

I really don't understand the reasoning behind a mod including spells that cannot be removed through normal means, but I don't need to worry about it anymore. :)ĮDIT: Decided to remove the spells from my game using TES5Edit. I'm at a loss here so I'd appreciate some suggestions. Not only that, but if I ever do need to use that spell.

I'm not very knowledgeable about this kind of thing, but I imagine that if a script is running in the background to ensure a spell is in your spellbook, it might be a really bad idea to remove the spell in question from the game, since the script would then be attempting to add a spell that doesn't exist anymore. You'd think that would solve the issue, but it doesn't always work, because some spells will simply get readded to your spellbook shortly after.įrustrated by this, I opened TES5Edit and decided to simply delete the spells and be done with it, but I realized that it could be problematic. "Why don't you just use the "removespell" command to remove them from your spellbook? That way they won't clutter it up and you'll still be able to add them back in case you need them!" The spellbook is confusing enough as it is when you have a lot of spells in it, so having an extra dozen or so pointless spells mixed in really doesn't help at all. Sometimes they're spells you'll be using frequently, but more often than not they'll rarely if ever be used. There is a more extensive list of all known commands at Skyrim:Console (click Show under All Known Commands), though those are for vary specific uses. My problem is that some mods add spells to your spellbook immediately as you start a new game. This guide neatly lists ALL of the major console commands for Skyrim. This is something that has been a small annoyance to me over the years, and I'm sick of it now.
