to put a dragon in his place ... Fingers crossed!
@@Sethiroth_Gaming Very cool. I currently use the drunken dragon not as a shop but simply as a house where I can research in peace without having to initiate the main dragonborn questline. Nice bed there and nobody to bother me.
I just made a grande circuit through all the cities and dumped all my ingredients into my cauldron. Using the alchemy experimenter perk I was able to easily and abundantly fuel my cauldron. Produced a TON of solutions which I converted into archetype experience.
From there I was able to discover the stoneflesh spell which allows me to greatly expand my experience laterally across the apprentice level. I think you generally have more success if you target the precise spell you want to discover based on the novice equivalent. In stead of the nature archetype which contributes to oakflesh I figured earth would be used for stone flesh and bingo it worked.
Lotta fun I'm so glad you showed me I could research my own spells :)
..
@@MrDavePed You're welcome! I had a similar experience trying to unlock "Ocato's Recital". Guessed that the "infusing" archetype would be the key. Bingo!
I love the idea of this mod. The College didn't even feel like a college at all.
I would have had each master give an in introductory class in their specific field and have that be the only way you gain access to it's spells and skill tree. Then once you have a basic knowledge of say Illusion from Drevis' class, you're left to study and develop on your own akin to something like this. With your max magika organically growing like a muscle the more you play around with various spells.
There’s a mod that adds some mini classes/ quests to learn spells from the professors in the college, I think it’s by jayserpa. But I totally agree, it’d be nice to have more interactions with the teachers/students at the college/ things to do there.
My mod won't let me study thesis or find them in the wild. How did you make it to where you can study them? Or is it a separate mod? Thanks
Thanks for the guide, we'll explained & a good strategy.
You're welcome :)
Not sure what I am doing, I have a few patches for this mod. I am getting 3 separate mental exhaustion debuffs? Sleep only recovers one of them & I have full mana despite the debuffs locking me out of further research?
@@Oneiromaniac Alright. Here's the spell research related mods I'm using, pulled right from MO2. First is "Spell Research", next is "Spell Research - Patch Compendium", then "Spell Research Tweaks and Mercantilism", then a couple patches for Odin and Triumvirate. Just let Loot organize those in the proper order. I'm not sure about that triple mental exhaustion debuff. Try loading a new profile with just the spell research mod / your alternate start mod, and see if the same issue persists. If not, it could be conflict with another mod. You can find those by scanning for them on sse edit. You can also go to the "posts" and "bugs" sections on the mod page and see if anyone else has recently had the same problem. Hope something here helps!
@@Sethiroth_Gaming Ah I partially figured it out, because I am running Challenging Spell Learning with Challenging Grimoire Research, when I failed to learn a spell from a tome it hit me with the extra 2 debuffs. It says they only last 10mins, however I could not get rid of them, perhaps a disease cure was the key. I loaded a previous save & am not going to learn any times until I have a big mana pool to lower the rate of failure. Ty for getting back to me, & hope this helps anyone that reads!
Hmm bt now I cannot 'Compose Spell' it has the same menu as 'Compose Thesis'..
this mod is my newest motivation to save up for a gaming laptop
Game on :)
The experience mod completely negates the concern of leveling a skill too fast and being under equipped and over leveled. You'd just have to remove the skill caps the mod defaults to lol. I like the idea of a mage studying in a tower for x amount of time and then being decently powerful coming out due to the extensive research they did in there.
Agreed, that's why I liked adding that mod into survival playthrough. You become the ultimate "home schooled archmage", lol!
@@Sethiroth_GamingHi, you think this mod is still playable nowadays in may 2023? I saw it hasn’t been updated in a while and most videos on it are rather old
@@s.c4754 Long as your other mods are compatible, sure. 2023 the main issue is, if you're using AE version of Skyrim, you gotta make sure the rest of your mods are AE friendly. You can check the mod description and file tabs to be sure.
Bleak falls burrow has a quill next to the paralysis potion and fireball scroll
Hahaha. I forgot about that. I love how mods change your playstyle so quickly. Now I have to memorize quill locations, lol
At 17:30 you talk about studying thesis but I can't get that to work. It says I need a tongs and I have a tongs in my inventory but it doesn't work. I keep getting the message that I need tongs. I never get to the menu which prompts for base properties or secondary properties.
I did discover that apprentice level 700 is about where you can start making apprentice level spells which is how I made all my apprentice level spells. I'd still like to know how to study those thesis though because that looks more efficient.
If you have any suggestions please let me know. Thanks.
..
Hmm... That's an odd bug. I've never had to use tongs to study thesis. I just find them in my misc menu, click on 'em, and the option pops up to study them. You definitely need to have a research journal in your inventory though, along with all the ingredients to write your own thesis (quill, ink and paper).
Try running the Spell Research mods alone, in a new playthrough, just for long enough to create your own thesis and try to study them.
If the bug goes away when Spell Research is alone (no other mods in the load order), then you'll know it was from another mod.
Hope this helps!
There is an enchanting table and an alchemy lab in the upper floor of the hall of countenance at the college.
..
I am all down for Nerdrim.
pew pew fireball wizardboi.
I am stuck on this mod. I haven’t been able to unlock a single archetype even after spending over 100 hrs in research. Is this normal? I have all the requirements and patches
Here's a guide for the mod. It includes a list of the amount of exp you should have in each archetype, in order to successfully create a spell of each difficulty.
www.reddit.com/r/ultimateskyrim/comments/adaldf/spell_research_guide_for_ult_sky_34/
What do you mean by "unlock a archetype"? Technically, once you research one of the spells you start with, you can unlock those archetypes. Do you mean you are researching your spells, but their related archetypes aren't gaining exp?
I'd love to try this mod, but I'm pretty sure the dynamic magic/stamina mod I have installed might make the magicka requirement just a tad bit moot xD (since that mod raises magic/stamina pool the more you use spells/power attacks and sprinting).
Not to say I /wouldn't/ use this mod in conjunction with dynamic magic/stamina, as it would make sense for a mage to have better magic reserves the more they use spells. :B
It's true, not all mods play well together. I have different profiles for different "themes" of play. One for survival, one for halloween, etc.
How did you remove modded spell books from vendors ?
Can this mod be installed mid-save? When i imported spells, all the original tomes still exist.
No idea. You can always save before hand, install it and find out? Just make sure that, if you do find bugs, you start a new game with the mod in place and see if it works from there. It's sad when modders get hammered with bug reports from players that didn't do sufficient testing first.
@@Sethiroth_Gaming Sorry I meant how did you install it properly so that there are no vanilla tomes. I tried both mid-save and new save installations already with little change so I'm confused. Thinking about it, are the vanilla tomes even supposed to be deleted?
@@gavins9846 That would be this bad boy right here: www.nexusmods.com/skyrimspecialedition/mods/22139. Sorry if I wasn't more clear. The trouble with some of these mods is you actually need a group of mods to obtain a specific effect. It can get confusing. I should have been more clear. Since it only affects the leveled lists, you might be able to install it mid-game, but you should definitely save before installing it, just in case.
@@Sethiroth_Gaming Ahh. That.. explains EVERYTHING. Thanks!
@@gavins9846 Happy to help!
I have a brand new problem. I started this spell research and have been very careful to start with no spells whatsoever in order to start the research without any advantages. The problem is one of the mods I have installed has been dropping new spells into my castable spell list without me knowing about it. I suddenly realized I had not one not two but seven new spells at level 6. I have not begun to research any spells yet at all. I didn't read or open any spellbook they just appeared from parts unknown.
Is it Triumvirate? Odin? Wenches? These I have newly installed but if they are going to dump random spells into my list unannounced I must remove them. Any idea which mod might be doing this? Thanks. All the new mods I pulled from your list so I figure you must be aware of this phenomenon.
..
Random spells popping onto your spell list? What are they called? Maybe I can back track 'em.
@@Sethiroth_Gaming They are just standard vanilla spells. Suddenly I discovered I had learned seven of them. Not sure what caused that to happen. Since I have disabled Wenches, Triumvirate and Odin that does not happen with my fresh start.
Apparently it is not something which one of those is supposed to be doing or you would already be familiar with it.
Thanks.
..
Gonnasay it, this mod, at least in VR, i the least inmersive mod ever, the way it works just takes you out of the inmersion completly and gives you a headache inducing experience of enless menuing and waiting times
You could try Spell Forge. You 'spend alchemical ingredients to learn spells within certain themes. Might be a smother mod for you, especially in VR.
Is apocalypse and arcanum compatible with this mod good sir?
There's a compendium on nexus of all mods patched for this mod just Google it spell research patches
Is this mod on Xbox and PlayStation because this kind of mod is for me
Hehe... tedious? I'am a Sims fan since Sims 1 (the hardest one with the needs in the sandbox mode), this Skyrim mod don't look intimidating XD
I think this is way too convoluted way of getting spells. A cooler way would be to increase the drops of spells throughout the world and not sold by npc's so the more enemies you kill the more powerful mage you become.
This is a relatively immersive mod. If you combine it with a spell tome learning and a spell crafting mod then it can be balanced out. Magic is like science and requires study.
Yep, it's definitely a mod that depends on the player's tastes. Some people want a more difficult process to learn magic. Some wnat something a little more streamlined. There are mods for both avenues of players :)