Any kind of guide for using this mod? In theory, it sounds great, in practice, I've been creating notes, reseaching spells, trying to make a spell through the research journal. I turned some ingredients into resin, yet the recipes don't really tell me much how to replicate my success, just wastes my ingredients. I've tried making spells in the forge, and they either don't exist, don't have enough energy in the forge to craft it, or my knowledge isn't enough.
Like, it all makes sense, but I never have any idea if I've made any progress, and outside of errors telling me what part I did wrong, I never really get much feedback on what I did right.
Edit : I looked in the Discord a bit trying to find answers, and tbh I didn't find any answers outside of this should be something I put more time to research and figure things out. While that is fair, I would like *some* amount of feedback and info about my progress to be able to figure it out on my own. Like people were talking about exp in specific schools, using theses, tomes, and such. And I just don't know how to check most of these, or how they interact together.
Question: is there a way of using spellforges without having to trek around outside for one? It doesn't feel very magelike to not at least have one inside the college to use. Hell, a spell to conjure one would be pretty sick.
I'm not sure if this is supposed to be discovered through playthrough or if it is a spoiler but there is a "Summon Spellforge" spell available in game. I personally would only use it once I have discovered my first spellforge. But I leave that up to you. In my game it is:
Spoiler:
Show
Steps to Conjure the Spellforge Using Console Commands:
Conjure the Spellforge with a Spell:
Open the console in Skyrim by pressing the ~ key.
Type Help Spellforge
Note the Spellforge Spell form ID
Add the spell to your character: player.addspell (yourspellforgeID)
Use the spell from your magic menu to conjure the Spellforge.
i keep getting a Apoapse's Arcana integration failed! please check library .esp files message after importing spells, no idea what that means but i tried importing twice got it both times so atm it's unusable for me since it isn't integrating
Sorry, this can happen when a Spell Research patch misses certain consistency checks: e.g., both "Aimed" and "Location" checked for a spell, or neither of "Concentration" or "Fire and Forget". I just uploaded SR patch patches in Files, so please download those!
unfortunately the issue is still the same for me, same error , idk why but if it helps i also have lost grimoire and mysticism patches, i use most of the big magic mods so i have phendrix magic world , apocalypse, triumvirate, Arcanum, shadow spell, elemental destruction magic, forgotten magic ect., i have the required patch for each that needs one that needs it for spell research. so idk what is causing it but nothing has changed for me.
Can you guys try disabling Odin, Phenderix, Apocalypse, Arcanum, and Shadow Spell Package? Those are the only ones I don't use, so it's likely one of those.
I disabled Arcanum, Apocalypse and Odin but the issue remains. However, this time I saw a message saying "Integrating Apoapse's Arcana at 6%" which wasn't present earlier.
It used to immediately give me that fail message after importing the spells... I don't know what to make of this
Apoapse, of the mods you list, I only have Odin and Apocalypse. When I disabled these, I got the message "Apoapse's Arcana integration completed successfully". So it works! Checking now to see which of the above 2 mods is the culprit. Will report back shortly.
EDIT: It's Apocalypse that returns the error message. Odin is fine. I can't comment on the other 3 mods you list, since I don't use them. Note that I also use the "Waterstride addon" spell, that is an optional download of the Apocalyse mod. It is a separate plugin.
I'm Done testing and i can confirm Apocalypse, Arcanum, and Shadow Spell Package all give me the issue i cannot confirm More Apocalypse and it requires Apocalypse to be active to use it and Apocalypse already prevents integration. also phenderix magic world does work however
do you have use the arcanum piggypack patch? and the mysticism patch i have 3 patch for mysticism since i use ordinator and triumvirate as well as spell research i dont however have arcanum's piggyback patch enabled.
you could just wait for the patch instead of disabling it though i mean i am, this mod requires spell research as well and that side of it still works just fine
ps. my testing was done a new save without any spell mods installed on the save, then turning the mods on / off one at a time to see which one being on broke it , i made sure the success or failure was constantly the same. also if i might add the integration is so slow it took my like 5-6 hours to do the tests cause i have to wait for it successful complete or fail to be sure and it takes like 15-30 mins each time.
@Apoapse, the consistency checks aren't compatible with some spells defined in vanilla Skyrim/SpellResearch. For example, in the vanilla Skyrim spell import script given by Spell Research, the "Conjure Flaming Familiar" spell is both "Aimed" and "Location".
Just uploaded a patch collection for Spell Research and various other mods. You can find it here.
The archetypes I assigned to spells were modeled for the categories you select in the Spell Forge. So even if you have patches for these mods already, it may be worth while to check this out. My goal was to make it easier to get the spell you wanted by having ideally an option for each category (technique, binding, element, hex, concept, etc) and trying to have unique combinations for each spell to avoid getting a spell you don't want.
I will be adding more patches to this throughout the week as I finish them. There are both import patches and altered tomes patches so that spell tomes tell you the archetypes rather than teach you the spell.
I've tested things pretty extensively so they should work, but I will do my best to keep up to date with bug fixes.
When activating a spell forge the resin and spell trapping functions appear to work fine but when I select compose spell I get the option to change complexity and to begin composing. When I click to make the spell I get no message box to select the spell tags and just get an error saying I need to select spell tags to make a spell.
This could be because i was using Spellforge before and swapped mid save to Arcanum, but i can create multiple spellforges now with no way of getting rid of them? Was the intention of this mod to remove the spellforge generation spell? because if so ill forget the spell and ditch the spellforge manual!
Thanks so much for making this! I really love Spell Researches purposes in the early and mid game and this really helps streamline the process once you get later into a playthrough. Working through Glamoril's Labyrinth right now and this is really helpful for a) being nearby but also b) not requiring me to spend a bunch of time making thesis' to learn the appropriate spells to progress in Glamoril. Thanks again for making this <3 It really helps with the problems (that I don't even feel comfortable calling problems) with using Spell Research in the late game of a playthrough.
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Like, it all makes sense, but I never have any idea if I've made any progress, and outside of errors telling me what part I did wrong, I never really get much feedback on what I did right.
Edit : I looked in the Discord a bit trying to find answers, and tbh I didn't find any answers outside of this should be something I put more time to research and figure things out. While that is fair, I would like *some* amount of feedback and info about my progress to be able to figure it out on my own. Like people were talking about exp in specific schools, using theses, tomes, and such. And I just don't know how to check most of these, or how they interact together.
Steps to Conjure the Spellforge Using Console Commands:
~
key.player.addspell (yourspellforgeID)
It may have something to do with the large number of mods I have amending and adding to Spell Research:
Spell Research - Patch Compendium
Odin Spell Research Patches
Spell Research - Convenience Add-On
Spell Research - Experience Book
Enhanced Graphics for Spell Research Experience Book
Spell Research Tweaks and Mercantilism
Spell Research - Archetype Elixirs CACOfied
If we figure out which, I can make a patch.
It used to immediately give me that fail message after importing the spells... I don't know what to make of this
EDIT: It's Apocalypse that returns the error message. Odin is fine. I can't comment on the other 3 mods you list, since I don't use them. Note that I also use the "Waterstride addon" spell, that is an optional download of the Apocalyse mod. It is a separate plugin.
@Aristotle Thank you! I'll patch up the Apocalypse script
not even with vanilla spells like frostbite or flames
any help?
Thanks
Just uploaded a patch collection for Spell Research and various other mods. You can find it here.
The archetypes I assigned to spells were modeled for the categories you select in the Spell Forge. So even if you have patches for these mods already, it may be worth while to check this out. My goal was to make it easier to get the spell you wanted by having ideally an option for each category (technique, binding, element, hex, concept, etc) and trying to have unique combinations for each spell to avoid getting a spell you don't want.
I will be adding more patches to this throughout the week as I finish them. There are both import patches and altered tomes patches so that spell tomes tell you the archetypes rather than teach you the spell.
I've tested things pretty extensively so they should work, but I will do my best to keep up to date with bug fixes.
Hope it can help someone out!