Skyrim

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  1. Callafox
    Callafox
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    For the extra perk problem I would sugjest to write a script that when the perk is claimed after afew seconds to run a check to see if the character has it and then replace all healing spells except the one that already is an AOE heal with a copy of that exact spell but in weaker forms and with the same names. A good example of this situation is the mod PsiKotics Necromancy. In that mod there are alot of new perks in the conjuration tree that change certain spells by deleting them from your character and replacing them instantly with the same ones but with more power.
  2. SonOfMyths73
    SonOfMyths73
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    Here's a few things that you could improve on:
    Banish Undead spells could also have damaging effects on Daedra.
    Wards can be reworked into a constant effect, toggled barrier that instead of costing magicka to sustain, instead drains magicka on each hit; say, you get hit with 30 points of spell damage, the ward subtracts 30 points of magicka. Also have higher level wards have effects that extend to followers and allies, at increased drain cost, and have multiple wards work together so a group of mages can create a shared ward that becomes more difficult to defeat the more mages there are; this would fit in with battlemage tactics as well.
    Perhaps a system of divine acceptance, where you can gain Divine favor for doing good deeds (which in turn boosts your magic), and lose it for doing evil things like breaking the law and helping daedra.
  3. Pakan
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    Could you make a Ward spells to work like shields blocking any physical damage, so blocking perks would work on them too ?
  4. wuffser
    wuffser
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    Restoration always felt like a missed opportunity. Especially when it comes to multiple followers/allies. Playing a character that heavily relies on partnership is a challenge especially when the game doesn't give me more options when buffing and healing my party.

    Are you planning on adding perks or spells that allow for better team support?
    Like a "Healers sacrifice" perk that allows for a wider heal range but with less power to yourself. Or something along those lines, would be cool to have.
  5. spitzig
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    I've been really disappointed about the usefulness of Restoration. Mainly because battles are too chaotic to heal with a spell during battle. If I stop hitting the enemy with a spell, he won't be staggering and, he'll hit me worse. Basically, I'm always running to regenerate magicka or using potions. While the undead thing will actually make me want to use the school in battle, using heal spells in battle would be ideal. Like some kind of auto-spell that triggers at 25%, or or something.
  6. tinghshi
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    well for your first and third suggestion, they are simple creation kit solutions that you can do yourself. But if you can't, I can help you. For your second suggestion, I've had that same idea, but it would involve some heavy script writing, and I have never used the Papyrus language so I can't do much about that.
  7. ElliotSternberg
    ElliotSternberg
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    I have a few suggestions.

    First, I would like to see wards cost reduced by a lot. They're relatively useless in game. You still get mashed with physical damage and drain insane magicka, you'd be better off enchanting a shield until you find spell breaker. I mean, the real magicka cost to using a ward would still be pretty big in the fact that you'd need to heal a lot.

    Second, a few spells similar to wards, except set on the ground. They would be a set cost to cast and function as a defensive wall. Low levels would just block spells and hinder arrows (or reduce damage) and can be passed through. Then medium levels could block spells and arrows, as well as dealing shock damage to people passing through the wall. High levels could make it solid and deal shock to people within 3-5 feet. Then Master would be bigger and allow attacks through from your side. (Enemy get's blocked, you and your allies don't.)

    I think it would add a cool defensive & strategic element to the school.

    Third, I would want a version without the perks. I use perky, and wouldn't want to see this interfering.

    Thanks for your time, hope I helped a bit. -Elliot
  8. tinghshi
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    @aeonthraen sorry for the late reply, but since I'm not a master of the ck, I'm really not sure what the problem is. Maybe you can show me a screen capture for it? Did the descriptions change or did you find that out from testing?

    @CreepingDarkness about the dual casting perk, dual casting isn't supposed to lead to any subsequent perk, so I didn't want to make it that way. I had that idea though.
  9. aeonthraen
    aeonthraen
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    im sorry to say but as much as i like this mod its starting to bug out on me. for some odd reason, at 72 restoration, all the spells seem to have degraded down to level 13 rather than higher levels (found that out the hard way when fighting a draugr deathlord >,< and my banish greater undead did nothing to him). testing the circles out much to my dismay they went from level 56 almost down to level 10. either they capped out and reset (either a bug with necromage or savior) or something is causing it to bug out.

    aside from that this looks like a really fun way to make the restoration tree useful. if only i could figure out whats causing the problem. it MIGHT be Empowered Magicka addon so ill be updating if thats the case.
  10. CreepingDarkness
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    have you tried adding the extra area affect to every spell but having it only be activated on acquiring the perk?
    and not to be overly critical of your bird design but you could simply put dual casting in the mirrored position of regeneration so the wings are symmetrical