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About this mod
Mysticism is an overhaul that fixes bugs in Vanilla spells, fills in gaps in the game’s magic progression, and adds new spells from previous Elder Scrolls titles.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Credits and distribution permission
Author notes
All of my work has open permissions. You do not need to ask permission to make patches, ports, forks, or any other derivative work from my mods. All I ask is that if you release a mod with my work incorporated into it, you strongly consider releasing that mod with similar permissions.
You are free to use the poison spells from this mod, but please be sure to credit Jay093 for the mesh work. Many thanks to Jay093, and, by extension, all who provide the Skyrim community with wonderful work under open permissions.
Thanks are due to Madcat221 for permission to use his mesh and textures for his Holy Ground spell, which I altered slightly. Please do not use this specific mesh without contacting Madcatt221, as I cannot provide permission for its use.
File credits
This author has not credited anyone else in this file
Donation Points system
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Translations available on the Nexus
Version 1.2.1
Version 1.2.0
Version 1.1.6
Version 1.1.5
Version 1.1.4
Version 1.1.3
Version 1.1.2
Version 1.1.1
Version 1.1.0
Version 1.0.15
Version 1.0.14
Version 1.0.13
Version 1.0.12
Version 1.0.11
Version 1.0.10
Version 1.0.9
Version 1.0.8
Version 1.0.7
Version 1.0.6
Version 1.0.5
Version 1.0.4
Version 1.0.3
Version 1.0.2
Version 1.0.1
Mysticism is an overhaul that fixes bugs in Vanilla magic, fills in gaps in the game’s skill progression, and adds new spells from previous Elder Scrolls titles. These spells are designed to feel like they belong in the world of Skyrim, both mechanically and aesthetically. You can purchase them from vendors, loot them from dungeons, or find them hand-placed in carefully chosen locations around the world. By adding new spells and re-balancing existing spells as part of the same project, Mysticism is able to offer users a coherent and balanced magical experience throughout the early, middle, and late game.
“Magic is, by its very nature, volatile and dangerous. Unless you can control it, it can and will destroy you.»
Novice
Conjuration
“You deal with powerful forces. Take care they do not overwhelm you.”
Novice
Expert
Destruction
“Fire, frost, or lightning—you will suffer at my hands!”
Novice
Illusion
Novice
Master
Restoration
“Restoration is a perfectly valid school of magic, and don’t let anyone tell you otherwise!”
Novice
Special Spells and Vendor Changes
Mysticism makes adjustments to a small number of vendors in order to improve the overall experience of playing as a mage. Specifically, it ensures that each school of magic has at least one Expert vendor outside the College of Winterhold. Some of these vendors, such as Talvas Fathryon or Florentius Baenius, have unique spells that you won’t find at (most) other vendors. Mysticism also hand-places some unique spells as loot throughout the world. If you’re have trouble finding these spells, or you don’t want to make the trip to Solstheim or the Soul Cairn right now, don’t worry! The College is home to a certain shady elf who makes a living selling items that other mages can’t get their hands on. If you’re looking for a spell that can’t be bought from other members of the College, pay him a visit and see what he has in stock.
The following spells are either 1) hand-placed in the world or 2) only available from special vendors such as Talvas and Florentius. All of these spells have a chance to show up in Enthir’s inventory as well.
There are a few spells that are not available in Enthir’s inventory due to the fictions involved in acquiring them (Ash Spawn, for instance, doesn’t seem to exist as a spell before you complete a quest for Neloth and he creates the spell).
Compatibility
Mysticism will cause no major compatibility issues. It edits Vanilla spells (using the original records whenever possible), adds new spells to the default leveled lists, and changes a small number of merchant chests. Like most mods that edit leveled lists, you may need to use a tool such as Wrye Bash to create a patch for your leveled lists, especially if you have more than one mod that edits the leveled lists for spells.
Mysticism is 100% compatible with other spell packs, especially mods like Apocalypse and Forgotten Magic Redone. Mysticism is 99% compatible with Ordinator out of the box, and I have provided a patch for the other 1%. Load Ordinator after Mysticism so that it can overwrite my edits to the magic effects for Destruction perks. Whether Mysticism is compatible with other perk overhauls depends on whether or not they were built with compatibility in mind.
Note: The one exception to this list is Odin. Odin was made to imitate Mysticism’s compatibility profile almost exactly. The author of Odin intended for Odin to replace Mysticism in your load order. I would not recommend running the two mods together, at least until a patch is made. Currently, there have been some confirmed cases of CTDs from combining the two mods. I would recommend just picking one of the two mods. The author of Odin has made some changes so that the two mods will no longer cause a CTD when combined together.
Mysticism edits a small number of merchant chests in order to distribute its spells across the world in an interesting way. Only one NPC is touched (Festus Krex), so Mysticism will not cause black face or any incompatibilities with NPC overhauls. Most of my changes to merchants will be compatible with other spell packs (so if you have both Mysticism and Apocalypse downloaded, Festus will sell Apocalypse spells).
I don’t like your changes to Vanilla spells, but I want to download your new spells. Will you make a standalone version?
Mysticism was designed as a single coherent system, and I can’t split that system in half without breaking it. However, my permissions are open, and anyone who would like to is welcome to create a stand-alone spell pack and host it on the Nexus as long as you credit me.
Does Mysticism add its new spells to NPC mages?
Adding new spells to NPC mages would require a massive enemy overhaul, and would be out of scope for Mysticism. However, the changes and buffs to Vanilla spells will effect enemies as well. Mage encounters will be a good bit more difficult with Mysticism installed.
I found a bug! What should I do?
Report it, either in the comments or in the bugs tab, so I can try to fix it as soon as possible! Any extra details you can include (where the bug happened, what you were doing, what other mods you were using) would be super helpful in tracking down the source of the issue.
Does this mod require USSEP?
No, but I’ve tried to forward changes from USSEP wherever it seemed relevant. In some places I’ve diverged from USSEP due to reasons unique to Mysticism (for instance, I slightly reduced the damage of Wall of Fire once I made dual casting affect the hazard).
First off, I would like to thank Parapets for countless hours helping me over the past several months. Almost everything I know about modding, I learned from him, and Mysticism would not exist without his help.
I’d also like to thank my friend VictorF for his extensive help with this project.
Thanks to Po3 for his help with meshes, textures, Nifskope, and GIMP.
Sincere thanks are due to Madcat221 for allowing me to use some material from Dawnguard Arsenal, specifically the mesh and a gradient for his Holy Ground spell.
An extra special thanks is due to Jay093, not only for creating excellent meshes for his poison spells, but also for opening his permissions and allowing others to benefit from his work. All of my poison spells now use his meshes, and the mod is better for it.
I would like to extend my heart-felt thanks to all the members of my discord who have supported me over the last eight months.
Автор: bluedanieru
Версия: 1.0.1
Язык: русский
Перевод: AlmostHappy (ник на nexusmods tik20)
Описание:
Мод не добавляет в игру Skyrim мистицизм как школу магии. Он добавляет новые заклинания и способности, не относящиеся к Мистицизму в прошлых играх, но относящиеся к «мистической теме». Наконец, мод усиливает некоторые ранее существовавшие заклинания в игре, также относящиеся к Мистицизму. Таким образом, «Мистицизм» следует понимать как нить, проходящую через все магические школы Скайрима, а не как совершенно новую магическую школу. Информации много, а самого мода мало)
Также эта функция мода исправляет ошибку, когда частично заполненный камень душ «опустошается» при выбрасывании его из инвентаря. С Ловушкой душ, если вы поймаете душу в слишком большой камень, вернуть её не получиться (не распространяется на артефакты Азуры)
Также есть возможность «одарить» спутников Огнем души, но эта возможность экспериментальная и с некоторыми ошибками, она отключена по умолчанию (прочитать о ней можно на странице оригинально мода).
Обнаружение душ.
Похоже на «Обнаружение жизни», за исключением того, что диапазон короче, и не получится использовать, чтобы видеть сквозь стены. Первоначально можно различать только белые и черные души, но с ростом навыка «Колдовство» способность улучшится (30 ур. позволит различать все души).
Трансмутация камней душ.
Книга заклинаний не продается у продавцов заклинаний, и она недоступна нигде в мире. Существует короткий мини-квест, чтобы получить это заклинание (никаких записей в журнале или уведомлений), который можно завершить когда-нибудь во время линии квестов Dawnguard. Итак, если вы еще не начали Dawnguard, получить заклинание на 100% достижимо. Если вы уже начали Dawnguard, возможно, вы упустили свой шанс приобрести заклинание обычным способом.
Конечно, вы также можете просто дать себе заклинание в MCM-меню.
Поглощение здоровья, магии и запаса сил.
Все три заклинания обычно поглощают 10 ед. соответствующего атрибута. На 50 ур. и 80 ур. навыка «Разрушение» будет поглощаться 12 и 15 ед соответственно.
Рассеивание и Рассеивание на цель.
У этих заклинаний есть шанс удалить вредные и полезные эффекты с себя или с цели. Также Есть шанс, что ничего не получится. У Рассеивания это 25% неудачи, у Рассеивания на цель 75%. С ростом навыка «Восстановление» шанс неудачи снижается.
Безмолвие.
У каждого персонажа есть 35% шанс на успех.
Как получить:
Почти все заклинания доступны в продаже у продавцов заклинаниями и в луте. Спойлеры декодированы автором) Используйте rot13.com, чтобы прочесть их на английском языке.
Огонь души: появится у боссов на всех уровнях. Также доступен в двух местах: VA LBHE EBBZ NG GUR PBYYRTR BS JVAGREUBYQ NAQ ARKG GB ZNYLA INERAF PBECFR.
Обнаружение душ: появится в луте после уровня 10. Также доступен в одном месте в мире: ARNE GUR JBEQ JNYY VA OYRNX SNYYF ONEEBJ.
Трансмутация камней душ: подсказка первая: LBH YRNEA OL QBVAT. Подсказка вторая: LBH ZHFG HFR RNPU YVTUGAVAT NGGENPGBE VA GUR FBHY PNVEA BAPR. GURER NER SBHE. VS LBH UNIR NYERNQL HFRQ RIRA BAR BS GUR YVTUGAVAT NGGENPGBEF, LBH PNA ABG YRNEA GUR FCRYY GUVF JNL, NAQ GUR BAYL JNL GB YRNEA VG GURA VF SEBZ GUR ZPZ.
Божественное вмешательство: LBH ZHFG ERPRVIR N OYRFFVAT SEBZ RNPU QVIVAR NAQ XRRC VG SBE GJRAGL SBHE UBHEF. GUR CBJRE VF NQQRQ NSGRE LBH UNIR PBZCYRGRQ GUVF GNFX SBE RNPU QVIVAR. GNYBF VF N QVIVAR.
Совместимость:
НЕ совместим со Smart Souls, Soulfire, Acquisitive Soul Gems или Acquisitive Soul Gems Multithreaded. Удалите эти моды перед установкой/обновлением.
Совместим с любыми модами, которые добавляет новые заклинания ловушки душ, или которые изменяет существующие, при условии, что он использует magicSoulTrapFXScript обычным способом.
Совместимость со всеми модами, изменяющими перки (SPERG и др.).
Требования:
Skyrim 1.9.32.0.8
Dawnguard и Dragonborn DLC
SkyUI (для настроек мода в МСМ меню)
SKSE
Установка:
1. Поместите папку Data, в папку Skyrim (Data не внутрь Data, а поверх)
2. В лаунчере игры зайдите в пункт «Файлы» и активируйте esp файл.
Также можно установить с помощью Nexus Mod Manager или других менеджеров.
Удаление:
Сначала запустите деинсталлятор из MCM-меню и дождитесь, пока процесс не завершиться. Удаление модов из существующих игр всегда сопряжено с определенным риском, однако запуск деинсталлятора приведет к тому, что данный мод будет находиться в состоянии, когда его можно будет удалить безопасно.
Запрещено размещение перевода на других сайтах!






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2068 comments
Thanks for your interest in my work! Check out my Discord Server if you want to keep up with what I’m doing next. I also have a Patreon if you’d like to follow me and support me there. I stream sometimes, so if you want to check that out you can learn more on my discord server or follow me on Twitch.
You probably thought Mysticism 2 was like, cancelled or something and I wouldn’t blame you for thinking that, but I wanted people to know I’ve made a ton of progress on it in the last month. I can’t promise it will be out in August, mainly because I have two other mods I want to release, but it is coming soon ™.
Edit: I’ve updated Mysticism to remove the Divine Intervention spells in order to implement them in a better way in another mod. Mysticism 2 has made decent progress this summer. It’s not quite done, but I think it will probably release in late September, or maybe early to mid October at the worst. I’ve got another two mods coming out between now and then, so keep an eye out for them.
Please understand that in the mean time, I simply can’t actively fix bugs or offer much support for Mysticism 1.2. FWIW there hasn’t been a reported issue that wasn’t already fixed by Mysticism 2 in a long time, and any new reports are being rolled into Mysticism 2’s fixes.
Edit: Sorry, I messed up the BSA in 1.2.0. Grab 1.2.1 to fix the issue!
«Ash magic are only available from the Dawngard and Tel Mithryn, respectively. New spells will become available when you complete the Restoration and Alteration ritual quests.?»
Forwarding the DLC spell tomes into the level lists would conflict with this yeah?
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File information
Last updated
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About this mod
Mysticism is an overhaul that fixes bugs in Vanilla spells, fills in gaps in the game’s magic progression, and adds new spells from previous Elder Scrolls titles.
DLC requirements
Mods requiring this file
Author’s instructions
All assets in the mod belong to SimonMagus616, Madcat221 and Jay093. Check the original mod page for relevant permissions
File credits
SimonMagus616: For Creating and Sharing the mod with us on Skyrim SE Nexus
Madcat221: for contribution of assets from Dawnguard Arsenal
Jay093: for contributing additional spell meshes
EnaiSiaion: for the Mysticism-Vokrii Compatibility patch
Donation Points system
This mod is not opted-in to receive Donation Points
Note: The description is Produced as is from the Original Mod Page.
Mysticism is an overhaul that fixes bugs in Vanilla spells, fills in gaps in the game’s magic progression, and adds new spells from previous Elder Scrolls titles. These spells are designed to feel like they belong in the world of Skyrim, both mechanically and aesthetically. You can purchase them from vendors, loot them from dungeons, or find them hand-placed in carefully chosen locations around the world. By adding new spells and re-balancing existing spells as part of the same project, Mysticism is able to offer users a coherent and balanced magical experience throughout the early, middle, and late game.
“Magic is, by its very nature, volatile and dangerous. Unless you can control it, it can and will destroy you.»
Novice
“You deal with powerful forces. Take care they do not overwhelm you.”
Novice
Expert
“Fire, frost, or lightning—you will suffer at my hands!”
Novice
Novice
Master
“Restoration is a perfectly valid school of magic, and don’t let anyone tell you otherwise!”
Novice
Special Spells and Vendor Changes
Mysticism makes adjustments to a small number of vendors in order to improve the overall experience of playing as a mage. Specifically, it ensures that each school of magic has at least one Expert vendor outside the College of Winterhold. Some of these vendors, such as Talvas Fathryon or Florentius Baenius, have unique spells that you won’t find at (most) other vendors. Mysticism also hand-places some unique spells as loot throughout the world. If you’re have trouble finding these spells, or you don’t want to make the trip to Solstheim or the Soul Cairn right now, don’t worry! The College is home to a certain shady elf who makes a living selling items that other mages can’t get their hands on. If you’re looking for a spell that can’t be bought from other members of the College, pay him a visit and see what he has in stock.
The following spells are either 1) hand-placed in the world or 2) only available from special vendors such as Talvas and Florentius. All of these spells have a chance to show up in Enthir’s inventory as well.
There are a few spells that are not available in Enthir’s inventory due to the fictions involved in acquiring them (Ash Spawn, for instance, doesn’t seem to exist as a spell before you complete a quest for Neloth and he creates the spell).
Compatibility
Mysticism will cause no major compatibility issues. It edits Vanilla spells (using the original records whenever possible), adds new spells to the default leveled lists, and changes a small number of merchant chests. Like most mods that edit leveled lists, you may need to use a tool such as Wrye Bash to create a patch for your leveled lists, especially if you have more than one mod that edits the leveled lists for spells.
Mysticism is 100% compatible with other spell packs, especially mods like Apocalypse and Forgotten Magic Redone. Mysticism is 99% compatible with Ordinator out of the box, and I have provided a patch for the other 1%. Load Ordinator after Mysticism so that it can overwrite my edits to the magic effects for Destruction perks. Whether Mysticism is compatible with other perk overhauls depends on whether or not they were built with compatibility in mind.
Mysticism edits a small number of merchant chests in order to distribute its spells across the world in an interesting way. Only one NPC is touched (Festus Krex), so Mysticism will not cause black face or any incompatibilities with NPC overhauls. Most of my changes to merchants will be compatible with other spell packs (so if you have both Mysticism and Apocalypse downloaded, Festus will sell Apocalypse spells).
| О локализаторе: | Обращение локализатора: |
|---|
«Магия по самой своей природе изменчива и опасна. Если вы не сможете его контролировать, он может и уничтожит вас ».
«Вы имеете дело с могущественными силами. Позаботьтесь о том, чтобы они не подавили вас ».
новичков
новичков
Особые заклинания и изменения торговца
Мистицизм вносит коррективы в небольшое количество продавцов, чтобы улучшить общее впечатление от игры за мага. В частности, он гарантирует, что у каждой школы магии есть хотя бы один эксперт-продавец за пределами Коллегии Винтерхолда. У некоторых из этих продавцов, таких как Talvas Fathryon или Florentius Baenius, есть уникальные заклинания, которых вы не найдете (у большинства) других продавцов. Мистицизм также вручную размещает некоторые уникальные заклинания в качестве добычи по всему миру. Если у вас возникли проблемы с поиском этих заклинаний или вы не хотите прямо сейчас отправиться в Солстхейм или Каирн Душ, не волнуйтесь! Колледж является домом для некоего теневого эльфа, который зарабатывает на жизнь продажей предметов, которые другие маги не могут достать. Если вы ищете заклинание, которое нельзя купить у других членов Колледжа,
Mysticism не вызовет серьезных проблем с совместимостью. Он редактирует ванильные заклинания (по возможности используя оригинальные записи), добавляет новые заклинания в выровненные списки по умолчанию и изменяет небольшое количество сундуков торговцев. Как и большинство модов, которые редактируют выровненные списки, вам может потребоваться использовать такой инструмент, как Wrye Bash, чтобы создать патч для ваших выровненных списков, особенно если у вас есть более одного мода, который редактирует выровненные списки для заклинаний.

