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leron9999

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leron9999

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  1. leron9999
    leron9999
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    Sticky
    Hello! First of all, I'd like to thank everybody for supporting this mod. I know it's been a buggy ride, but I hope you enjoyed it. Unfortunately I'm no longer supporting Spell Combos. Instead, I'd like to invite you to try out its spiritual update Spell Chaining. The concept is essentially the same, but with some new mechanics and much more stable gameplay. Thanks again for supporting this mod, guys! 
  2. Stabross
    Stabross
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    There's a big annoying bug with the followers... if they get hit by Infernal Freeze combo or Lightning Rod combo. or they get bited by infernal hounds (dawnguard DLC) followers will never follow you again. What I mean is, they are following you, but they can't move AT ALL. Once they recover from the effects of the combos, they don't walk AT ALL but still be at your command or never RUN agan, just walk, SLOOOOOOOOOOOOWLY walk. I'd like to know if there's a way to fix that or if you could make a last bug fix.
  3. iSagan
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    Extremely overkill and much more trouble than its worth. You end up chasing around bodies longer than you fight them. A burst of AoE damage and knocking them back/dropping them to the knee would have been plenty enough.
  4. infinitywolf1
    infinitywolf1
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    Found it very fun & enjoyable when play with this mod. Thank you.
    Endosed
  5. Nerthfill
    Nerthfill
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    hi i just want to ask that if i need to clean this mod or that dirty files are needed thx
  6. leron9999
    leron9999
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    FAQ:
    I realize that certain questions or comments keep getting raised. Here's a quick list of stuff you need to know about Spell Combos (as of March 11):
    1.) "v1.5 is overpowered."
    I get that. It's been addressed as of my current build, but I'm still doing a lot of tweaking.
    1.1.) "Concentration spells are just WAY too OP."
    I think I've managed to mitigate that for the current build.
    2.) "The notifications are annoying."
    Yep, I noticed haha. Don't worry, I've turned it off already. Maybe I'll make an optional version that has it on... Or I can make it editable within the mod? I don't know how to do that yet, but there's an idea.
    2.1.) "Can you make a book detailing the combos?"
    Sure! If you've got some suggestions, send 'em my way (in the comments section).
    3.) "It's not compatible with mod X. Can you make a patch?"
    Sure. I've already got a running list for it, but whatever mod it is I'll consider putting it in the queue. It'll take a while though, since I'm focusing on updates first.
    4.) "Speaking of updates..."
    This isn't really pointed out as much anymore, but I'll address it anyway. As many of you know, I went on a hiatus a while back and now I've returned. Unfortunately I had to relearn how to mod (long story), and with all the new (and renewed) knowledge come the lust for trying out new things.
    5.) "It's not like you've got other things to do."
    As a matter of fact I do. Well, nobody asks, but if anybody's curious, I do have a day job. I'm a software engineer, and most of the day I'm at the office (right now even, hyuk hyuk). And I only ever get a few hours every night, so yeah. I like to play other things too (recently went back to the first Mass Effect game just for kicks).
    6.) "It's cool. We'll wait."
    At least one person has said that, and I ask the rest to be just as cool and patient. You guys are awesome.
    7.) "But I can't wait for the next update!"
    You're awesome too, and thanks for liking my mod (*ahemEndorseahem*)! I'm thinking of releasing a partial update which balances out v1.5. It'll be out... in a bit haha.

    So there. If anybody thinks I missed something, let me know and I'll update this post.

    News:
    Ok, I told myself I wouldn't give anymore updates, but this one at least gives insight on the process. I'm having trouble controlling the OnHit events, especially with concentration spells. If anybody's willing to discuss this with me, please hit me up. Again, no more excuses, I'll just mod as much as I can and release it when it's done. I can still answer questions or address concerns at the comments section. Thanks for the support guys.
    1. de7con
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      Quick question, does this mod work with weapon effects? For example if I have a sword that deals cold damage, will it combo with a, say, flame spell?

      And yes, this mod makes spells overpowered
    2. leron9999
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      I believe so. I used keywords to trigger combos. Weapon effects may not set them up for a combo though, so you may wanna torch 'em first with a true elemental spell before you try to trigger a combo with your weapon.
    3. de7con
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      I play 1h swords and 1h magic, would be a lot easier for me if effects would work with weapon dmg too. Will try and come with feedback. If it's not working, can you implement it in the next patch? ;s
    4. leron9999
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      @de7con: Sure! Lemme know soon.
    5. Jarlent
      Jarlent
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      Woo!
    6. marduk10000
      marduk10000
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      Thanks for the mod. Please give us a Documentation no how to cast all the spells. For eg Sparks + flames = Neural burn and tell us how much damage it does. A more clear description on the combos in a separate pdf or text file will be awesome. i might even tweak it myself in the creation kit. THanks for your time.
    7. leron9999
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      I'm planning on an in-game book for that, though the actual numbers will probably go to the read me file of the next update. And yeah, go ahead and tweak the mod to your liking. Release it as well if you'd like. It'd be interesting to see what other modders can do with mine (though please acknowledge the source).
    8. de7con
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      Sorry for being late with the answer, but yes, it works.
      You can combine magic from weapon enchantments and magic casting in combos.

      Still, I believe the combos are overpowered
    9. leron9999
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      Ah, good to know. Yeah, I'm well aware of the power of the combos haha.
    10. spiderexpert
      spiderexpert
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      Regarding turning notifications on and off, I believe you can use a custom global variable that can be set via the console (short development time) or via an MCM menu (longer development time, high class, opens the road for more cool customization later).
  7. Wabafloo
    Wabafloo
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    This mod is so fucking awesome I don't know how could I have played without this before. But there's something missing that if you were able to add, I'd just love you forever... Something that was spellsword-friendly.

    I love playing as a melee mage using bound weapons, but I miss effects from other games such as elemental binding and other effects related to it. It would be so cool that casting a bound weapon after a previous spell changed the nature of it somehow. For example, casting the sword while holding Flames, Frostbite or Sparks added magic damage to the sword of the same element of those spells. It could even trigger some comnbos of their own: ice spike then hitting with a lightning endowed bound weapon would trigger a similar effect that using ice spike + lightning bolt. Using a vampire absorption spell would make a bound sword that would absorb healt on every hit... you knopw the buzz.
    1. Onichu
      Onichu
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      I second this! This would make SkyRe's Bound Sword actually usable (because SkyRe makes the thing pathetic otherwise)!
  8. drycat
    drycat
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    This mod has some great potential. I think an MCM option to allow controlling the chance for a combo to trigger would be a nice addition to control the over-powered nature of your spell combos? Looks good, tracking.
  9. S0ns0fAnarchY
    S0ns0fAnarchY
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    you are awesome . end of story
  10. addict
    addict
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    Why does Tes5Edit version 3.0.31 flag the following errors?

    [00:00] Checking for Errors in [02] SpellCombo.esp
    [00:00] FormID -> [02002881] <Error: Could not be resolved>
    [00:00] Above errors were found in :Object v2
    [00:00]Above errors were found in :Object Union
    [00:00] Above errors were found in :Value
    [00:00] Above errors were found in roperty
    [00:00] FormID -> [0200230F] <Error: Could not be resolved>
    [00:00] Above errors were found in :Object v2
    [00:00]Above errors were found in :Object Union
    [00:00] Above errors were found in :Value
    [00:00] Above errors were found in roperty
    [00:00] FormID -> [02002882] <Error: Could not be resolved>
    [00:00] Above errors were found in :Object v2
    [00:00]Above errors were found in :Object Union
    [00:00] Above errors were found in :Value
    [00:00] Above errors were found in roperty
    [00:00]Above errors were found in roperties
    [00:00] Above errors were found in :Script
    [00:00] Above errors were found in :Scripts
    [00:00]Above errors were found in ata
    [00:00] Above errors were found in :VMAD - Virtual Machine Adapter
    [00:00] Above errors were found in :aaWardMode "Ward Mode" [MGEF:02003351]
    [00:00] FormID -> [0200287D] <Error: Could not be resolved>
    [00:00] Above errors were found in :Object v2
    [00:00]Above errors were found in :Object Union
    [00:00] Above errors were found in :Value
    [00:00] Above errors were found in roperty
    [00:00]Above errors were found in roperties
    [00:00] Above errors were found in :Script
    [00:00] Above errors were found in :Scripts
    [00:00]Above errors were found in ata
    [00:00] Above errors were found in :VMAD - Virtual Machine Adapter
    [00:00] Above errors were found in :aaReanimateCombo "Reanimate Combo" [MGEF:02002879]
    [00:00] FormID -> [0200230F] <Error: Could not be resolved>
    [00:00] Above errors were found in :Object v2
    [00:00]Above errors were found in :Object Union
    [00:00] Above errors were found in :Value
    [00:00] Above errors were found in roperty
    [00:00]Above errors were found in roperties
    [00:00] Above errors were found in :Script
    [00:00] Above errors were found in :Scripts
    [00:00]Above errors were found in ata
    [00:00] Above errors were found in :VMAD - Virtual Machine Adapter
    [00:00] Above errors were found in :aaComboState "Combo State" [MGEF:020053B4]
    [00:00]Above errors were found in :GRUP Top "MGEF"
    [00:00] Above errors were found in :[02] SpellCombo.esp
    [00:00] All Done!
  11. Xeronova
    Xeronova
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    I don't know if it's because I'm running a few other mods that modify the way magic is handled in-game or what, but "Player is immune to combos" is false advertising. I was doing the "get the three books" quest in the college of Winterhold quest line when I was hit by two spells cast by two separate mages, one ice blast and an ice shard (I don't remember the vanilla names, and one of my other mods changes all the spell names). Once both of them hit me I instantly died.