This is a friendly notice to all those who've grown accustomed to using my simple albeit effective mods to enrich their gameplay experience:
Following the release of Skyrim's Special Edition Creation Kit some time soon (I hope...), all existing 'small projects' will be finished up ASAP after which they'll be converted straight away for use with the Special Edition. As for bigger projects that are already in production, they'll be finished first for the 32-bit standard edition of the game. Only then will they be converted for use with the Special Edition. And when I say bigger projects, I mean bigger projects... Think of Riverwood Hold or my, until now that is, unannounced plans to rebuild and upgrade Winterhold whilst leaving the original structures (Ancient District) untouched to ensure greater compatibility.
Any other planned big projects will only be made for the Special Edition. These projects will be made in separate ESP files, and include at least the following:
Dawnstar (Fortifications and capital city expansion) Morthal (Fortifications and capital city expansion) Karthwasten (Fortifications and village expansion) Shor's Stone (Fortifications and village expansion)
I also scout the province on a regular basis, as I must travel around a lot anyway for all those quests. I plan to create at least one custom settlement in a beautiful mountain region, likely somewhere between Whiterun and Riften. But it's like I said, every big project other than Riverwood Hold and Rise of Winterhold will only be made for the Special Edition. And as always, I cannot guarantee when - if at all - I'll begin and when the project will reach v1.0 initial release status (IRS??? xD). The plans are there, the execution is always a separate and very different matter. It always evolves around the amount of spare time that I can and want to reserve for modding.
I hope that this has been informative enough. If you have questions, feel free to ask.
Interesting... This Skyrim mod of mine that has been viewed the least at this moment has the most downloads. Because of this, I am even more convinced than I already was that I should add rune spells as well. They will have the same damage build-up as the spells from v1.0 but ofcourse, they will have different names.
I don't see why no magicka cost is useless. That way, also non-magical orientated characters can use magic rather easily. People who mainly invest in melee skills like one- or twohanded will most likely not invest (a lot) in magicka, thus rendering a lot of really useful spells completely useless. No magicka cost can be a good thing that way.
10 comments
Following the release of Skyrim's Special Edition Creation Kit some time soon (I hope...), all existing 'small projects' will be finished up ASAP after which they'll be converted straight away for use with the Special Edition. As for bigger projects that are already in production, they'll be finished first for the 32-bit standard edition of the game. Only then will they be converted for use with the Special Edition. And when I say bigger projects, I mean bigger projects... Think of Riverwood Hold or my, until now that is, unannounced plans to rebuild and upgrade Winterhold whilst leaving the original structures (Ancient District) untouched to ensure greater compatibility.
Any other planned big projects will only be made for the Special Edition. These projects will be made in separate ESP files, and include at least the following:
Dawnstar (Fortifications and capital city expansion)
Morthal (Fortifications and capital city expansion)
Karthwasten (Fortifications and village expansion)
Shor's Stone (Fortifications and village expansion)
I also scout the province on a regular basis, as I must travel around a lot anyway for all those quests. I plan to create at least one custom settlement in a beautiful mountain region, likely somewhere between Whiterun and Riften. But it's like I said, every big project other than Riverwood Hold and Rise of Winterhold will only be made for the Special Edition. And as always, I cannot guarantee when - if at all - I'll begin and when the project will reach v1.0 initial release status (IRS??? xD). The plans are there, the execution is always a separate and very different matter. It always evolves around the amount of spare time that I can and want to reserve for modding.
I hope that this has been informative enough. If you have questions, feel free to ask.
I don't see why no magicka cost is useless. That way, also non-magical orientated characters can use magic rather easily. People who mainly invest in melee skills like one- or twohanded will most likely not invest (a lot) in magicka, thus rendering a lot of really useful spells completely useless. No magicka cost can be a good thing that way.
As for the spell damage...
Basic: 25
Average: 50
Strong: 75
Very powerful: 100