Embracing Forgotten Magic: Redone Spells for a Modern Witchcraft Journey

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Forgotten Magic Redone is a comprehensive spellcasting overhaul mod for The Elder Scrolls V: Skyrim. Aiming to expand and enhance the game's magic system, this mod adds over 200 new spells to the game, along with unique features and mechanics. With Forgotten Magic Redone, players can now customize their own spells and create unique combinations by combining different spell schools and effects. This adds a whole new level of depth and versatility to the magic system, allowing players to truly make their own playstyle. The mod also introduces a spellbook system, where players can discover and learn new spells through exploration or by purchasing spell tomes. This adds a sense of progression and accomplishment, as players can gradually unlock more powerful spells as they level up and explore the world.


Please follow the permissions of the original author from the original mod site @ https://www.nexusmods.com/skyrim/mods/35339/?tab=1&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D35339%26preview%3D&pUp=1.

It seems like there s something happening where some of the other MCM using mods I ve installed are having the same effect as FMR, but on a much lesser scale. 65SE Lively s Formlist Manipulator INI for Transcribe Spells Meridia s Champion Spells No healing for the creatures of the night only needed for the optional file Replacer for Forgotten Magic Redone s Ancient Lich Replacer for Forgotten Magic Redone s Deathguard Hard Requirement SkyFurry Official Patches Spell Research Patch Compendium Redux 357 patches Supported mod.

Forgottsn magic redone

This adds a sense of progression and accomplishment, as players can gradually unlock more powerful spells as they level up and explore the world. In addition to the new spells, Forgotten Magic Redone also rebalances existing spells in the game, making them more useful and effective. This creates a more balanced and enjoyable magic system, where players can rely on spells as a viable option in combat.

SKYUI and Forgotten Magic Redone = No illusion dual casting

I've been working on this for the last week or so. Basically, I've discovered that if you're using Forgotten Magic Redone (FMR) and SKYUI together (I'm actually not sure if FMR can be used without SKYUI ), for some reason it will cause the dual casting of illusion spells such as fury not to work at the magnitude they're supposed to. Instead of the effect being amplified (I believe it's supposed to effect creatures 2.1 levels higher than the base single cast), it just does the same thing as the single cast for more than double the mana.

I have talked to the mod author Sward66 about this and he's replicated the bug in his game. After a lot of testing done with the fury spell, my findings are as follows:

  • Just SKYUI : Double casting fury works 100% of the time.
  • Just FMR: Double casting fury works 100% of the time.
  • Just SKYUI and FMR: Double casting fury works roughly 5% of the time. When it does work, it works only once that play session and then never again.
  • SKUI and the rest of my load order (a lot of MCM mods in here) EXCEPT FMR: Double casting fury works 50% - 75% of the time.
  • SKYUI and my entire load order, including FMR: Same results as described above for Just SKYUI and FMR.

The message I get when the spell doesn't work is always something along the lines of "That enemy is too powerful to be affected by this spell." This problem does not affect self-cast mods like invisibility, just illusion mods that affect npcs . Dual casting for other schools of magic seems to work fine (tested it with destruction so far).

Sward66 believes this is some kind of timing error caused by the spell having to run through all the extra behind-the-scenes perks FMR adds once the fury spell hits its target to see if it needs to apply some kind of effect to that target. I should point out that I've looked at my papyrus logs, and I can't find anything for scripts being run on the NPCs I'm testing this with in there. However, I'd like to test the theory. Does anyone know any way to modify the Papyrus or SKYUI settings to open up the window of time that the spell has to run through the possible effects it's checking for? I've seen a lot of Papyrus tweaks on here but I'm not sure which of them apply in my situation.

Also want to again note that even without FMR installed, using fury spells with SKYUI and the rest of my load order installed is not a sure thing. It seems like there's something happening where some of the other MCM using mods I've installed are having the same effect as FMR, but on a much lesser scale. With just SKYUI installed, everything works fine. With SKYUI and the rest of my load order, getting a dual cast fury to have the intended effect on a target within the proper level range is a bit of a crapshoot. With SKYUI , the rest of my mods installed, and FMR, it's a losing bet almost every time. However, removing everything else from my load order doesn't solve the problem between FMR and SKYUI .

I've tried reinstalling SKSE and SKYUI . I have tried downgrading SKSE to the last stable version (was using the alpha). I have tried downgrading through a couple versions of FMR. I have reinstalled Skyrim multiple times on two different SSD drives. I have turned off overclocking on my PC. I can consistently reproduce this with just Skyrim, SKYUI , SKSE and FMR.

The only other thing I have to add is that whether or not it worked seemed to partially depend on what cells I had passed through. If I used Alternate Start - Live Another Life and the "New Member of a guild" Companions starting option, I could have FMR and SKYUI installed and effectively dual-cast fury on Skjor in Jorrvaskr 50% - 75% of the time. He was a good npc to test on, as he starts at level 10. The base effect for single-casting fury is up to level 6 npcs , and the double-casting level cap should be around 12-14. However, if I used the "Camping in the Woods" option with live another life and ran to Jorrvaskr, double-casting fury would barely ever work on him (roughly 5% of the time, same as the situations I listed above). If I started the game normally in the cart to Helgen, it would also barely ever work.

If anyone has any thoughts on this, I'd appreciate hearing them.

Edited June 28, 2014 by zombiecurse

Forgottsn magic redone

Furthermore, the mod introduces new magic mechanics, such as spell charging and spell rituals. Spell charging allows players to charge their spells with additional effects, increasing their power and effectiveness. Spell rituals, on the other hand, require players to perform specific actions or meet certain conditions to cast powerful spells. These mechanics add a strategic element to spellcasting, encouraging players to think tactically and plan their spells accordingly. Overall, Forgotten Magic Redone is a must-have mod for any Skyrim player who wants to expand their magical capabilities and explore new possibilities. With its vast array of new spells, customizable features, and enhanced mechanics, this mod breathes new life into the game's magic system, making it a truly immersive and rewarding experience..

Reviews for "From Ancient to Modern: Redone Spells for the Forgotten Magic Lover"

1. John - 2/5 - I was really excited to try Forgotten Magic Redone, as I had heard great things about it. However, I was left disappointed. The spells seemed lackluster and didn't offer anything new or interesting to the game. Additionally, there were some bugs and glitches that made the experience frustrating. Overall, I wouldn't recommend this mod to others.
2. Sarah - 1/5 - I could not get into Forgotten Magic Redone at all. The spells felt overpowered and unbalanced, making combat too easy and taking away the challenge of the game. The spell descriptions were also unclear, making it hard to understand what each spell did and how it could benefit my character. I ended up uninstalling the mod after only a few hours of gameplay.
3. Emily - 2/5 - I have mixed feelings about Forgotten Magic Redone. While I appreciated the effort put into creating new spells, I found that they didn't integrate well with the vanilla game. The mod felt disjointed and out of place, and the spells didn't fit seamlessly into the world of Skyrim. I also encountered some compatibility issues with other mods, which made me question the overall stability of Forgotten Magic Redone.

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