Releases: mlim15/sld-snp
Spell Learning and Discovery SSE SnP 1.7.7b
I honestly feel like I've added every feature anyone could possibly want within this framework, so this is probably the final feature drop. This update only has a couple new features, it's mostly a polish and tuning pass, especially on the MCM. Any future updates will probably be bugfixes and polish/tuning/refactor only, unless somebody suggests a feature I think is cool and doable.
What's New in 1.7.7
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Added a new option to return the tome to you once you have learned a spell. Note that this can only return tomes that have been consumed while this option was enabled, and won't apply to spells added to your list before upgrading to this version.
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- This option allows for some compatibility with Grimoire, but if you learn the spell through this mod's learning features then I suspect that in order for Grimoire to realize it exists you will probably have to try to read the book once it is returned to you.
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- Aside from mod compatibility considerations, this new option also mitigates the loss of "Mark as Read" functionality in SSE by enabling the player to read the returned tomes, which makes the game mark them as read.
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The "Remove Spell Tomes" option is now "Enable Spell Learning Functionality". What this option now does is allows you to ignore the spell learning functionality of this mod if you want to only use its basic discovery system.
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- These two options are implemented as separate toggles interally and do control different parts of the system's internal logic. They have been linked and presented as one option because I can't think of a valid use case (which isn't served by other new options added in this update) where you would want to learn spells through the mod but not remove their spell tomes. If somebody can present a valid use case that current options do not accomodate then I will consider displaying them as separate options. For now I want each option to be as clear and separate as possible in the mod menu.
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- When spell learning features are disabled, discovery will instantly add discovered spells to your character instead of making you "learn" them through the mod's spell learning system.
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- If collect notes is enabled and spell learning functionality is disabled, notes will be given only once per spell tome when the tome is consumed to learn the spell.
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Further refinements to default learning speed. Testing showed a very slow pace of learning in normal play with default settings, even when trying to use the Study power off cooldown. These changes are aimed to reduce the tendency to generate a large backlog of spells.
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- The "auto success bypasses daily limit" option is now on by default. Combined with the lower default threshold for automatic successes, this means you are less likely to get a backlog of easy spells and the spells your character actually has to spend time learning are generally going to be ones around or above your current skill level.
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- Lowered min skill difference to auto succeed to 30. E.g. at 30 Destruction, you will automatically succeed at learning Novice Destruction spells. At 55 Destruction, you will automatically succeed at learning Novice and Apprentice Destruction spells. Et cetera.
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- Lowered skill difference required to fail to 30. At 75 it would never affect the player, as the game does not typically spawn expert level spell tomes when the player is at novice level. With this new default level, you won't be able to learn Fireball if you are at the level of Flames, but you can attempt to work out Firebolt. Basically it should keep you researching the next tier of spells from what you're currently using.
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- These options can now be configured in intervals of 5 skill levels instead of only multiples of 25.
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- 1.7.7.a: Major fixes to logic for automatic fail/success. Not sure how/why/if they were working before. They have also both been changed to use the same 2/3 specific school and 1/3 total magickal skill formula used throughout the mod.
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Finally, the mod configuration menu has had a little rearranging (as usual). There are a lot of options now, so my goal is to ensure it's always immediately obvious what applies to the user given their configuration, and make it impossible to configure the mod in a way that doesn't make sense.
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- More things have been made to visibly disable when they are irrelevant to your chosen configuration.
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- Some basic sanity checks have been added when you're toggling things on/off to make sure your configuration makes sense. If requested I may consider publishing a version without these sanity checks under the condition that no support is provided and if you choose a configuration that makes absolutely no sense, that's on you.
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1.7.7b: Fixes a CTD introduced in 1.7.7 by not properly verifying that equipped items were books before using them as such
Spell Learning and Discovery SSE SnP 1.7.6a
What's New in 1.7.6
- Previous item placements in the Midden have been removed to accomodate users who want to use the mod's spell learning or discovery functionality without the new potions and spells.
- The base value of notes has been increased to ensure they are never considered worthless by merchants.
- Notes can now only be sold to vendors who would otherwise buy spell tomes.
- Notes are no longer weightless. 100 notes now weigh 1 pound. Incidentally, this is roughly equivalent to the real life weight of letter/A4 sized sheets of paper.
- Now that notes actually tend to sell for 1g, the amount generated has been reduced and the amount required to reach max bonus has been reduced by 2x. Note that the amount generated has always scaled with the base value of the book. This means when buying a tome of roughly your spell level from a merchant at low speech (buying is 3.3x more than base value), consuming it, and trying to resell the generated notes (1/2 the base value as the spell is equivalent to your skill level), you will get back ~15% of what you paid. You can increase this return with higher speechcraft (buy for cheaper, sell notes for 2g each instead of 1g) or higher magickal skill (receive as much as 1x the base value of the deconstructed book in notes according to your skill).
- In order to reduce the amount of spell notes generated to keep with the value design above, the amount of spell notes generated from reading a book now scales with the difference between the spell's level and your player's magickal skill, using the same 2/3 specific magickal skill and 1/3 total magickal skill formula used by other systems in the mod to adjust results to player skill. Having poor magickal skill in relation to the spell being learned and thus taking poor notes will make learning the spell harder! Notes generated will never exceed the base value or be lower than 1/4 of the base value:
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- When player skill is double that of the spell, the full base value worth of notes is generated.
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- When player skill is equal to the spell, half the base value is generated.
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- When player skill is half that of the spell, a quarter of the base value in notes is generated.
- Default spell learning behaviour has been changed to increase speed of learning somewhat. The default "Max Consecutive Failures" option is now 2, and the option to automatically succeed instead of just moving it to the bottom of the list is now on by default. The third time's the charm, after all.
- A suggestion to disable learning failure messages to prevent message spam has been added to the option to learn multiple spells per attempt.
- The "Spell Learning" status effect that the mod uses to count spell casts and manage spell books is now hidden in the UI. Instead, a separate status effect with this name and description is now only added and shown when there are currently spells to learn in the list.
- Like Attunement, Summon Daedric Tutor now costs 110 magicka base. This ensures it can only be cast by characters who have at least invested something into magickal ability. I don't think it makes sense to let the barbarian who has never cast a spell before successfully summon a Daedric Tutor to teach them spellcraft.
- Hotfix v1.7.6a: "Power of the Elements" will no longer be removed from the inventory despite counting as a spell book. This ensures that the Destruction Ritual Spell quest can be completed.
Known Bugs
- For some reason, it can sometimes literally take several minutes of real time for the MCM menu to be registered. I don't know why this happens but the mod is still functional while the menu is inaccessible. Just be aware.
- The way Skyrim handles picking up books seems to mean that if you drop a stack of them on the floor, picking up that stack only adds one copy to your inventory. As a result, dropping notes on the floor and picking them up will result in you losing all but one of the notes you dropped. So don't drop your notes on the ground.
Spell Learning and Discovery SSE SnP 1.7.5
What's New in 1.7.5
- "Attunement" spell tome has been added to Tolfdir's shop instead of Enthir's.
- Having Enthir and Tolfdir sell items related to the mod is now a configurable option. Disabling the mod (or this specific setting) will remove any items it has added to their inventories.
- Hide all unnecessary vanilla "spell added" notifications by default. The vanilla notifications can now be toggled on if desired.
- Move to a new notification system where all notifications are classified and can be hidden by category. There's a new tab in the MCM where you can choose what notifications you want.
Known Bugs
- For some reason, it can sometimes literally take several minutes of real time for the MCM menu to be registered. I don't know why this happens but the mod is still functional while the menu is inaccessible. Just be aware.
- The way Skyrim handles picking up books seems to mean that if you drop a stack of them on the floor, picking up that stack only adds one copy to your inventory. As a result, dropping notes on the floor and picking them up will result in you losing all but one of the notes you dropped. So don't drop your notes on the ground.
Spell Learning and Discovery SSE SnP 1.7.4
What's New in 1.7.4
- Dynamic difficulty is now working as intended.
- Fix dream functionality. Previously, its bonus would immediately be wiped out after being applied.
- Fix "Study acts as Rest" toggle in the MCM. It previously toggled the wrong thing.
- Reduction of the learning cooldown no longer scales with the configurable "bonus scale" option.
- All items (except those in Enthir's inventory) are now spawned in the script rather than through ESP changes to LevelledLists, and are configurable.
- User can now configure what studying and sleeping do - learning, discovery, or both. By default, both options will do both tasks. Learning, discovery, and some tertiary functions are now tracked on separate cooldowns to support this, and the discovery cooldown is now displayed separately in the MCM.
- The bonus to learning and discovery chance received from notes has been tweaked to be less punishing by default and provide more overall chance. It is also now configurable.
- New, more compact and descriptive notifications when adding spells to list/adding notes to inventory/removing books from inventory.
Known Bugs
- The way Skyrim handles picking up books seems to mean that if you drop a stack of them on the floor, picking up that stack only adds one copy to your inventory. As a result, dropping notes on the floor and picking them up will result in you losing all but one of the notes you dropped. So don't drop your notes on the ground.
Spell Learning and Discovery SSE SnP 1.7.3
What's New In 1.7.3
- Removed the NPC dialogue option
- Changed appearance of generated spell notes
- Tidied up in-game descriptions and notifications
- Renamed "Spirit Tutor" to "Daedric Tutor"
- Some default settings have been tweaked. If you have an older version of the mod installed, your settings won't change when upgrading.
- Enthir now sells items related to the mod, including its potions, recipes, and spells
- Changed how notifications work on sleep to make it more clear to the player what is happening on each rest without looking at the mod configuration menu
- Configurable option to limit consecutive failures when learning spells, with options to automatically learn the spell or move it to the bottom of the list once this number has been reached
- Configurable option to try and learn multiple spells on each sleep, and an option to increase the difficulty of learning spells accordingly when attempting to learn multiple spells
- Configurable option to automatically fail spells based on skill difference (e.g. novice can't learn master spells), the Dreadmilk potion added by the mod can optionally bypass this requirement
- Configurable option to automatically succeed when learning spells based on skill difference (e.g. master always succeeds at learning novice spells), with the option to have these successes not count towards your daily limit
- Chance of potion addiction to kill you is now configurable
- Option to use a spell's skill level relative to player skill to dynamically adjust its learning chance
- Option to reduce cooldown on learning new spells through practice by casting spells
- Revamped potion addiction and tutor spell changes:
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- Potion learning effects now last one in-game day to ensure the bonus will still apply when player stops sleeping (which is when learning occurs)
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- Added magicka regeneration benefits to potions to make them worth using outside of learning system. These effects last 5 minutes
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- Fixed Dreadstare application and changed its effects to be more punishing
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- Drinking more Dreadmilk still removes the addiction penalties, but now Shadowmilk can also be used to offset it somewhat
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- Drinking Dreadmilk and Shadowmilk now increase "blood toxicity", which decays with rest. The chance of overdose is now increased by this "blood toxicity" measure to punish constant use of the potions. When blood toxicity is high enough, addiction will always return when the high wears off.
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- Health now drains quickly when overdosing instead of instantly killing the player to provide an opportunity to work around overdoses if you are prepared enough. I found in playtesting that the instant death was not much fun.
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- The Daedric Tutor now has a random chance to exact a "price" for its services, and can only be used once per learning period.
- Added a new spell "Attunement" that lets you set the custom bonus location in-game without using the mod configuration menu
- A new active power "Study" that lets you perform Spell Learning and Discovery(TM) anywhere... well, almost anywhere. Complete with book-reading animation, and configurable requirement to have some notes in your bag when using. If you would rather stick to using beds only, there is an option to have the study power grant you a once-per-rest boost to your learning chance instead. Or remove it altogether from the last tab of the MCM, it's up to you.
- A massively expanded and reorganized mod configuration menu to support all these new options