SKYRIM
Magic rebalancing by ubuntufreakdragon
Skyrim » Magic - Gameplay
Added: 23/04/2012 - 12:34AM
Updated: 07/04/2013 - 06:29PM

3 Endorsements

1.3 Latest version

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Uploaded by ubuntufreakdragon

Description

Last updated at 18:29, 7 Apr 2013 Uploaded at 0:34, 23 Apr 2012

Aim of this mod is to improve pure mages without overpower them.

Changelog:
Repaired the broken robes enchantment.
Novice Perk 30% cost reduction for Novice spells, 15% cost reduction for all other spell of the school, 10% more magnitude or duration for all spell of this school.
Apprentice Perk 36% cost reduction for Apprentice and less spells, 18% cost reduction for all other spell of the school, 20% more magnitude or duration for all spell of this school.
Adept Perk 42% cost reduction for Adept and less spells, 21% cost reduction for all other spell of the school, 30% more magnitude or duration for all spell of this school.
Expert Perk 50% cost reduction for Expert and less spells, 25% cost reduction for all other spell of the school, 40% more magnitude or duration for all spell of this school.
Master Perk 60% cost reduction for all spell of the school, 50% more magnitude or duration for all spell of this school.
4% more costs for each pice of light armor. (only player till now)
6% more costs for each pice of heavy armor. (only player till now)
Dragonpriestmasks are ignored.
Dragonpriestmasks are ignored by the magearmor perk, too.
you get your exact skill as magnitude or duration bonus (even whitout having any perk), eg:
yuo destruction level 37, so you get 37% more damage. (only player till now)
Fortify enchantments now mod the magnitude or duration, not the spell cost.
dualcast cost and efficiency set both to 2.5

---v1.1---

casting time for some master spells set to 1.5 seconds.
Changed magnitude and cost of many destruction spells, making them more usefull.
Master destruction spells are now realy dangerous, and Lightning Storm got a small Area bonus effect.
Illusion spells base-magnitude of all of these Spells set to 40% of vanilla, because of the new ways to gain more magnitude. So they will remain quite as strong as Vanilla or a bit stronger.
Added a new alteration perk whith 3 stages (gain cost reduction and more magnitude for all spells).
adding much more advantages for wearing no armor, (doubles bunus of the Reganeration perk, adding an additional magic resistance too the mage armor perk, the magnitude bonus of the new perk only aplies when wearing no armor) as in v 1.0 dragonpriestmasks are irgnorred in this case.
Illusion spells runing on Opponents are now able to fail.
Stagger, Desintegrate, Burning fear, Frost paralyse, now can aply more randomly
---v1.3---
modularized
---end changelog.---

Requirres:
Needs my enchantment bugfix to be loaded before this mod to prevent extreme overpowering: http://skyrim.nexusmods.com/downloads/file.php?id=15688 Loadorder is important is this case, this mod must be loaded after the bugfix!!!

Known issues:
Make sure unequipping all armors before using this mod (only when using old saves), because some effects are changed there is no fun playing with a destructionpowermod = -116

the future:
a german version
even better balancing
some other ideas
user requests


My other projects:
Flyable Dragon Races 3 - BURNING SKIES
I´m the scripter and one of the two main authors
http://skyrim.nexusmods.com/mods/25261

Mods I wrote on my own.
synchronized chests
A realy nice mod, a teleprot spell for items and a usefull chest:
http://skyrim.nexusmods.com/mods/18673

Spells of Madness Sheostyle:
Adds funny, useless and ridiculous spells and effects: (e.g. summon exploding chickens)
http://skyrim.nexusmods.com/mods/32997

Utility Spells:
And 3 usefull magic effects:
http://skyrim.nexusmods.com/mods/31872

bugfixes:
Bugfix Robes Enchantments: http://skyrim.nexusmods.com/downloads/file.php?id=15607
Bugfix enchantments out of school of Restoration: http://skyrim.nexusmods.com/downloads/file.php?id=15688