I thought it'd be something like the spellcrafting in Oblivion, where you actually get to create your own spells by combining different effects and changing how they appear. This is just a different way of obtaining mod spells.
Eh.... after playing Daggerfall I feel like they were justified in rolling Thaumaturgy and Mysticism into Alteration. What I didn't like was that they got rid of spell effects 😢 I do like the crafting aspect of this!
@@MEWJr90 Try to get a Ryzen 7800X3D processor and a AM5 board. AM4 is cheaper but the socket doesn't offer an upgrade path anymore. AM5 is future-proof. 7800X3D are monsters in gaming performance and demolish any high-end Intel or AMD Mainstream processor in this field
A bit tough to justify this when using Mysticism/Odin/etc. I guess it's cool that it's available? I'm not against the Bethesda team getting some money for their platform.
I love it that there now is an Illusion pacify spell so powerful that you can onehand cast that spell on a Guard of all things to calm him down. Normally that would required dual-casting Pacify. It does however still require a nearly fully perked Illusion tree though.
Really doesn't offer anything that free mods can't provide. There were already multiple spellcrafting mods and mods that restore old spells from Morrowind and Oblivion to the spell lists. As you pointed out, this adding 5 different altars to the CoW and requiring different blank tomes for the schools of spells doesn't make a lot of sense. Overaly, I've gotta disagree that this would be worth $5. It brings absolutely nothing new to the table.
Right away the thing I noticed about this creation are the ingredients necessary for these things. Some of them are just random, like torches? Why torches? Because you can light them? How does that work when crafting spells? And then there are ingredients that are just rare, like Flawless Diamonds I believe was one of them. As if something like that is just easy to find. Okay why bread? What in the actual hell does bread have to do with making spells? Please tell me how I am supposed to find some of these things. I would have to wait a long time just to craft a spell I really want because the ingredients are not easy to come by. Wait a minute, are you telling me that I can craft spells that are already in the vanilla game? Why wouldn't I just buy them? Why go through the all that trouble of finding ingredients when I could just buy the spell. Why is a creation about crafting spells offering you spells that already exist in the vanilla game? The appeal of spell crafting in the previous games was that you could combine spells you already knew to create new spells or more powerful versions of what you already have. I can appreciate adding in much needed spells like cure disease or water walking. Adding spell crafting back into the game is nice and I can see that you get some more powerful versions of spells you already know. Having 8 versions of a spell in your menu could be solved by just adding an option to delete spells you already know. Cure disease costs 225? WTF? Mod author, what are you doing? Why is that a master level spell? Yeah, this creations definitely needs some updates.
07:35 A lockpicking spell sounds great, but there is already one available in another paid mod. Maybe that's why it hasn't been added to this mod as well.
If you're referring to Arcane Accessories then yeah I can get behind that, though only issue with that is that this paid mod has a summon bear spell of which Arcane Accessories has one itself already so that might not be the case? Maybe it's an issue of the mod dev not knowing how exactly to make the scripts and effects needed to work?
More reasons i use a mod called Spell Research. it adds the ability to craft scrolls and thesis' from rolls for paper and studying effects from enchanted weapons and soul gem fragments.
Oh that's so amazing to see these mod authors are absolutely brilliant I just wish my watermelon of a computer could run all these mods. I have 400 mods going and it's kind of rough a lot of stuttering and some flying people and animals. lol
The spell that increases carry-weight can be 'improved' by perks and dual-casting. It will require a TON of magicka though: I've maxed out the related tree and still needed 700 magicka. I find that fair, since carry-weight is so very much sought after.
Interesting you can get spells above current rank in school. Where before you needed to be same rank as spell for ot to start being in chests and merchant inventorys. I don't know if this makes it worth the mod slot if another magic type mod is already in the cue (apocalypse for example). Plus I love Winter hold mod so I don't know of this is worth the swap.
Me: another paid mod that creates spell tomes? Yes please!! Also me: Spellforge mod... got it. Thanks bud! Overall, this is a great showcase. Shame that this has a price tag.
They could've used the opportunity to add so many things missing from the previous games, and in some respect they did... fortify speed (athletics in older titles), cure disease (very useful so you don't need to visit altars or stock up on disease cure potions), feather (great for emergency fast travel), etc... but the fact that water walking is missing from alteration, and night eye from illusion, it just feels like an absolutely wasted opportunity... ugh... meanwhile memey spells like mudcrab conjuration are in there... and i'm rather blegh in feel about the low-tier cloak spells that also wound the caster.
Addendum, video skipped skipped for some reason, and on a re-watch, i saw water-walking... good........ good for modder. They have redeemed themselves.
I keep looking down at my watch looking at the date pacing around wondering when are you going to be able to do another fantastic quest mod. Have we reached the end of all of the quests?
At first this piqued my interest, but then again now that I think about it.. I tried one of the paid mods and it turned out to be a cave with really nothing there. So what makes us any different, this is just a new unique lore friendly way to collect spells, plain and simple. I mean yeah that's kind of cool that there's spells that you can't normally get that come with the mod.. but this isn't like a unique customization spell craft addition. So it's basically pointless. But thanks for covering it anyways.
i see no point paying money for this when theres things like mysticism and apocalypse and the like out there for free giving new spells that change how the schools work
Extremely disappointed that pretty much all these spells are just upgrades to other spells or just feature effects only present in potions. Was hoping for some cool unique spells or better options for weaker schools like Illusion and Restoration.
Why would Skyblivion need to make a new lockpicking minigame? The Skyrim engine already has a lockpicking game. Isn't that the point of remaking Oblivion in Skyrim's engine?
Great showcase as always! Shame this isn't worth your time and effort, once again Todd's paid mods are a disappointment. Simplistic, overpriced, poorly integrated within the game
@@polo5760 literally how? He’s complaining how it’s the same thing over and over and poor this and poor that so I said it’s almost like it’s a ten + year old game you sound dumb as fuck 💀
The only thing remotely impressive about this creation is the visual design of the new crafting stations. Other than that, any armature modder, including me, could recreate this entire mod in a matter of hours. Charging 5$s for this is ridiculous.
@@JustMe_Inq Yeah, this one is a good example. For a genuine spell crafting system, I would have happily shelled out five bucks. This? This is just....smithing, but for spells.
It's not exactly something I frequently cover, just when I think one of them might be interesting. For some of them I was right, for others I was wrong. I'm spending my money and time so others can decide if these will be worth it for them. While there's plenty of people who will never buy any of these Creations, there's also a lot of people who will, and I hope I can help them make informed decisions
I thought it'd be something like the spellcrafting in Oblivion, where you actually get to create your own spells by combining different effects and changing how they appear. This is just a different way of obtaining mod spells.
for the spells missing from previous games, try Mysticism by SimonMagus
Eh.... after playing Daggerfall I feel like they were justified in rolling Thaumaturgy and Mysticism into Alteration. What I didn't like was that they got rid of spell effects 😢
I do like the crafting aspect of this!
Im blessed to be on PC since there is far better spell crafting mods for free. Still its good that you covering this "creations" tho.
@@MEWJr90
Spell Crafting for Skyrim by QRob001
Simple Obvious Spell-Crafting 2 - craft forget relearn spells by wSkeever
Spellforge - Engaging and Convenient Spell Acquisition by Arctal
@@MEWJr90 Try to get a Ryzen 7800X3D processor and a AM5 board. AM4 is cheaper but the socket doesn't offer an upgrade path anymore. AM5 is future-proof. 7800X3D are monsters in gaming performance and demolish any high-end Intel or AMD Mainstream processor in this field
@@MEWJr90
Spell Crafting for Skyrim by QRob001
Simple Obvious Spell-Crafting 2 - craft forget relearn spells by wSkeever
Spellforge - Engaging and Convenient Spell Acquisition by Arctal
Absolutely love this...I missed doing this since Oblivion! Thanks for sharing this😉☺️👍❣️
Anything that brings additional "fortify health" and/or "fortify speed" buffs is a godsend for hardcore Legendary runs.
A bit tough to justify this when using Mysticism/Odin/etc.
I guess it's cool that it's available? I'm not against the Bethesda team getting some money for their platform.
I love it that there now is an Illusion pacify spell so powerful that you can onehand cast that spell on a Guard of all things to calm him down. Normally that would required dual-casting Pacify.
It does however still require a nearly fully perked Illusion tree though.
Really doesn't offer anything that free mods can't provide. There were already multiple spellcrafting mods and mods that restore old spells from Morrowind and Oblivion to the spell lists. As you pointed out, this adding 5 different altars to the CoW and requiring different blank tomes for the schools of spells doesn't make a lot of sense. Overaly, I've gotta disagree that this would be worth $5. It brings absolutely nothing new to the table.
Now I can conquer tamriel with my army of conjured mud crabs!
Right away the thing I noticed about this creation are the ingredients necessary for these things. Some of them are just random, like torches? Why torches? Because you can light them? How does that work when crafting spells? And then there are ingredients that are just rare, like Flawless Diamonds I believe was one of them. As if something like that is just easy to find. Okay why bread? What in the actual hell does bread have to do with making spells? Please tell me how I am supposed to find some of these things. I would have to wait a long time just to craft a spell I really want because the ingredients are not easy to come by.
Wait a minute, are you telling me that I can craft spells that are already in the vanilla game? Why wouldn't I just buy them? Why go through the all that trouble of finding ingredients when I could just buy the spell. Why is a creation about crafting spells offering you spells that already exist in the vanilla game? The appeal of spell crafting in the previous games was that you could combine spells you already knew to create new spells or more powerful versions of what you already have.
I can appreciate adding in much needed spells like cure disease or water walking. Adding spell crafting back into the game is nice and I can see that you get some more powerful versions of spells you already know. Having 8 versions of a spell in your menu could be solved by just adding an option to delete spells you already know.
Cure disease costs 225? WTF? Mod author, what are you doing? Why is that a master level spell? Yeah, this creations definitely needs some updates.
This would almost be worth it to me for the Cure Disease and Cure Poison spells alone.
Uh, those are master spells, I don't think they're worth it at all
There are several free mods that add those
07:35 A lockpicking spell sounds great, but there is already one available in another paid mod. Maybe that's why it hasn't been added to this mod as well.
If you're referring to Arcane Accessories then yeah I can get behind that, though only issue with that is that this paid mod has a summon bear spell of which Arcane Accessories has one itself already so that might not be the case? Maybe it's an issue of the mod dev not knowing how exactly to make the scripts and effects needed to work?
@@NeonBlacklightTH Thank you. That was indeed the paid mod I meant.
Interesting even for me who don't normally build straight up mages.
It doesn't seem that interesting, it just adds higher lvl versions of spells we already have or increase this skill by X amount...
More reasons i use a mod called Spell Research. it adds the ability to craft scrolls and thesis' from rolls for paper and studying effects from enchanted weapons and soul gem fragments.
Oh that's so amazing to see these mod authors are absolutely brilliant I just wish my watermelon of a computer could run all these mods. I have 400 mods going and it's kind of rough a lot of stuttering and some flying people and animals. lol
The spell that increases carry-weight can be 'improved' by perks and dual-casting. It will require a TON of magicka though: I've maxed out the related tree and still needed 700 magicka. I find that fair, since carry-weight is so very much sought after.
Interesting you can get spells above current rank in school. Where before you needed to be same rank as spell for ot to start being in chests and merchant inventorys. I don't know if this makes it worth the mod slot if another magic type mod is already in the cue (apocalypse for example). Plus I love Winter hold mod so I don't know of this is worth the swap.
Me: another paid mod that creates spell tomes? Yes please!!
Also me: Spellforge mod... got it. Thanks bud!
Overall, this is a great showcase. Shame that this has a price tag.
Id probably get this just because i still have credits from before AE.
I wonder if we’ll see something like this in tes6
Dammit I need to play Skyrim again
I suggest all of you to go test out Spellforge, it's really what this mod should have been and for free !
Bs aside, Restoration is EXTREMELY valid.
Not to be a bummer. But those on pc at least, just get Apocalypse for, you know, free
Hi, i was wondering if make a short video to "Bthar Caverns" ?
I can do this with a mod called Spell Research, and a few others. And their all on Nexus.
Yes! I was hoping you and The Gaming Dad would address this new paid mod. I was very thrilled when I saw what the store had in store for us.
I remeber making spells was a thing in Morrowind, Also enchantments. That it was lacking in the base games afterwards was odd to me.
The start of the video seems to be cut off
They could've used the opportunity to add so many things missing from the previous games, and in some respect they did... fortify speed (athletics in older titles), cure disease (very useful so you don't need to visit altars or stock up on disease cure potions), feather (great for emergency fast travel), etc...
but the fact that water walking is missing from alteration, and night eye from illusion, it just feels like an absolutely wasted opportunity... ugh... meanwhile memey spells like mudcrab conjuration are in there... and i'm rather blegh in feel about the low-tier cloak spells that also wound the caster.
Addendum, video skipped skipped for some reason, and on a re-watch, i saw water-walking... good........ good for modder. They have redeemed themselves.
I keep looking down at my watch looking at the date pacing around wondering when are you going to be able to do another fantastic quest mod. Have we reached the end of all of the quests?
Will you be covering the newer death consumes all when it's released?
I plan on streaming it in full to get the good ending, and I'll likely do a one-off video talking about the changes and improvements!
@@0periodproductions nice
At first this piqued my interest, but then again now that I think about it.. I tried one of the paid mods and it turned out to be a cave with really nothing there. So what makes us any different, this is just a new unique lore friendly way to collect spells, plain and simple. I mean yeah that's kind of cool that there's spells that you can't normally get that come with the mod.. but this isn't like a unique customization spell craft addition. So it's basically pointless. But thanks for covering it anyways.
🤔hmmm tempting
i see no point paying money for this when theres things like mysticism and apocalypse and the like out there for free giving new spells that change how the schools work
Extremely disappointed that pretty much all these spells are just upgrades to other spells or just feature effects only present in potions. Was hoping for some cool unique spells or better options for weaker schools like Illusion and Restoration.
Why would Skyblivion need to make a new lockpicking minigame? The Skyrim engine already has a lockpicking game. Isn't that the point of remaking Oblivion in Skyrim's engine?
Oblivion had a different lockpicking mini game, A developer for Skyblivion wanted to make it so they did its really that simple
Is it a official cc?
btw, magicka is just the resource used to cast spells. Actual spells are just magic
I feel like calling this spell crafting is a bit disingenuous. You're just crafting the tome, not actually creating novel spells.
Or... you can install Spell Research.
Great showcase as always! Shame this isn't worth your time and effort, once again Todd's paid mods are a disappointment. Simplistic, overpriced, poorly integrated within the game
Womp womp it’s almost like it’s a 10+ year old game
@@Xzardeth i hope you realize how stupid that was for you to say...
@@polo5760 oh and why is that?
@@polo5760 literally how? He’s complaining how it’s the same thing over and over and poor this and poor that so I said it’s almost like it’s a ten + year old game you sound dumb as fuck 💀
@@polo5760 game is 13 years old how is that dumb?
Personally would rather buy the spells as in Vanilla, otherwise the original spells are not worth the $5 price.
I’mma be honest… this paid mod is actually not bad for what it is.
Crafting is the wrong title. This is not crafting a spell, it is basically just learning a spell.
Good as a vanilla+ expansion, but it doesn’t add anything new or creative. More just quality of life gap fillers. Worth maybe $2.
Im not cause Playstation hates us
This one is available for Playstation
@@0periodproductions sick, playstation still hates us lol
Still hate these paid mods disable achievements 😒
Some of Starfield's don't disable achievements, they really need to do the same for Skyrim's
The only thing remotely impressive about this creation is the visual design of the new crafting stations.
Other than that, any armature modder, including me, could recreate this entire mod in a matter of hours. Charging 5$s for this is ridiculous.
bruhh stop covering paid mods what the fug
Paid mods are even more important to have reviewed, so people know exactly what they're getting into when downloading the mod.
@@silerofworlds8452agree, even those than seem the most promising more often than not are insultingly bad
@@JustMe_Inq Yeah, this one is a good example. For a genuine spell crafting system, I would have happily shelled out five bucks. This? This is just....smithing, but for spells.
It's not exactly something I frequently cover, just when I think one of them might be interesting. For some of them I was right, for others I was wrong. I'm spending my money and time so others can decide if these will be worth it for them. While there's plenty of people who will never buy any of these Creations, there's also a lot of people who will, and I hope I can help them make informed decisions
George you are one of the last bastions of high quality mod reviews and play throughs. Please never stop covering paid or free mods :)
first