It's a great mod, very underrated for me. Some people complain that it's too tedious but I don't understand that since the MCM settings allow you to adjust the values.
@@Wft-bu5zc Values mean literally nothing when there are no intuitive spell recipes. I literally looked up a spreadsheet online, I pass the requirements with flying colors and still can't even compose a novice spell based on the spreadsheet.
I just started a hardcore RP playthrough at the college with this mod and can't agree more! The system is a little bit clunky but it's just so well thought out and generally works incredibly well. I can't imagine playing without this now
Great video. Really good details on how to actually use the mod thanks! I do have a criticism, however, and it is as follows: Ark-type and thee-sees That is all.
Thanks so much for this! And also your clarification pin; I was wondering about that and hoping that it actually worked in that manner. I'm going to begin what will be my first proper playthrough of Skyrim. (I ground out a lot of dungeons and some basic quests in Vanilla / slightly QOL-modded Skyrim years ago, but never played any questline at all except completing the Companions -- And I've also had a few false-starts dabbling in Roleplay setups with my own Modding Homebrew load-orders as I learned to mod over the years since then). As soon as I finish selecting and installing the last few mods I need on top of the Ultimate Skyrim modpack, I'm going to relaunch my favorite character. And Spell Research will be the core gameplay loop driving the whole endeavor (towards completing Morthal's content as well as the quest mods i've selected on-theme, and any vanilla lines I run across which make sense for the character development). I didn't even realize how fleshed-out this mod was until I watched this guide, especially the Alchemy half. So thanks to your video, I'm not more excited than ever to play my RP Project!
With Nether's Follower Mod (which I saw you use), if you want to be immersive, realistic teaching spells to followers to using Spell Books. Then you can craft the spell books to give to your followers so they can learn those spells.
55:10 You should have read the entire message. That's the message that you broke the item. If you successfully study you do get a message telling you what archetype you learned!
Hi. I'm using mod which removing starting spells and I am stubborn to gain experience ONLY by alchemy, so I have not thesis like aiming, fire and forget, concentration etc. My question is, can I compose some spells, if my experience in the rest of theses (nature, arcane, resistance, magicka etc.) are high enough?
I *think* it does help depending on experience based on my tests. So if you have low experience but a lot of theses that *may* bring you over the edge in getting a spell and whatever extra theses will be returned to you. Vice versa if you have a lot of experience you may not need so many theses'. But the mod is pretty complex if I made a mistake correct me.
The guy had this to say regarding his tests: "Here's some Papyrus log data showing the difference between adding multiple theses for the same archetype (no benefit) and adding theses for more archetypes (benefit). For the first example with two attempts to research Chilling Touch, in the second attempt I added an extra Destruction thesis. It didn't change the Min/Max range for the RNG at all, and didn't improve my SpellSkill chance for finding a spell. For the second example with two attempts to research Ice Lance, in the second attempt I added theses for Area of Effect and Force. It lowered dramatically the Min/Max range for the RNG, to a point where any number it generated would be below my SpellSkill, and I was 100% guaranteed to find the spell (and did)."
@@jonurena2515 I knew about his example about adding theses for more archetypes will "narrow the range" as it were... for the rng. But wasn't aware that adding more theses' (ex: multiple destro theses) will not improve ones chances. I'll make a note.
You "can't pronounce" because you don't try. Of course you can pronounce. Just slow it down and try, one syllable at a time in sequence. You already know how. ..
Composing Spell Books has a use beyond just selling the book. You need the spell book in order to enchant a staff. So, this will allow you to create a staff for a spell you've researched.
Accd to the wiki(s) you only need to know the spell (and it takes an unenchanted staff and some heartstones), so whatever you're talking about must be mod-added functionality. In vanilla the only staff enchanter (unless you count creation club as vanilla, which I wouldn't) is in Tel Mithryn
You need to join the College for Shalidor’s insights, and I suppose you’d get more Old Grimoires from the quest line. More integration would be nice though I agree.
get immersive college of winterhold, it works great with spell research because it outfits the arcanaum with writing supplies and adds in tomes and various interactable objects that grant bonus xp in various magical fields of study
IMPORTANT !*CRITICAL*! INFORMATION: an error was made on Sub-Chapter 1.7: Composing Examples at around 30:29 mark. Where I compose a spell with *just* a destruction thesis'. Implying all you need was high destro archetype experience in order to gain a random destro spell. This is false. I've failed to give ancillary information that's critical. The Research Journal will use your thesis' as part of it's initial search parameters. It will "search" for a spell with the thesis' that you've fed it. Once it "finds" a spell with your thesis's it will take the spells archetypes that it's "selected", and compare the selected spells archetypes with your archetype experience tied to the selected spell. Afterwards, a diceroll is enacted where success or failure is tied to the health of your archetype experience that is also tied to the selected spell. For example, if you were in pursuit of firesparks, it would have aimed, fire, concentration, destro. If you put *only* a destro thesis and had high destro archetype experience but very low other archetype experience also tied to firesparks archetypes (aimed,fire,concentration,) then there a lower chance that you'll receive the spell. This makes sense, otherwise a person could get master level spells by grinding only destro archetype experience for example but be very weak in other archetypes, they'd be no reason to pursue other archetypes if this was the case. Thus, it is recommended that if a person is in pursuit of a random spell in a particular school (destro, restro, alteration, conjuration etc etc), they should concentrate on getting healthy archetype experience in *ALL* archetypes that would be related to the school. This is why some people may or may not be very successful in their craft. **UPDATE, Error made at **15:00**** It has been brought to my attention, that having multiple theses' of the same type (ex: having multiple destro theses') will NOT increase your odds in finding a spell.. However.. Having multiple different theses' that would correspond to a spell you may be pursuing (ex: Fireball = Fire, Fire and Forget, Area of Effect, Destruction, Aimed, Force *all adept*), will increase your odds. As it does "lower the pool" of spells that the mod would use when "rolling the dice".
Thanks! Great guide btw! About how much of archetype experience I need to safely create a spell? Like "apprentice spell needs about X experience in appropriate archetypes AND +X experience to compensate any missing archetype exp". Do you know those numbers? Another question, is archetype experience used at all when I craft theses or it has only time+magicka+resources mechanics involved? Ive created my novice theses with >1000 novice exp, but I also created plenty of apprentice theses with only 250 apprentice exp... and then I've created an apprentice spell with those theses. Am I just lucky?
@@Diver13666 Unfortunately, I don't know all the numbers needed exactly to get spells everytime, basically if you have over 1000+ *generally* in the appropriate archetypes. Then you *should* be decent. archetype experience is not used when crafting these' only time,magicka and materials for example you can craft master rank these' but if you have low master experience, it's going to fail. I do believe you gone way over the threshold for novice, you've probably had good novice archetype experience in the spells you were pursuing, which is why you've gotten easy spells, Apprentice spells I *think* is a little higher, maybe you had good apprentice archetype exp in other areas related to the spell you were trying to get, which increased your chances.
This looks a lot cleaner than your previous guides. Straight to the point and well planned out. It bothered me in your previous guides how you simply talked about what you know and saw in front of you, it was a bit of a mess. But man you really improved fast. This video right here is a quality guide! Badass, i love it. Anyway, thank you! I also really do appreciate the fact that you make guides at all, because there are so few!
I thought it was a spell crafting kind of mod but I am wrong. It sounds depressing that after all this efforts paid all we can do is to re-discover what is already in the game.
Would've loved this when I first got the mod, took me ages to get my head around it. The spell research seems fairly simple now, so long as you have around 1000 experience in the level of spell you're trying to create i.e. Apprentice Conjuration, Adept Conjuration and around 5-800 or so in one or two of the primary archetypes you'll usually be able to create a spell, though the more experience the more precise it is. The alchemy part I've just started with... it's very complicated trying to figure out what makes what, seems like you're about as far as I got with that bit - it would be useful to include a notebook or something that updates what each of the ayliedoon samples do though, I've been using SSE Journal, but it's not ideal - very difficult to memorise which ayliedoon word does what especially when many of them read similar. Brilliant mod though and a very good guide, adds so much depth to a mage or alchemist playthrough.
A minor correction: Turns out draconic and daedric are not bugs but features. To understand draconic you need to know a lot of shouts :"makes sense since it is the dragon's language" To understand daedric you need high conjuration and a lot of conjuration spells. "makes sense since conjuration focuses on oblivion" The only thing enchanting does is preserve the item instead of losing it if you translate it successfully.
This mods sounds complicated and hard to understand at first. Why would I use this mod instead of spellcrafting and other mods than just bring more spells and tomes like magnus?
Thanks so much for making this guide! Super detailed and helpful. One thing I thought you might want to know, though... I think the word "archetype" is usually pronounced differently than you've been doing it.
Yeah it's technically pronounced like "Arkuh." "Arche" is the greek word for primitive, hence archetypes are like loosely structured categories. "Arch" without the E, as in Archmage, is Greek for "rule," as in the ruler of mages.
Everyone should check out the mod 'Challenging Grimoire Research' it's amazing. A combination of the best overhauls of spell learning. Then combine this with 'Grimoire Add on - Real Equip Tome' & 'Equippable Tomes - Belt Worn Books' with the HDT SMP files meshes you are complete.
Christ, I understand making magic take more effort to obtain since it makes sense. But do I really have to take a college course just to understand how the mod works? Might as well take a college course to make your own Skyrim mods.
I love this mod, I feel like being in Harry Potter ahah, a shame I stole some clothes from the wardrobes of some wizards and now the College is full of naked people, I hope there is a way to fix it :D thanks for your guide this mod is massive for beginners :)
What i've seen in my own experience and online is that to be successful in creating a spell, you need 100 experience points for every related archetype. So, for example, Candlelight has Fire and Forget, Alteration, Magical Constructs, and Light. You would need 400 experience in the relevant archetypes (i think overall?) to be able to make it. I was trying to make Summon Swarm I, a spell from Requiem that is supported by Spell Research, which requires 700 experience. To make it I was just using theses of one archetype, Poison. I was unable to make it (got the message "You don't have enough experience for a spell of this complexity") when I was under 700 poison experience. At 736 novice poison experience, I was able to make the spell. So over 1000 is generally a good area to aim for if you are trying to make spells out of the blue, but if you look up the archetypes you would know exactly what threshold you need to pass.
Yes, indeed you're correct. If a person was in pursuit of a specific spell that they wanted to efficiently gain, they would need to know the exact archetype threshold to pass. T Reason why I didn't explain specific thresholds was for a couple reasons. 1. To make it easier for the player, by instead of going into great detail, summarizing by saying to shoot for 1000 archetype experience as a benchmark which is a good place to start. 2. To keep it in line with the intention of the mod maker, which is experimentation and discovery. 3. To keep the video at a reasonable length. I did however, include more guides written by other people that do go into greater depth about the S&R mod found in the video description page. Such as a reference cheat sheet that tells you exactly what you need.
Where do you actually get the spells from? It should be included in every guide on this spell research mod but of all the pages I've read and videos I've watched, it's not mentioned where in the hell you go to look for the actual spells to research??????
Arkmage Dovahkiin of the College of Winterhold is an erudite scholar; in his time as a student, he wrote multiple theesees that revolutionized modern Tamrielic spellcraft. This guide is fantastic. Thank you for all your hard work!
So Im confused about how to be a mage in order to learn spells, you need to already know spells to research them with spell research? How do you get the spell in the first place?
It's possible to learn spells without having any spells, you just need the right amount of archetype experience, you can find archetype experience by reading tomes, studying artifacts or by dissolving ingredients. But yes, researching a spell you already have is the easiest and fastest way.
I'm losing my mind. This guide was super helpful, but I need to know, is it possible to be TOO overpowered for certain level spells? It keeps telling me I can't learn anything more of this level, and it's driving me bonkers! Some of my skills at novice level are at... 1000000? I'm aware that's excessive. *sigh* Help? please? I play SE, not Ultimate. Does that change anything?
Oh man, that was amaz. I really needed this kind of tutorial. This mod can be so confused. Tell me one thing: It's possible create a spell that gives you armor (as Ironflesh) and heal too?
This is gold. Ive been looking for a video like this for a hot minute. Uninstaller this mod a while back because I was playing a bounty hunter playthrough and this was way too complicated for my bounty hunter to care about. But now im playing a pure mage playthrough and this is a perfect mod, I just didn't know how to really use it haha
I looked through all the documentation so all I really learned here that I needed was about the fact you don't have to specify a spell down to minute detail. I didn't understand that so I was stumbling around having difficulty gaining experience outside known spells. That was the only bit that was really unclear in the mod's in-game tutorial (might be different now, this was years ago and I kinda gave up on the mod as a result)
This mod seems buggy to me. Everyone's telling me that 1000 exp is a good meassure for crafting new spells. I have 27.000 in Adept Destruction, have used over 20 theories at a time and it consumed each and every single one of them one by one without a single spell. I've reloaded two times today, everytime with the same outcome. That's almost 70 trys with 27k exp for nothing. I had to push novice spells up to 54k till I got my first result. Usually I'm a fan of scenarios where it takes a huge amount of time to progress your character, but this "bad luck" thing is just pure bullshit and demotivating as hell. There has to be at least an addition to the Experience tab where you can see how good your chances (in percent) are right now to get a new spell. That way I could at least tell if it's buggy or not.
Yea it would be nice to have some more information on how likely you are to receive a spell. I'm curious though. What spell were you in pursuit of that needed 20 theories with adept destro at 27,000? We're they all same theories? Same question for your novice spell issue. Cos' 54k before your getting your first novice spell seems strange.
@@goldymires7116 For the Adapt one, I used purely Destruction theories, for Novice it was purely Fire&Forget theories. I've turned down the spell learning difficulty from default 3 to 1. Now it looks much more reasonable with roughly every 2nd or 3rd attempt being successful with my Adapt stats. 2000 exp at Expert is still too far away from creating a new spell, though. I used 10 theories and they all got destroyed during my first attempt.
@@goldymires7116 Update: Now I'm quiet sure that something's off. I've tried to read a grimoire now over 20 times by using the safest option and each time I activated the trap card. Also, that whole Shalidor stuff doesn't seem to work either, since I get nothing after finishing the quest and waiting till the translation is done. I haven't tried the whole Alchemy section, yet. Guess I'll test that stuff too before sending a bug report to the mod author.
@@GodlordBazi This is all odd. Shaldior's Insights works with giving shaldidor's insights to urag, then he'll give you a scroll to read after some time, which gives archetype experience. When it comes to Grimoires, I was using ver 2.1.2 for skyrim legendary. So that's why my grimoire is probably acting differently to your grimoire. The mod author even confirmed for me that 2.1.2 grimoires are bugged. Also, when it comes to creating a novice spell can we do a little more investigation? If possible? Try it again, but with simple destruction spells. Use firesparks/icewind/lightningsparks for your initial research. Make sure you only have ONE of the starting novice destruction spells in your spell pool. Research that one spell for 24 hours just to be safe. Then try making another novice destro spell with with just one novice destruction thesis, use more or less as needed. It *should* work only after a few tries.
@@goldymires7116 I have over 2 Million exp in Novice Destruction right now, but due to Frostfall not working properly, I will have to restart my playthrough anyways, since the mod fixing that issue requires a new game, so I will test that out later this week. My guess is that either A) the default difficulty setting of 3 is not intended, because on setting 1 (the easiest), I still have to have at least 4000 - 5000 exp in a certain discipline to at least have a chance of composing a new spell, B) the exp numbers are wrong, or C) the mod itself is buggy. Speaking for the ladder option is the fact that there are multiple other bugs so far. I've tested the Shalidor quests again to check what you've said, but nope, I recieve nothing but a skill increase of 1 point in a certain vanilla discipline, that's all. Also, I use the Apocalypse magic mod. The latest version of Spell Research says that importing the spells of Apocalypse has been fixed, but not for me, obviously. Spell Research is still unable to analyse the spells of Apocalypse and I can't compose spells of this mod either, as was confirmed by the fact that I couldn't compose anymore spells of Adapt Destruction after learning all the vanilla ones. Speaking of Adapt Destruction, I was at arround 75.000 exp till I needed only two thesis to craft a spell with 100% certainty. It still failed sometimes when using only one thesis. Another mod that I'm using is Shadow Spell Package, which is supported by Spell Research, as it says on Spell Research's mod page. It doesn't import those spells either, but I'm not sure if this is intentional, since those Shadow spells are now all found in certain ruins in the latest version. In that case, I don't know in what context Spell Research is supporting this mod exactly. I've done some more testing with the Grimoire and still got the same results. It fails every single time, no matter what option I pick. I talked to a buddy of mine today, who uses this mod as well and it's the same for him. Together we have tried it almost 120 times now with the easiest option, with a 100% failure rate. I'll give you an update as soon as I've started my new game and tried what you've said.
Well, getting an novice alteration spell with just novice destro would be difficult cos' novice destro has archetypes that arn't really tied to alteration at all. I suppose you could use concentration from destro novice, cos' equilibrium would use concentration for sure. But it would be difficult without some other thesis from other spells.
try Spell Crafting mod, it works nicely alongside Spell Research and allows you to craft non vanilla spells, you can create very interesting combinations, and you get to name your spell. I created a spell that heals me while increasing my armour rating at the same time, and named it "poop". I dont think you can analyze those newly created spell combinations through the research journal though. I'd love to be able to create a "Poop Spell Tome".
Maybe at some point, other projects on the docket. You can kind of 'cheese' leveling right now by using the Research Book, and research spells for experience.