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ShaggyMonster

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ShaggyMonster

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42 comments

  1. ShaggyMonster
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    Hi All,

    The NMM Installation Script is now fixed for v 1.4 and Mod Organizer.

    Cheers

    Shaggy
  2. ShaggyMonster
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    Hi All,

    22:12 29/05/2013

    After a disaster with lost PSC files (a corrupt backup) and release of this excellent tool, I can now recover them and continue with this mod. Go and grab this if you make the same mistake:-

    Champollion a PEX to Papyrus decompiler
    http://skyrim.nexusmods.com/mods/35307
  3. origamifan
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    I must say, thank you for incorporating this in enderal. Having magic doing flat damages that are unaffected by your magic skills has been the bane of this otherwise quite well put together total conversion mod.
  4. shadowjukkis91
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    does this work with ordinator
  5. terso
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    hi , thanks for your reply on my post on the phendrix magic , i was asking if his mod contains also a scaling magic system ... but i already added better magic before you replied , i still feel that the spells are very weak compared to the use of bows and sword , i can't remove better magic now so i wanted to ask if i can still add your mod to the other two , note that better magic doesn't introduce a scaling but only adds more effectiveness to the perks .

    ps : i also would like to ask how for example the first module (no 1) of destruction will influence the scaling of the destruction spells is it based on the perks or the destruction level ?
    1. ShaggyMonster
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      Hi,

      The Spell Scaling is linked to the Casting Perk assigned to a spell in both Skyrim and Enderal.

      Cheers

      Shaggy
  6. deleted6427456
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    Hey !
    Your mod is so nice compared to the others magic overhauls ! :o
    Modular, simple, not too #yologimme250newspells.
    But i've a question. Does this work for NPCs aswell or do I have to use ASIS to make it work ?
    And when using ASIS, do I have to tweak some stuffs or is it automatically handled ?

    I hope you will understand my post, English isn't my native language !
    Keep up the good work anyway ! :3
    1. ShaggyMonster
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      Hi,

      This does not apply the changes to the NPC's via ASIS as is at present. However I did take a look back in January 2013 and it is possible if you really want it ....

      Cheers

      Shaggy
    2. deleted6427456
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      Ok !
      I don't wanna bother you but, how did you achieve to add your mod's scalings to ASIS ? :o
      Thank you in advance again !
  7. Anatole213
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    Just now stumbled upon this mod buried among all the other magic mods, and I haven't ever been happier with a Skyrim mod since release! Modular Magic is such a beautifully subtle, but powerful set of parameters for tweaking the way Magic works in Skyrim! I've only had a few hours to test it out, but it really does feel exactly like magic SHOULD have felt in the game to begin with!

    Thank you so much ShaggyMonster for carefully taking a critical look at this game's magic math and cleaning it up adjusting it just right and allowing us to tweak it individually too!
    1. ShaggyMonster
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      Hi Anatole213,

      Many Thanks for your kind words, its appreciated ...

      Cheers

      Shaggy
  8. WildWitch
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    This is a fantastic magic mod all of the other magic mods force this or that on you this mod lets you choose which is just brilliant. This mod is definitely under-endorsed.
    1. ShaggyMonster
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      @WildWitch

      Many Thanks :-)
  9. fontofwisdom
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    Truly, I greatly appreciate the modular nature of this mod. Works great! I am surprised that this mod hasn't had more endorsements. Great work Shaggy!!
    1. ShaggyMonster
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      Many Thanks :-)
  10. mymgrimm
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    I just found this mod, and this is exactly what I want... I can't believe more people don't know about this mod. Different files for different schools of magic and five different files for power....I mean thats awesome.
    endorsed.

    thank you.
    1. ShaggyMonster
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      Many Thanks :-)
  11. ShaggyMonster
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    Hi Deadza,

    OK re my spell scaling Perks and NPC's, I can see how to make my perks (in principle) work with the ASIS perks function re being added to NPC's (I conducted a test today with them being added - 22:45 28/01/2013 (GMT)).

    I can even see how I could restrict the scaling to a base skill level so only Magic users of the spell school in question at say skill level 25 obtain the perk, this could also be included as an installer option in terms perhaps 25, 50 etc ... (but does require even more ESP's for me to craft...!)

    So my proposal is to either

    Update the mod to add that functionality/compatibility then users of ASIS have the option to opt out by the automaticperks.ini > [PerkModExclusions] section if they do not want the enemy to be as leveled as they are ....

    or

    perhaps as an Installer option prompting whether perks should be linked to ASIS perks noting that nothing further is gained re NPC's unless the ASIS perk component is active and the ASIS patch created etc. (Leveling will still work for PC's regardless ..) (I would prefer this method personally)

    Thoughts ...?


    Hi Deadza,

    I am sure it would be possible, re the Spell Scaling which I suspect is the key question. It is more of how the scripts could be applied at the global level without grinding down the papyrus engine as it is dynamically applied in game relative to the PC Skills in each particular magic school. Of course the ideal scenario might be to allow tuning of the NPC's independent of the PC so you could balance the game from both aspects.

    I will take a look to see how hard it might be to achieve over the next few weeks and get back to you if I think I can commit the time to make it all work. But my other mod (Drow Race - All in one) is overdue on updates so need to get that done first ..

    Cheers

    Shaggy

    PS: - Thanks for the feedback and endorsment :-)
  12. ShaggyMonster
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    Hi Deadza,

    I am sure it would be possible, re the Spell Scaling which I suspect is the key question. It is more of how the scripts could be applied at the global level without grinding down the papyrus engine as it is dynamically applied in game relative to the PC Skills in each particular magic school. Of course the ideal scenario might be to allow tuning of the NPC's independent of the PC so you could balance the game from both aspects.

    I will take a look to see how hard it might be to achieve over the next few weeks and get back to you if I think I can commit the time to make it all work. But my other mod (Drow Race - All in one) is overdue on updates so need to get that done first ..

    Cheers

    Shaggy

    PS: - Thanks for the feedback and endorsment :-)