Ya it took me a while to figure out how this mod works, but once I got it figured, it really is convenient to have this working. I like that there's a chance of failure too, if you've put too much into your character's 'spell matrix'.
This mod also frees up a couple of hotkeys too. While those shield & light spells are auto-casting, I can put a couple other spells as hotkeys.
Has anyone tested this with the changes implemented by SkyRe? I'm optimistic as it seems to be indicated in earlier comments that the script just waits for the spell name to go by, then attaches a rider spell on a timer, and if I'm not mistaken, SkyRe doesn't change the name of the armor spells.
Just in case anyone else was curious, that's a big negative. It works as it does for everyone else, by replacing the spells with it's own versions. As SkyRe has some rather interesting changes to the armor spells, I'll have to forego this mod. Unfortunately. I was hoping. Have fun, y'all!
Anybody else have trouble with this mod not sustaining any more? I started up a new character a couple of days ago, and she's not sustaining Ironflesh, even when she has enough magicka for it.
Did a recent patch break this mod? Are there any mods known to conflict with it?
EDIT: Not sure what caused the original problem, but I disabled the mod, made a clean save, re-enabled it, loaded the clean save, and that apparently fixed it. So... never mind? ;P
Casting Ebonyflesh and Dragonhide i have a armor rating of 340. But when this recast it only castes the last spell i cast. So i end up with only 200 or 240. Anyway to fix this?
Dragonhide gives you the physical resistance cap (80%). Armor rating is irrelevant if it is on. That said I have no idea why its only recasting one of them.
Thank you for the excellent mod! Heartily endorsed.
If you're open to suggestions, I would love for there to be a compatibility patch between this mod and "Empowered Magic" (http://skyrim.nexusmods.com/mods/11139), to include new spells introduced there (such as Feather, Water Breathing, etc.).
I really wish you'd rethink the nighteye thing, while there ARE a lot of mods that will do "cheat" style nighteye forever for you, none of them fit into this mechanic of taking it out of your regen.
It would mean players having 2 different mechanics of some kind working side by side just for this one spell.
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This mod also frees up a couple of hotkeys too. While those shield & light spells are auto-casting, I can put a couple other spells as hotkeys.
But has anyone tried, yet?
http://www.nexusmods.com/skyrim/mods/50944/?
Did a recent patch break this mod? Are there any mods known to conflict with it?
EDIT: Not sure what caused the original problem, but I disabled the mod, made a clean save, re-enabled it, loaded the clean save, and that apparently fixed it. So... never mind? ;P
If you're open to suggestions, I would love for there to be a compatibility patch between this mod and "Empowered Magic" (http://skyrim.nexusmods.com/mods/11139), to include new spells introduced there (such as Feather, Water Breathing, etc.).
It would mean players having 2 different mechanics of some kind working side by side just for this one spell.