In this tutorial, we will discuss how to install and use AddItemMenu in Skyrim Special Edition. The tool extension allows you to see items in a particular mod’s.esp/esl file, which then displays on an item screen for you to click items to add them to your inventory. This is essential for heavily modded setups and makes testing new mods easier and convenient.
The console command window is opened by pressing the tilde key (~) in the upper left corner of the keyboard, under escape (Esc). The window is closed by pressing the ready weapon (Sprint) key when opening the menu. The item name search feature works by pressing the sprint key when opening the menu.
For the latest game version (1.6.353), all of the following work for 1.6.353. The one I use and recommend includes “Stay at”. The item ID for Spell Tome: Clairvoyance in Skyrim on Steam (PC / Mac) is 000FF7D1.
A small fix to the Clairvoyance spell that makes the trail update every second and more than halves the base Magicka cost is needed to create a network of routes. To make this work, you first need to create an invisible skeleton that connects each destination node to a greater web.
To install AddItemMenu in Skyrim Special Edition, follow these steps:
- Open the console and type help “whatever”: with quotes to search for all terms.
- Type “ring of ultra vision”: with quotes to return a list with all the IDs.
- Type “player.AddItem”: Player.AddItem.
- A small fix to the Clairvoyance spell that makes the trail update every second and more than halves the base Magicka cost for your quality of life.
📹 SKYRIM – Clairvoyance Spell Tome Location
Discovering a bandit controlled Embershard Mine containing a moderately useful Illusion spell tome.
How do you unlock spells in Skyrim?
In Skyrim, spells are learned by reading Spell Tomes, which are added to the Magic menu and destroyed by selecting a tome from the player’s inventory. Spells are classified by level but can be cast regardless of skill, provided the player has sufficient magicka. Reinforcing magic involves fortifying magicka and increasing the regeneration rate of magicka. Vendors stock spell tomes that are appropriate to the player’s skill level, with Adept level spells available when the player’s skill reaches 45-50. Vendors at the College of Winterhold typically offer the full selection of spells up to the player’s current skill level.
How to cast clairvoyance?
The spell enables the caster to select either the ability to see or to hear. A creature with the selected sense is able to perceive a luminous orb, which bears resemblance to the size and shape of a fist. In order to activate the spell, it is necessary to have a focus that is worth at least 100 gp. This may be either a jeweled horn for hearing or a glass eye for seeing.
How do you activate abilities in Skyrim?
This is to announce the release of the Unofficial Skyrim Special Edition Patch, version 4. 1. 5 addresses a bug wherein each Greater Power is permitted to be utilized on a single occasion per game day. In order to utilize a power, it is necessary to equip the relevant item and assign it to the Dragon Shout/Power button.
How to unlock all spells in Skyrim console command?
A comprehensive list of Skyrim cheat codes, including tgm, tcl, coc, and psb, is available for players to enjoy the game. These commands allow for God mode, unlimited stamina, magika, and carry weight, as well as teleportation to specific locations. The list also includes commands for unlocking spells and shouts, including temporary ones. These cheats are compatible with all Skyrim versions, but they are only applicable on PCs. The list includes commands for God mode, unlimited carry weight, and noclip, allowing players to terrorize Tamriel better than any ancient dragons could.
How do you auto cast magic?
Autocast is a spell control option that can be accessed through the spellbook or action bar. It is the default for combat spells, with “Cast” as an alternate option. Non-combat spells and combat spells like curses and Vengeance do not have an autocast option. All spells placed on an action bar have cast as their default action, but combat spells have an additional right-click autocast option. Dual-wielding magic weapons can also auto-cast a spell for the mainhand or off-hand when clicking auto-cast in the spellbook.
How do I open the spell menu in Skyrim?
Favorites are items or spells that can be easily accessed by using the “Q” button on PC or holding up or down on the Xbox and PS3 D-pad. Favorites can also be bound to number keys by opening the Favorites menu and pressing a number key. For PS3 and Xbox users, holding left or right on the D-pad in the Favorite list will display “1” and “2” next to the items’ names, allowing the Dragonborn to use the marked items in real-time. Spells and weapons can also be marked this way, but it may take time to understand which spells or equipment will go to which hands.
How to find the ID of a spell in Skyrim?
To search for pertinent information within a game, such as perks, dialogue, quests, items, and so forth, one may utilize the command console by typing “help Dibella 0,” which will then display every instance of the specified word and ID.
How to use clairvoyance spell in Skyrim?
Clairvoyance is a spell that draws a blue line of energy to the current objective, indicating the nearest one if multiple quests are active. It must be recast multiple times along the way to reanimate the lighted path. The spell lights the path as far as possible in the direction of a perfect route, but not to the unlocking mechanism. It is sold by Drevis Neloren of the College of Winterhold, Lucan Valerius at the Riverwood Trader, general goods merchants, and court wizards.
It can be found in containers like chests and in Embershard Mine, where the Embershard Mine Key can be obtained by looting the bandit guarding the cell doors or picking the novice lock. A mage uses Clairvoyance to find the path to the next objective of their quest.
How to use clairvoyance 5e?
The casting of this spell enables the user to select a scene or hearing, which can then be experienced through the sensor as if they were physically present in the space in question.
How do you activate spells in Skyrim?
In order to access the Magic Menu, it is necessary to press the B button. To navigate to the Magic Menu, utilize the left and right triggers. The desired spell or item should be highlighted and the A button should be pressed. To conclude, the menus should be closed, a spell selected, Magic Mode engaged, and the A button pressed to cast the spell.
How do you access spells in Skyrim?
In order to access the Magic Menu, it is necessary to press the B button. To navigate to the Magic Menu, utilize the left and right triggers. The desired spell or item should be highlighted and the A button should be pressed. To conclude, the menus should be closed, a spell selected, Magic Mode engaged, and the A button pressed to cast the spell.
📹 Clairvoyance (SKYRIM Spell) : Why Does It Fail?
Mod List: A Matter of Time – A HUD clock widget A Quality World Map Address Library for SKSE Plugins After the Civil War – Siege …
Me being guilty about “Skyrimming” Ahh yes, me breaking the laws of physics as my horse slants at a 90 degree angle on a hill near the throat of the world. On a serious note, I think it was in the apocalypse spell mod pack, there’s a spell that acts like clairvoyance but it specifically searches for books and keys. I had a similar issue happen and I couldn’t get it to work. But I’m glad that you’ve been able to figure out the issue, too bad the fix is a tedious one. I’d assume it’s just our favorite alchemist’s issue of focus for roleplaying purposes.
I honestly really like the idea of having divination spells in an elder scrolls game such as clairvoyance, although it might not be the best execution. My idea would be to bring back Mysticism and have a whole subschool of divination spells located there, like clairvoyance, the detect dead and detect life spells with the additions of detect traps, detect loot or resource nodes, maybe something that tells you all of the stats of an NPC like level, health, armor, or resistances, something that tells you where the general sweet spot is on a lock, and maybe a master level spell that requires a material component where you can find the location of a specific item in the world. Or even some combat-related stuff like something that shows you where an enemy’s weaknesses are, giving you some bonus armor penetration or a boost to crit chance for a bit. The ideas are almost endless for something birthed from a few fairly situational spells.
9:17 because it’s further away from the player than the room/cell that holds a marker for one of the broken quests? All locations are contained in cells/rooms within the one massive room (the game world), so if you select a bugged quest, but stand closer to a functional marker, then clairvoyance might still work, taking you to that closest marker.
theory on the custom map marker working when nothing else would. As a programmer that sounds like a fallback, if no path can be found fall back to the custom map marker, as for why it breaks on the other side of skyrim? I’m /guessing/ but there is probably a maximum distance it will attempt to path find a custom marker. The test would be to disable ALL quests and then put the custom map marker on the other side then see if it finds a path.
My guess as to why Tools of the Trade breaks Clairvoyance would have been because some of the quest markers are in Solstheim and when determinig which quest marker is closest to you, it tries getting the position of the map markers in Solstheim, but seeing as Solstheim is a different map and those areas aren’t loaded, it therefore breaks.
I agree with what someone said further down. Clairvoyance doesn’t ‘fail’ as a spell (script) overall, it’s just failing to render a working path when there isn’t one. It’s still pointing to one of tools of the trade, but the little invisible blue smoke trail goblin is looking at you in disbelief asking how you expect him to climb that mountain on his short little legs? The custom map marker is overriding when it’s closer and allowing it to ‘latch’ onto a working renderable path, go too far and it ‘latches’ back on to Tools. It’s probably related to the way the engine likes to change its mind about whether something is green to build in F76 and so on, it’s not great at handling unexpected information and failure states.
the spell works when the player has 1 quest with only 1 objective….and it doesnt work with most modded quests. Clairvoyance will tell u were the bandit leader is…but it will not tell u were the next bandit is after that till u kill the first bandit. It doesnt like multiple objective quests either.
So, mods „breaking”, better influencing the game‘s mechanics. This got to be a new one, never heard of anything like it! 😂 Well, how many will need this spell anyway and exactly for these two modquests? We‘ll survive, but thank you anyway, Gopher, for pointing to it. It‘s ALWAYS a pleasure to hear your kind voice, no matter what. ❤️👏
I have two other Clairvoyance fails that support your explanation! 1. If you are in an area with ledges or balconies that can only be accessed by going through another area, Clairvoyance gets confused and tells you to go back the way you came. 2. If a radiant quest is sending you to a different worldspace (you’re in Skyrim but get a quest to pick up an item from an NPC in Solstheim,) Clairvoyance may direct you to inexplicable locations. As far as I can figure out, it leads to the destination on one map (Skyrim) that is the same relative position it should be on the other map (Solstheim, Blackreach.) This one caused me endless grief before I figure out what was going on.
Hypothesis: the code for clairvoyance looks for the nearest quest marker first, then compares that to the custom marker. When active, the broken quests cause the “find nearest quest” step to fail completely and return “no quest”, so the “choose between nearest quest and custom marker” algorithm just picks the custom marker as if you had no quest active.
2:40 – “It actually shows you the way an NPC would walk, calmly, like a sensible person.” Except for the fact that NPCs have terrible pathing and will literally just walk off the road and sit there for an hour, or will just randomly teleport because the program says they should be in a specific location, but their pathing just won’t let them do it. I tried to follow all 3 of the Companions from Jorrvaskr to Ysgramor’s Tomb during the ‘Glory to the Dead’ quest multiple times, it’s impossible. They’ll either walk off the road and just stand there forever before suddenly teleporting, or they’ll get out in the middle of a field just south of Nightgate In and then suddenly double back and go all the way back to Jorrvaskr.
Thanks for explaining. This does make sense now. My takeaway from this is: certain quests where npcs can’t travel too, if checked, break the spell; custom map marker will take precedent and work if it’s already broken the spell via non-working quest and if it’s within a certain distance from the player. It seems it won’t work across the map because perhaps there is a finite distance for the custom marker to work with the spell.
If I had to guess I’d say that the item or whatever the objective is pointing to was removed when you switched standing stones, which is causing it to bug out, but I haven’t used Andromeda in a while so I’m not sure. For the other one, having objectives in both Skyrim and Solstheim is probably what’s breaking it. As far as I know there’s no actual path to get to Solstheim from Skyrim. There’s no ‘door’ that you can walk up to and click on that teleports you there. The only way is to talk to that captain in Windhelm or fast travel, so there’s no path for clairvoyance to show. This is probably why there’s no quests in vanilla with objectives in both Skyrim and Solstheim active simultaneously. I never use this spell but it sounds like it’s probably pretty complicated script-wise so I’m surprised it actually works as well as it does.
That’s something I’ve noticed playing, when you have a quest with multiple objectives and no specific order to do them in (Such as tools of the Trade in this case) it’ll break Clairvoyance until you’ve completed all except for one objective… it should work after you’ve dropped down to one objective/item to collect.
hey @Gopher, glad that you figured this much out 😀 skyrim is big – I mean, the map is quite huge and there simply might be a render distance from the player to the map markers. my theory is that if the map markers are out of render distance then they are taken out of the equation to reduce the usage of pc resources – imagine every pathing being rendered by your pc. so if you move your custom marker ‘way over there’, then it is also out of render distance and therefore, the game simply refuses to create a path that leads to it. anyway, those were my two cents, happy to see you uploading and as always – hungry for more.
Almost for sure the custom marker and the quests are part of different code branches, when they quests fail, it’s as though you don’t have a quest selected, and it just defaults to the custom marker. As for why the market doesn’t work at range, it’s likely for the same reasons that NPCs will sometimes struggle to path that far, checking the navmesh for that level of travel is a bit pricey in terms of compute, and the engine refuses to calculate paths over a certain difficulty. The other option for long distance being an error in the navmesh somewhere.
I suspect that the oddity with the custom marker is due to how the game reads cell groups. For example if you place the marker on a cell that the game does not anticipate loading naturally it remains broken because the other quest is essentially asking it to divide by 0 (for want of a better explanation)
You should have also brought up the V.A.N.S. perk from Fallout 4 as well. What you are seeing is essentially the basis for your GPS system, analyzing the ground contours and providing a basic maze sort for you to follow. It will show you the way to the nearest marker but quests without an active location are defaulted to the character itself, which means there is no trail to follow. An interesting item I’ve noticed is that the tracing program only works in the cells already loaded, so it’s very possible for the trail to lead you to a dead end or change directions as it doesn’t count any impassible obstacles that it cannot see in the cells that are not loaded, and generally follows a “crow flies” or shortest path to such cell, despite there being a mountain or some such obstacle in the way. You will see this as you are following its path when it will suddenly change or confused readings because of the dead end. Essentially, what you are seeing is a cheap navigation software, following formulas and designs already implemented and now actually taught as exercises on some campuses. Several games have a version of the software routines, and I wouldn’t be surprised if they had just bought the software or just use open source in that regard. I still remember the jokes of the GTA gps when the fifth game came out, LOL.
Never needed to use Clairvoyance, upon exiting Helgen or wherever I choose to start in a Skyrim playthrough, first thing I do in the real world is open the console and toggle all map markers on and discovered. Now I can magic/wizard/fast travel to any point I’d ever need to go for a quest. There has to be that one player that tries to maintain balance in the force and plays the game opposite to Gopher and his anti magic travel style, so I volunteer to be that person.
Because custom marker will be further away than the quest which couldn’t be found? You could check it via a paper map and making circles at distances where the custom marker stops working. Do a few of those, and where the circles intersect, look around: there will be the unfindable quest! Of course you’ll have absolutely no chance if there are several bugged/unpathable quest markers selected as active, try just 1.
After playing Ghost of Tsushima, I immediately recalled Clairvoyance and strongly believe that they should have built the game around magical effects like this instead of quest markers and the like. Now that Sucker Punch has demonstrated how successful the immersive approach (which doesn’t hand-hold every step of the way) can be, I hope to see more open world games pursue more creative approaches to game pillars like player guidance. I feel like Skyrim missed a big opportunity by getting so caught up on quest markers, compass, etc. Which is why iHud is among the first mods I install every time 😀
I’ve been thinking about clairvoyance and the quest system in general. The other day you got stuck going up Stoney Creek Cave… in that case clairvoyance actually was correct. It’s a terribly difficult jump to make but it can be done. (I made an in character joke post on your article telling you to look out for a flawless emerald that is on top of an arch there). I’m using Realm of Lorkhan and have the acrobatic trait enabled which gives me 5% jump boost or something like that. That makes it so much easier. I made it first try this play through. I’ve spent 15-30 minutes before trying to parkour it just because I refused to let it beat me. But on the quest marker thing it occurs to me that there should be a way to select which quest it is attached to at any given time. I frequently have most of my quests marked so that I can tick off nearby quests when I’m in the area. A simple tick option that let you select which quest you wanted clairvoyance to affect would make it so you didn’t have to play games, at least as far as nearby quests interfering. If I was designing the system from scratch I’d let you sort the quests by various categories… type of dungeon (dwarven ruins, thieves guild) or by hold, or by length. Instead of just having a miscellaneous tag you could create custom folders which you could select or deselect as a group. You could then tie clairvoyance to either a single quest (to find a specific dungeon or whatever) or to a group of quests where it would select the nearest one (for when you are just looking for a thieve’s quest or a short quest or whatever).
Ok, so let’s try to analise these results assuming the issue is check order, and assuming that after a certain result from a check, that will be the output. This is purely speculation btw. From the pathfinding issues that instantly break clairvoyance, we can assume this is one of the earliest checks: “can you walk to every single objective?” If not, output a failure. I’ll talk about the contradiction with custom markers afterwards. This pathfinding problem most likely also includes changing worldspaces like Sovngarde, Solstheim, Apocrypha that don’t have a clear doorway in and out of them. After this check, you probably just do distance and output the closest path found, be it quest or custom. Now for the weird part about failed pathfinding and outputing a custom marker path. I believe it could be a separate check that only happens if the first output is failure. When it fails, it could check for the path of a custom marker. However, it breaks again if the custom marker is too far away. If the map checks are divided into areas to optimize the search around you, this could explain the behaviour, giving another fail output if the custom marker is in a different area than you are.
“Clairvoyance is based on NPC pathing” You mean where-ever NPC Navmesh is located so for the custom marker to break i believe it’s because there is a break in NPC Navmeshing, also the reason why Ingo or any other follower that’s FULLY “Navmeshed programmed” won’t enter some locations or gets stuck/standing still doing the “jiggy” thing. imo.
Rather than checking each quest, one at a time for which one breaks clairvoyance, why not just do deactivate half. If it works now, then you’ve eliminated half of your quests as the problem. Now, you can deactivate half of the remaining active quests. Repeat until you find the exact quests that cause the problem.
What about the times it leads you down one path, and then (this even happens in valleys where there is nowhere to turn) it tells you to turn around? Then you move a couple meters, and it tells you to turn around again. Or how about when you follow the path just as it tells you, and then all of a sudden it pops up with that it can’t figure out a path to that destination? You sent me here, why do you suddenly not know where to go?
Gopher is leading you a dark path with his comments at 9:45, use a binary search, have half of your quests active and half inactive and then keep halving the active quests till you find the quest that breaks it. There could be more than one but if there is then it would be apparent to you when you untrack the one you found breaking it and then you can just perform a 2nd round of binary search (ignoring the one problematic one you found and the groups that are cleared) and you can quickly bounce around your journal and find all the problem quests. ……..That or, you know, just don’t use the spell cause its buggy as hell.
Can it be that the spell stops working when you move the marker that far away, because the objective that it can’t actually track, is now closer than the marker, even though it can’t actually show you the way? And it being closer, thus overrides the custom marker? Don’t know the quest, so I couldn’t say if that’s actually the case or not. Might be that there is a note in Fort Dawnguard or something for all I know. It’s the best guess I have though.
Perfect but can you explain why when I’m inside a cave or castle and using clairvoyance it will sometimes point at a blank wall? There’s no door switch or hidden panel it just stops at a wall. It will then take me an hour to figure out the right path. It’s not like there’s no pathway, it’s just clairvoyance got tired and said “find it yourself! I’m done!”
Wouldn’t the spell work like that if the first check (of map markers) it does is of the custom marker? After that, it checks for quest markers, but when there’s at least a “broken” quest, it returns an error for that part of the checking and throws an exception so that the resulting path is the one to the custom marker. Sorry for the broken English
lol. Thank you for this. It did clear a few things up. Like when it was leading Leonard back out of that trap to get the shield. There was an easier, although less exciting, path to get to it. I thought the shield was going to be in the Master-locked chest at the bottom of the water filled cave that he fell into. Love the term Skyrimming. I seem to do that a lot in my playthroughs because, the marker shows that it’s just over there.
One possible reason “Tools of the Trade” is interfering with clairvoyance isn’t the locations being inaccessible to npc pathfinder but that some of the locations are in Solstheim. I’ve seen something similar happen when vanilla radiant quests randomly pic a Solstheim dungeon instead of a Skyrim one, the map functions get wonky. This problem doesn’t seem to happen with Solstheim quests regardless of where the quest mark or the player are located, so I believe this could be fixed.
If they use A* to find the path then the reason it would prioritize the custom map marker (mm) until it got so far away would be they dynamically lower the cost of going to the custom mm path compared to all others. Say you have regular mm and it is 5 units away but the cost to go that way is 10/unit while your custom mm costs 1/unit. This would make clairvoyance choose the custom mm unit it was greater than 50 units away. If this is true then I would guess that the broken quest breaks both regular and custom mm depending whether it is selected or not
the spell probably uses the same algorithm that npcs use for their pathfinding to give u a path to ur objective. If u have multiple quests it calculates all the paths and shows u the closest one. If an objective is placed behind broken or non-existent navmesh the code thows an error and stops (and the spell shows nothing) as for the custom marker, the path to it is probably calculated by a different script using the same algorithm and then a third script compares the result of the custom marker script and the quest marker script and gives u the closest if the quest marker script breaks due to bad navmesh, then the script that does the comparing only has the result of the custom marker script as an imput and gives u that path, even if the custom marker is placed further than all quest markers.
“For those of you who have never heard of clairvoyance…how?” I don’t use actively bad spells, that’s how. Why do I need a spell to find a quest target since Bugthesda put in quest markers? In Morrowind I would use the crap out of a spell like that; in a modern BGS title what would the point be? Edit: 2:56 Gopher says “…now” and the mid-roll ad started playing instantly. Nice.