I suggest adding the issue with the Staff of Magnus to the large bold red type font on the description page. I had this issue and it took me forever to figure out which mod was causing it.
The staff is a very fishy item, i'm aware it breaks the quest but there are 3 solutions and i'll try and explain the thought process behind my decision.
Alright solution 1 is giving the staff a drain ability and leaving the normal ability on it to keep the quest intact, but the staff doesn't like this and it will blind you when you use it, it has to do with how the magic effects interact with each other.
Solution 2 is keeping the normal effect and just buffing it, but then the staff won't drain stats like it should, and it makes balancing the damn thing a nightmare, also changing the default effect to an absorb effect will break the quests so that won't work either.
Solution 3 (this is what i did) is remove the normal effect and just add a drain effect with the same effect types, this is easy to balance and works well, but it will break the quest you will have to turn off my mod and beat the College quests then turn it back on, i think this is a fair compromise for a staff that's actually worth something.
Hope that makes sense, trust me i tweaked that thing all day trying to get the damn thing to work how i wanted it to, though like i say in the intro you can easily go change the effect back to the original and buff it or do whatever, all of the original effects are intact in CK, the mod is modular so you should be able to restore all of the original enchants.
i would use this mod if the staff of magnus would still work for the quest :/ -can't u just give the staff a higher magnitude so it works with the quest?
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Alright solution 1 is giving the staff a drain ability and leaving the normal ability on it to keep the quest intact, but the staff doesn't like this and it will blind you when you use it, it has to do with how the magic effects interact with each other.
Solution 2 is keeping the normal effect and just buffing it, but then the staff won't drain stats like it should, and it makes balancing the damn thing a nightmare, also changing the default effect to an absorb effect will break the quests so that won't work either.
Solution 3 (this is what i did) is remove the normal effect and just add a drain effect with the same effect types, this is easy to balance and works well, but it will break the quest you will have to turn off my mod and beat the College quests then turn it back on, i think this is a fair compromise for a staff that's actually worth something.
Hope that makes sense, trust me i tweaked that thing all day trying to get the damn thing to work how i wanted it to, though like i say in the intro you can easily go change the effect back to the original and buff it or do whatever, all of the original effects are intact in CK, the mod is modular so you should be able to restore all of the original enchants.