Me, the thane of every hold, Arch Mage of The College of Winterhold, Leader of The Dark Brotherhood, Leader of The Thieves guild, Slayer of Alduin the World Eater, Slayer Of Miraak the Impersonator, Hero of The Blades, Werewolf, Harbinger of The Companions, Vampire, Resurrector and Slayer of Kaarstag, Ender of The War, and of course DRAGONBORN, yet Braith will still say “what’re you looking at?”
@@melz2195 by me or in general? Because if you mean in general no shit of course your gonna see comments like i think I'll try that mod in a video about mods.
Both the civil war and the college quests were going to be bigger and more complex , but due to time restraints that never happened. For example, in the original college quest, the Dragonborn was supposed to return back in time and accidentally cause the collapse of Winterhold .
UltragamerShiko I really wouldn’t mind for Bethesda to completely plagiarise all their gameplay aspects from popular mods. If anything, it would probably be an improvement.
I agree, for the past 4 years, each character i have made in elder scrolls has always been mage (Usually a necromancer). And i gotta say, i imagine combining this and undeath would be a great thing to RP
I always wondered by in Skyrim, the Nords are supposedly distrusting of magic, but any kid can just go to the general store and buy a spell tome with the money in their piggy bank.
@@Carbon2861996 True, but even so, magick hasn't been run out of Skyrim entirely, or even forced into hiding for that matter. Sure, the College of Winterhold is kinda hated right now because it's thought to have caused the destruction of most of the city of Winterhold, but what people are still living in the town and who aren't part of the College are not picking up and leaving. I mean, no one's abandoning Winterhold yet. The way the Nords talk about magick, you'd think they'd organize a guild to hunt down magick users or something, but nope.
@@nicholasstone3705 Skyrim is filled with diverse races, some want to study magic and some don't. Moreover fighting the college isn't a good idea. They have master wizards, archmage who can destroy, conjure stuff in a matter of seconds.
@@AbhinavKumar-vy7kx I agree, but I'm also not talking about just your average villagers fighting the college. I'm not even talking about actual combat, at least not against the college...I was talking more along the lines of well-trained anti-magic units or guilds of heavy, light, and ranged units working together along with specialized techniques for dealing with mages. As for the College, I was more of the mindset that maybe if every non-College-member moved away and/or tried to financially hurt the College, then the College may have to rethink their plans of staying put.
Those Wizard hats are clearly too large. I'm not talking about being too tall or with too wide of a brim. I mean the girth of the hat would swallow any mortal head.
I don't think everyone quite fully understood the explanation of the mod, so I'll help by being more clear than the video or mod page. Essentially, this mod doesn't change the spells themselves at all. It just changes how you acquire them, being via the methods displayed in the video. There are no new spells or effects added by it to my knowledge, and all compatible spell mods are in the mod page description
They used to make spell crafting systems for elderscrolls games like daggerfall. Idk what happened after that. Bethesda has slowly taken away a lot of the rpg aspects from the elderscrolls like attributes and spell crafting... im worried for the elder scrolls 6
@@AZZAMNO1 yeah, that's the good part of it lol. It's supposed to make you more immersed in being a scholar. Of course there is alot of room for improvement, but thematically it is WAY superior to what we have in Skyrim and many other RPGs.
I was beginning to think recently that it's kind of weird that my Nord Warrior character can just pick up a book and immediately learn a complex spell such as Fireball or Atronach Conjuring With this mod I can finally play a Mage and actually have it feel like I'm the galaxy brain wizard I imagine them as
Is there a mod to complete it with other way to learn spells ? Especially if you're at the College it seems normal that your teachers actually teach you some spells right ?
There's a mod called Spell Learning, requiring you to actually study tomes over time. There's also another that requires you to sleep to study spells over time. Those two mods overlap greatly and are compatible with this mod as well. I'd provide links but I'm currently on mobile and the Nexus hates mobile devices.
@@riseALK Thanks Alan P - Those are both relatively new, so I hadn't heard of them. When Spell Research first came out I hunted for a mod to make tomes rare, but the only one available removed all of them. I'm so happy that one exists now to adjust the rarity of tomes without removing them all entirely.
Trust me, all it takes for most of us to see if the video deserves a "like" is "Hello and welcome to Brodual". We already know the video is going to be good. These guys always deliver.
An exceptional mod, especially when combined with Challenging Spell Learning (requires zEdit to build patches but it’s rather straight-forward and worth it) as it gives one more path to acquire spells, since not every spell has to be researched. Combination of those two mods balances out somewhat overly restrictive Spell Research without making it easy.
It’s a fun and interesting mod but I had the being forced to sleep to get my magicka back and I’m struggling to figure out spell construction and have yet to run into a single translation tome or grimoire
Elder Scrolls VI wishlist Mage Skills: Spell Research + College of Winterhold mod like + Custom Spells Heavy armor/ Light Armor: increase XP when worn it One Handed (including daggers)/Two Handed: Possibility of change fighting styles Archery: Complete Archery Overhaul Block/Evade: Timed Blocks, weight penalties, elemental protection, more or less roll evasion along the character burden Smithing: Complete Crafting Overhaul + detailed tanning/smelting/forge + durability of all gear (including breaking gear) Alchemy: Complete Alchemy and Cooking Overhaul + Kingdom Come: Deliverance alchemy system Lockpicking: Better animations + ranks of lockpicks + Chance of drag chests + accurate of space and weight on chests + different sizes and capacity of chests + destructible/indestructible chests and containers + chance of your cheap chest got stolen Pickpocket: More detailed bags, purses and item steal (like lockpicking) Sneak: Other cool ideas Speech: three branches of skill tree: barter, social influence and investigation/research
remind me of ThaumCraft you can make cool stuff but it require hours of grind and mats to create. not that great imo, sure there alot of combination but only few of them actually viable.
I JUST finished creating the perfect load order for an arcane trickster... now I need to turn around and make a mage. Thank you for this :D I can finally make my hermit wizard in Mortal swamp who learns magic by himself in the wild, eschewing the cloistered learning of the College mages!
I recently downloaded this mod and it's absolutely amazing! Works great as well, no bugs so far. I've never dabbled in alchemy that much, but I gotta try it next after enchanting. I highly recommend ordinator to enhance crafting and alchemy and cooking overhaul to augment this mod's features.
now with this mod, it adds an indirect layer to all the mages in the game, making you wonder if all of them did the same things you did, especially the "master mages" of the College of Winterhold and the evil arcmages you find in the world of Skyrim.
My only issue with this mod is that it's messy and confusing. I have no clue which thesises actually make a spell and in the end, I have no clue whether I'm close to a spell or not. It's hard to know whether the spell I'm trying to create is a novice spell or an adept spell or an expert spell. I get that its trial and error, but I very much cannot be fucked trying dozens of combos just to get a useless spell. It'd be great if this mod actually yielded clues from research and pointed you in the right direction for the spells.
I've played this mod and must say the first time you successfully compose a spell yourself is the most satisfying thing ever. It makes summoning your first familiar for instance a real accomplishment, so you're *so excited* when it works!
Not really. In 5th Edition, at least, you just get to have two new spells every level, and if you find a new spell, you just need 50 gold worth of paper and ink to copy it.
Great to see you reviewing Spell mods! Looks like there's been some great progress on some of the mods. I wish the community had an effort in-place to piece together similar mods and merge them into upgraded versions. I spent nearly all weekend fighting mod problems...seems like we have the folks around that can help each other...just not enough of the modders helping each other out! Cheers!
As lovely and immersive as this is. I don't enjoy the ridiculous time it'll take to actually feel like you're doing well in the game. Sure, you're grinding and some people may enjoy that. But I cannot see how all of this just for the flames spell could be in any way entertaining.
Does this mod let you mix different bits of existing spells to make NEW ones or is it just a complicated way to create ones I could just buy at dragonsreach?
It's 7 years since Skyrim come out and there are still new amazing mods coming out. It's amazing game and amazing community. For me Skyrim is one of the best game that was ever made.
As a novice Skyrim modder, I can laugh and say that while the mod seems good and well crafted, the archetypes are not new and intuitive but just the settings of the magic effect in the creation kit xD
This mod was pretty awful in my experience. I'm all for immersion and alternative ways of getting new spells, but this just became a constant research -> rest -> try composing spell -> maybe get a random fitting spell which might be useless to you anyway. Its just a reaaaally slow way of getting new spells. And it gets old quickly.
Yeahhhh, I kinda feel the same way. I definitely like the concept, and the ideas are solid on paper. But, just like communism, it's when you try and use it that things fall apart. Waaaaaaay too much grinding for not really that much, and just like you said, it eventually reduces to 1: Research, 2: Sleep, 3: Make Spell Thesis, 4: Sleep, 5: Try and craft a spell that will probably end up being shit, and 6: Repeat until bored as fuck.
Yeah my experience was similar; starting without ANY spells I could study made alchemy and artifacts my only option, so it took ages to reach the first spell of the type I actually wanted and could cast with enough Magicka. Even with the Reddit guide to alchemy components and archetypes, it was a hit or miss experience. I later moved over to Challenging Spell Learning, but it is just a Magicka gated instant learning mod (find spell cost on UESP then learn the spell). Finally I chose Immersive Spell Learning, where you study tomes 4 hours at a time, and your experience in the skill determines how many hours of study are needed in total.
Does this work with the Adamant perk overhaul and Mysticism magic overhaul? I like the Adamant perks (especially combining the cost reduction perks into one), but that mod requires Mysticism.
Next mod: Wintersun- Faiths of Skyrim made by EniaiSiaion,author of Ordinator and many other overhaul figured in the channel. Link: www.nexusmods.com/skyrim/mods/95545?
Wow guys if you’ve never played Skyrim NOWS THE BEST time Why? BECAUSE THE MODS released now makes the game 200% immersive A ground breaking medieval dream simulation long story short All it takes is A mod that makes you pay more attention to your characters over health and performance Magic, melee combat mods Unique armor, weapon mod Abiance game sound mod And of course a WEATHER MOD And etc (sadly I’m not sure how many)
Spell Research, of some degree, feels like it should be included in Vanilla Skyrim. I thought that was the logical step forward from Oblivion's magic system, and while Skyrim's felt Cooler than Oblivions, it was also lacking.
If Skyrim could have this mod and the alchemy system of Kingdom Come Deliverance by default, it would be the most epic RPG videogame of all time in all aspects
www.nexusmods.com/skyrimspecialedition/mods/8201?tab=files can you review that mod one day? It's a follower mod with 7000 lines of dialog, and I was wondering what she was like. I can't play her because I use oldrim xd.
This looks really cool. Anyone know if its compatible with SPERG on special edition? or is SPERG so old that no one uses it anymore? Man I'm out of the loop these days.
Only problem with many of these mods is that the stats, perks, points etc. are in the *mod* menu. Not a big deal but quite immersion breaking as you browse fore it in a selection of obvious mod settings.
Is there a mod that make the Visual effects of magic bigger? don't care if it doesn't change damage, I just want things to be visually cartoonishly big.
Very nice mod, I'd just like to ask one thing. Does it ad casting animations as well? Cause I like the idea of the mod but I wouldnt like it to change my YY magick animations.
Anyone have a mod I can use with this that cuts the number of magic users in Skyrim by like... 75% to make it feel there are a more reasonable number individuals who could sit down and write a thesis on magic?
It would be cool if you have to use certain potions while learning certain spells. One example is using a resist fire potion while trying to learn a fire destruction spell. For conjuring a familiar you have to have something from the specific creature that you make into a potion and its soul trapped in a gem until you get proficient at summoning that familiar. I would make the alchemy feel more useful, they could make it so that based on your understanding of certain alchemy effects influences enchanting and smithing. All the skills could be in a way beneficial to developing spells.