Skyrim

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Ninja117

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DampNinja117

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34 comments

  1. Reianor
    Reianor
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    I get why people like this exploit, and having an option to revert it through a mod like this one is a good thing, but for the sake of all things not bugged, please stop pretending that your enchantments (or even worse, your perks) were ever meant to be amplified by a spell-strengthening perk.

    They weren't, and this is an exploit.

    Practically a cheat, but actually worse, since it's not exactly a safe and stable thing to have in a game. It can screw your mod compatibility in all kinds of ways, since other mods may not account for a possibility of this error still being active in game when planing their mechanics and effects.

    Besides, there's always an option for using an actual cheat or even better - using a simple difficulty adjustment. There's a ton of other things around the net that can make your character feel stronger and/or cooler without presenting a risk to mod compatibility. (Including vampire-focused mods if you feel so inclined to boost bloodsucking PC exclusively.)
    1. 0spacepope0
      0spacepope0
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      Necromage amplifies spell magnitude against undead. Vampires = Undead. Your spells become stornger against other vampires, why the heck would it be any different for yourself?

      If this "exploit" didn't exist then it SHOULD exist as a feature, because by basic logic and reasoning if your character has studied the nature of undead lifeforce and found ways to amplify magical effects on them, they would work on yourself as well if you are an undead being.

      It makes absolute perfect sense, and to boot its one of the few reasons vampirism is even marginally useful. A patch should ideally not be tampering with game balance, it should be fixing broken quests, fixing messed up models and animations and debugging game crashes.

      Ill agree that necromage should probably not be changing the power of fixed enchanted effects, only cast effects. Thats sometihng that USP could have fixed, instead they implemented universally broken logic in place of a feature that makes perfect sense.
    2. HlaaluSlayer
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      Hell yeah! Preach it, spacepope!
    3. makemean
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      holy hell you'r stupid , "fixing" this "exploit" is causing that no one will play vampire voluntary, without necromage its just not worth it. For sure it is not exploit.
    4. EpicRivers
      EpicRivers
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      No it isn't, it's a fair trade and clever use of perks. You sacrifice stats and daytime regen to become undead, but in exchange your enchantments, if you are skilled in restoration are stronger for you. If you consider it an exploit, that's you. Your opinion. It doesn't affect anybody else who is enjoying it. Don't be mad because you can't make as strong of a build without using it.
    5. Argonil
      Argonil
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      It breaks certain perks and amplifies non-magical perks too, even combat perks and archery perks. They stay amplified even if you cure your vampirism. It breaks mechanics and causes instability. It's clearly not intended. Use a mod which makes vampires better instead of perpetuating the notion that the all-important USKP selfishly ruins people's fun because of things you have no understanding of. We're all tired of dealing with bug reports from people who won't install the patch because they're attached to their old way of getting overpowered and haven't thought of using mods that are designed for that purpose. It's a lot more fun to use good mods and it doesn't cause us headaches.
    6. InDarkestNight
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      Oh come, why are there people complaining about this? If you don't like it, don't use it. If you want a 'balanced' fix, there's a mod out there that does just that.

      I agree that the necromage thing is an exploit, but let's be real, exploits can be fun at times. Besides, its not its the most broken thing in the game. As far as I know, there's nothing that fixes fortify restoration potions, which do the same thing as the necromage exploit but dialed up to a billion and for far less effot (no need to get your restoration, the hardest skill to level, up to 70).

      This mod is fundamentally for people who want to use the exploit but still keep the unofficial patch. If they want to, fine, let them. Its not something i would play with all the time either, but sometimes it can be fun to make a stupid broken character.
  2. lolnosmsux
    lolnosmsux
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    I don't know why but this just won't work for me , do I have to create a new character or does it work with one that already has necromage vampire ?
  3. logan1982
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    sorry for my english...i feel this like a bug. Necromage amplifies spell magnitude AGAINST undead not towards or to undead...i hope this make sense...plus is restoration..a school with spells intend to cure and defend from/create damage to not living creatures. So I'm definitly with USP on this.
    1. forcedtoREG
      forcedtoREG
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      "Necromage amplifies spell magnitude AGAINST" undead not towards or to undead
      ..let me REPEAT what you just said, "AGAINST" undead
      .."AGAINST" undead
      ..undead
      ```if you are a VAMPIRE = UNDEAD, therefore NECROMAGE, the spell itself, will work AGAINST YOU as you are UNDEAD..
      .
      if it said, "AGAINST" your undead "ENEMIES" then USKP is correct..
      KEYWORD is "ENEMIES" not "AGAINST" theres a difference..
      PLUS call this NECROMAGE an "Exploit, BUG, or EASTER EGG" is something veteran players of skyrim, would look out for, and once again have something fun to do/test in skyrim.. i consider this Necromage thing as something of an Easter Egg not an exploit

  4. Duke Fortuna
    Duke Fortuna
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    Thanks for this and the Aspect of Terror change. These glitches might have been unintended by the developers but they make sense and don't really affect the game balance much more than popular strategies like turning ethereal to cast master spells with impunity, slow time/quick reflexes trivializing melee combat or 100% cast reduction making investing in magicka pointless. Also, they're fun, but who cares about that.
  5. tx12001
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    you do realize the necromage perk also increased the damage your receive from passive effects such as weakness to sunlight
    1. bhavv
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      In response to post #18277714.


      Spoiler:  
      Show

      tx12001 wrote: you do realize the necromage perk also increased the damage your receive from passive effects such as weakness to sunlight


      So what? Aint no one curr about that.
       
      When can we expect a similar mod for Special Edition?
  6. felrix
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    sorry for my english...i feel this like a bug. Necromage amplifies spell magnitude AGAINST undead not towards or to undead...i hope this make sense...plus is restoration..a school with spells intend to cure and defend from/create damage to not living creatures. So I'm definitly with USP on this.


     
    *cough* healundead *cough*
    Effect
    Heals the undead target 75 points, but not the living, atronachs or machines.

    Don't be a restoracist, undead can also make use of restoration.
     
    --------------------------------------------------------------------------------------------------
     
    But seriously, this is somewhat a deal breaker for me because:
     
    Be me, just started playing skyrim. When playing as my beloved breton paladin-ish build with heavy armor/1hand/shield/restoration I came across some vampires who spread their godforsaken disease upon my holy warrior. At first I thought of ways to cure it, and fast. But then i realized that I'm soon to hit 70rest, where this 'ere fancy necromage perk lies in wait for me. So after a bit of theorycrafting I realized I might try this unholy-paladin a try, as it UNDOUBTEDLY SHOULD boost my SELFHEAL through the roof, and maybe some other nifty spells/abilities aswell.
     
    Fast forward a couple days (decided not to rest for 3days in the middle of a quest in a cave filled with vampires because im all for the immersiveness) and I get the message I've been waiting for.. Hell.. Yes.. I just turned into a friggn' vampire. Aaaaaaaaaand then I get slapped in the face with a massive dissapointhammer because nothing had changed except that I now suck major balls during daytime and fire burns what little hp I have left in a matter of frames.
     
    Then I decided to hit the googles, where I realized that I should've been right. My LOREFRIENDLY theorycrafting skills SHOULD'VE payed off. But they didn't. So what/who could be the scoundrel and why? *glance at loadorder*
    Unofficial Skyrim Patch? "Naah, that can't be it." I thought to myself as the very definition of patch is to fix something that is broken.. 
     
    A quick search in the version history of USKP revealed that they really were the perps.
     
    Now I FIXED this myself, albeit a bad fix since I'm not a seasoned modder so I only reverted the changes leaving me with the same result as you would get from vanilla skyrim. Still, I'd prefer to play with a couple too many benefits than none at all..
     
    My point is:
    #vampire"lives"matter
    #dontfixwhatsnotbroken (although i agree with spacepope. Some effects should not benefit from necromage, such as enchantments and certain/if not most perks.)
    #lorefriendly
    #immersive
  7. rabcor
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    Wondering if this patch works for SSE..
  8. JunglePredator
    JunglePredator
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    Ninja... are you able to produce a counter-fix to the Unofficial Dawnguard Patch change mentioned at http://afkmods.iguanadons.net/index.php?app=trac&module=issues&section=issues&do=view&id=15136 ? I think it's very stupid you can't trade with someone when they're pacified.
    1. JunglePredator
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      Since I have no idea if Ninja will ever reply I've attempted to restore the original behaviour myself with a 2 kb mod located at http://www.nexusmods.com/skyrim/mods/60744/?
  9. Valamyr
    Valamyr
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    Should have never been tempered with in the first place, Beth left it in for a reason. I prefer to disable the edit of the unofficial patch that makes this necessary though.
  10. Raye
    Raye
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    thanks for this. After a LONG time of resisting the unofficial patch and using a collection of loose mods instead, I finally caved, then I began noticing all my spell durations had reverted to their default values >=( I mean geez, it's not a bug, not all perks are affected, Bethesda picked and chose which ones to let through, they obviously intended it.
    1. Reianor
      Reianor
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      Nope, it's a bug. The reason that not all perks are affected is purely technical. It's because some of them are handled as if they are magical effects (which they obviously are not) while others are simply changing game variables. Bethesda didn't "pick" any perks, they just weren't paying attention to what the heck they were doing and made a mess with both necromage and fortify restoration.