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Glanzer

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  1. Glanzer
    Glanzer
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    No I'm not taking requests for mods that I don't use. If you're looking for more patches, check out Spell Research - Patch Grimoire by CrithionLoren. CrithionLoren is a zedit patching guru and helped me with several issues. His edited scripts made my patches possible.
  2. SmokieBare
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    Hi. I'm running into the same issue BranTuna was having (but just going through the normal Spell Research import, not Apoapse's), but the script fix you posted doesn't seem to make a difference--Wounds spells are still not detected when importing. Any idea what the issue could be? Does the .psc file also need to be updated.
    If it makes a difference, I also use Spell Research Synthesizer for other mods that are supported by it.
    1. Glanzer
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      Unfortunately I'm out of state on a family emergency and won't be able to look into it for quite a while. But I'll look at it as soon as I get back.
    2. SmokieBare
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      Yeah of course. Hope everything turns out okay!
    3. Glanzer
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      I think I have some time to look at this now. First question: Are you using the "Wound Spells Only" download or the "Wound Spells and Healers" download from the Wounds mod? From your comments I assume it's the latter.
    4. BraniyaKz
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      Im using the patch you posted awhile back on your drive, and can confirm that the spells do import. For Spells & Healers. Edit for those of you having trouble:
      - Download Patches + Unmerged ESP's + the Drive file
      - Install the wounds script + seq file, but NOT the .esp from main file. Merge (in MO2) the wounds .esp into the patch.
      - Rename the downloaded drive mod to the same as the patch upon installing, and merge. If you're only using this for Wounds Spells and Healers, you're done. You should have the Wounds .esp, the seq file, and the script in the same mod folder in MO2 (Vortex users, sorry, can't help you). Feel free to compress to BSA if you feel like it and know how to. ;)
  3. BraniyaKz
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    When importing the spells initially through Apoapse's Arcana, I notice that the Wounds patch gets skipped. The same for Regular importing through Spell Research's MCM. Now, the improt script gets overwritten by Apoapse, so I'm not sure if it has anything to do with it, but the other import fine. Using Wounds Spells and Healers, with their Hunterborn, Campfire, CACO Patch.
    1. Glanzer
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      Unfortunately it doesn't work with the "Wounds Spells and Healers" download, it only works with "Wound Spells Only" download (from the Wounds Add on mod). I definitely should have made that more clear on the description page. But I'm pretty sure the formids are the same between the two downloads, so if you want to just change all occurrences of "restoration spells for wounds.esp" to "spells and healers for wounds.esp" in the _SR_restoration_spells_for_wounds.psc script and recompile it, it should work. If you don't know how to do that I can do that tomorrow and link it here.
    2. Glanzer
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      Never mind, it only took me a few minutes to do it. Download this script and overwrite the one you downloaded from this mod, and try the import again.
    3. BraniyaKz
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      What a lifesaver you are! I actually haven't delved into scripts yet, so this is great! I'll give it a whirl in the next few days. Thanks!
      Edit: may I suggest adding said patch to your main/misc files for others who may want it?
  4. aristotle99
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    Having a problem removing the Inspect Target spell.  I use an older version of Know Your Enemy (9.1) that is not ESLified.  I use this because I also use the mod Know Your Enemy - Books for Sale, which is a bookseller in Solitude that sells KYE books.  This mod will not work with KYE 9.2.

    I cannot remove Inspect Target with player.removespell FEXXX886, where XXX is the hex position in the load order.  Perhaps because KYE is not ESLified?

    I tried the Form ID for the Inspect Target spell:  player.removespell 040D5315 -- but this does not work either.

    I suppose I could try the mod Spell Eraser.
    1. Glanzer
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      You must be looking at the hex position in xedit. You need to look at it in your full plugin list in MO2 (right hand side).

      In any case, version 9.1 of KYE is not compatible with my Spell Research patch because the script that does all the work is looking for form 886 (for the spell) and form 800 (for the book).
  5. kokonutzxxx
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    Hey Glanzer, quick question, which autopatcher did you use?

    I've been using CrithionLoren's version and I noticed that there is an issue with all of my .psc files. 

    _SR_ListSpellsElementShadow is assigned twice to the spell research forms for both shadow and then shield resulting in all spells with element shadow to end up with element shield in game.  I was able to fix this by changing the second _SR_ListSpellsElementShadow to Shield instead.  I noticed all of the patches you included here also have this issue.  Trying to pinpoint where the issue is coming from in the auto patcher.

    Edit: I see in the FAQs that you actually used one of the patchers made by CrithionLoren. You used a different one than I did (I used the modified one in their patch grimoire). Might be something just baked in from the original auto patcher.

    At any rate its easy enough to fix manually before you compile the .psc. 
    1. Glanzer
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      Yeah I'm using the original version of CrithionLoren's patcher in the sticky here. Note that "Sosthur" was CrithionLoren's former avatar name. I made a couple minor changes to that patcher with his help.

      Give me some time to investigate what you found, good catch.
    2. Glanzer
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      Ok that only took 5 minutes to find. The problem is in the patchgeneratorpreamble.txt file. In mine it's on lines 195 and 196:

              _SR_ListSpellsElementShadow = game.GetFormFromFile(3475, "SpellResearch.esp") as formlist
              _SR_ListSpellsElementShadow = game.GetFormFromFile(3476, "SpellResearch.esp") as formlist

      As you said just change that to:

              _SR_ListSpellsElementShadow = game.GetFormFromFile(3475, "SpellResearch.esp") as formlist
              _SR_ListSpellsElementShield = game.GetFormFromFile(3476, "SpellResearch.esp") as formlist

      Then future patches will pick up those static lines and the .psc files will be correct. Gave you a kudos for this report. I'll make the changes and put up a new version.
    3. Glanzer
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      Done. Thanks again!

      For those that want the new version, just reinstall the new version and then reimport the spells using the SR MCM and you'll be good to go.
    4. kokonutzxxx
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      I was able to find the issue. Its from the patchgeneratorpreamble.txt file. I've let CrithionLoren know about it.

      LOL My Nexus page didn't update before I sent this message and I see you already figured it out... but nice, glad I could help
  6. aristotle99
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    I'll take this opportunity to ask another question about Spell Research and its patches, if you'll indulge me.  For mods like Beyond Reach, Vigilant and Caranthir Tower Reborn, what I've been doing is going into SSEEdit under 'Book', and deleting all entries for spell tomes.  My thinking was that this could in no way cause damage to my game or a CTD.  All I am doing is deleting all spell tomes so that I can only discover them through Spell Research.

    I don't edit anything outside 'Book' (only spell tomes), so that the "recipes" for spells under 'Spell' or 'Magic Effect' or wherever are untouched.

    Is this an OK approach?

    I've only done this for selected mods, since for vanilla Skyrim I have mods that delete spell tomes from spell merchants.
    1. Glanzer
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      I wouldn't delete items like that because they are referenced elsewhere in the plugin or sometime even by other plugins. It's better to disable them (i.e. set their initially disabled flag). If you delete them from the Book node they are still referenced in the Worldspace, Cell, NPC, and other records, and now those other records will have broken references. THAT IS BAD. I bet if you right-clicked the plugin in xedit and chose "Check for errors" it would show a lot of problems.

      I much prefer using the Spell Research Altered Tomes zedit patcher which changes the spell tomes to spell books so they no longer actually grant you the spell, instead they become regular books that explain what Spell Research archetypes are needed to learn the spell. If you decide to use that patcher, be sure to read the comments and use Sosthur's version of the patcher.
    2. aristotle99
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      Thanks so much for a very informative answer :)

      BUT .... When I look at the record for each spell tome in SSEEdit, in 'Record flags' I only have 2 options:  deleted and ignored.  In 'Data flags', I have more unhelpful options:  teaches skill, can't be taken, teaches spell (which is checked), and unknown 4-8.

      I wonder if I selected "can't be taken" in 'Data flags', would that not be sufficient?  Presumably it would prevent teaching of the spell.

      Otherwise, I'm not sure where to find "initially disabled".  Thanks again for your help.
    3. Glanzer
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      Yeah I guess the base record can't be set to initially disabled, only the referenced copies of the objects in the game (i.e. in either the cell or worldspace records) can be set that way. In this case the easiest and best solution is to remove the "Teaches Spell" flag from the book record and then set its "Skill" value to None. That will change a spell TOME into a simple spell BOOK and you will still find them in the game but they will only contain a few words (e.g. just the name of the spell) and you can't learn a spell from them. IMHO that's the best way to go, and definitely the safest. You could even change the name from "Spell Tome: blah blah" to "Spell Book: blah blah" if you want, and for the book contents you could even add other info about the spell if you want for immersive reasons, etc. You could also lower the price ("Value" field) of it since it's not as valuable anymore. This is pretty much what the Altered Tomes zedit patcher does to the spell tomes--it goes through the book records, finds the tomes, changes them all to books, then puts the Spell Research archetypes into the book so you know what's required to try to learn them.
    4. aristotle99
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      You're absolutely right that removing the spell tome completely via SSEEdit results in numerous errors.  However, I think I found a better solution.  If I select 'deleted' under 'Record flags' for all of the spell tomes in the mod (only entries under 'Book'), and then run 'check for errors', there are no errors.  I have tried this with Caranthir Tower Reborn and Beyond Reach so far, then ran the SR Importer in-game.  Works like a charm.

      I think I prefer this option.  It's (relatively) fast and easy.  My problem with Spell Research Altered Tomes zEdit Patcher is that I don't want a book listing all of the spell archetypes.  I want the archetypes to remain a mystery until I stumble upon the spell.

      Incidentally, when I ran 'check for errors' for Beyond Reach BEFORE I did my changes, I found THREE errors.  See that mod's posts for further info.
    5. Glanzer
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      Ah good, I've never tried it that way. Thanks for the info.
    6. gutieashl
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      You should also be able to just comment out 1 line at the end of my tome patcher that changes the description of the book, and leave the line that changes the teaches flag.  
    7. Glanzer
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      Hi gutieashl, I just posted a suggestion for you over in your Altered Tomes zedit patcher mod.
  7. dzee349
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    Thanks so much for this patch! I have Project AHO already patched by another Spell Research patches mod that also labels the script _SR_Dwarfsphere.pex.  Could I simply overwrite that script with your own and load your plugin below the other patch mod's?  Or would having two mods patching Project AHO for Spell Research at the same time cause issues?
    1. Glanzer
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      The ESP plugin has the name of the script in it, so if the script names match exactly (which you indicate it does) then yes you could overwrite that script with my own. In fact I would suggest doing that since Spell Research patch creation is NOT an automated no-brain activity, I have to consciously examine each script and its description in order to manually choose the best archetypes for a given spell. It's more of an art than a science.

      BUT please note that since you'll be using 2 different ESPs, each ESP will ask if you want to do the import. If you do it twice I honestly don't know what will happen. Best case scenario is that it will simply replace the spell with the second one, worst case scenario is the spell will be duplicated. (Anyone know?)

      I suggest you decide which set of spells you want, then use the appropriate script and only say YES to one of the prompts for KYE import.
    2. dzee349
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      Got it, thank you! I ended up going into xEdit and deleting the "Dwarfsphere" Quest and Message records for the other patch mod, since your mod directly overwrites the _SR_Dwarfsphere.pex file.  Hopefully that way only your import window will come up for Project AHO! 

      Thank you again, really appreciate all the effort you putting into choosing the archetypes for each spell! Wow!
  8. aristotle99
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    Thanks for the Know Your Enemy patch :)
  9. aristotle99
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    Thank you.  Very grateful for these.

    As it happens, I've been trying unsuccessfully to create my own Spell Research patches.  Not that easy.  I tried with a very simple mod, Know Your Enemy, that has only one spell: "Inspect Target".  Followed IronDusk33's instructions in his how-to guide.  I successfully created a PSC file, but couldn't figure out how to convert it to a PEX file in the CK.  Frustrating.  Was about to post a request on Reddit when I came across your mod.

    If it's not too much trouble, and if you take requests, could you make a patch for Know Your Enemy (again, it only has one spell).

    Regardless, thanks very much for your efforts.  People have been wanting a Beyond Reach patch for ages.

    EDIT:  Just read your detailed how-to instructions on the description page.  Looks like a lot of work ...
    1. Glanzer
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      I use KYE too but the reason it's not included is that there's no spell tome for Inspect Target, and a spell tome is required for the conversion. Also, you get that spell automatically when the game starts. The only way to deal with this is to remove it from the game startup and create a spell tome for it. But I agree with you that we should LEARN that spell not get it automatically. hmmm... let me take a look at it and see if I can butcher it... uhm I mean change it to provide all that as an optional patch.   Fortunately the author of KYE (tjhm4) has given permissions for that.

      Regarding the problem with compiling, yeah it took me forever to figure that out too. One of my (hopeful) upcoming mods is to release this online compiler that will allow mod authors to just upload a .psc and get a .pex in return, similar to the online pdf sites that convert various documents to pdf.
    2. Glanzer
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      The patch for this is now up.
  10. CrithionLoren
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    Oh, you got the patcher working on the latest zedit?
    1. Glanzer
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      No, I'm still using version 6.5.0 because the Spell Research Spell Tome Patcher doesn't work with the latest version. I reported it here.
    2. CrithionLoren
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      dang it, so i still need to look into that haha
  11. jayserpa
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    Glanzer, I see our roles are now reversed. Thank you for the patches, really appreciate it!
    1. Glanzer
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      haha, yeah I finally have to become a responsible modder now and grow up.
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