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Aelover

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About this mod

This edit of the Spellforge mod allows the player to obtain School Theses by increasing his magical skill levels. These theses can then be used to craft spells using Spellforge. Also includes changes to reactions and to default settings.

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I've always liked the idea of spell scarcity mods such as Spell Research, but not the implementation. Meanwhile, I absolutely love Spellforge's implementation, but it's not really meant for spell scarcity gameplay.
In my modlist characters tend to be a bit more specialized, so I didn't want an Alteration mage to have easy access to a bunch of Destruction spells, or a warrior to have easy access to spells at all. Hence this modified version of Spellforge : 

Features
Upon using the Resin Experimentation option of a Spellforge, you may receive a number of School Theses. The number and type of Theses you will receive depend on how your magical skills have increased since your last resin experimentation : 
  • Skill level 16-29 : 2 School Theses / Skill level
  • Skill level 30-49 : 4 School Theses / Skill level
  • Skill level 50-69 : 6 School Theses / Skill level
  • Skill level 70+ : 8 School Theses / Skill level
For example, if your Restoration skill was 27 the last time you did a Resin Experimentation and it is now 32, you will receive ((2*2) + (3*4)) = 16 Restoration Theses.

These School Theses can then be used instead of Arcane Resin to craft spells from the appropriate school. If you have both School Theses and Arcane Resin available when spellcrafting, you will use up your School Theses first before using up your Resin.

There are also a couple more changes : 
  • Some of the default MCM settings have been changed in order to make School Theses the main way to acquire spells, with Arcane Resin being more of a supplement.
  • Some reaction recipes have been changed, others have been added.

Recommendations

This is meant to be used along with a mod that makes spell tomes drastically more rare and/or expensive, leaving Spellforge as your main way of obtaining spells. I personally use the Spell Tome Price Patcher for Synthesis to multiply spell tome price by 10 (along with various other economy mods such as Trade and Barter that make gold less easy to come by).


If you use this mod in a playthrough that already had Spellforge installed, be aware of the following caveats : 

  • You are likely to receive a bunch of Theses on your first Resin Experimentation, since you've likely increased your skills since the beginning of the playthrough.
  • The following MCM settings have been changed from the Spellforge default. In an existing playthrough, you'll have to change them yourself : 
    • Resin gained per Reaction : 1 instead of 10
    • Resin refund per complexity : 3 instead of 5
    • World forge resin cost multiplier : 100% instead of 80%



My other mods
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