Don't you think the this mod makes the leveled items incredibly overpowered? Example. On level 14 you'll do the Thieves guild quest get the Chillrend lvl 6 and from that moment you are holding the most powerfull one handed sword in the whole game. In my opinion that is game breaking.
I play with SkyRe, so my game difficulty might not translate well into vanilla games. However, my biggest reasoning is, I don't think artifacts should get stronger or weaker depending on when you find them. Artifacts don't go and work out while you are away and get stronger after you come back to it later, it just an idea that bothered me. For the same reasoning, I like mobs to be preset leveled too, except for dragons, because you can't control whether you'll run into one.
Having said that, this is just a small mod that tweaks game play to personal liking, you may or may not like it, but I know I definitely like it.
I definitely like it too! I get Chilldrend at lvl 11, but I don't want to use it until later lvl. This mod just means it will be viable at later lvl! Thanks so much to the creator ^_^ endorsed.
Hey I have a question. Is there a version of this that doesn't require any dlc like dawnguard, hearthfire, and dragonborn? Because I want to download this but I'm not sure if it will work.
First, as stated below, it is true that if you do these quests at an early level, then yes you have what can be called an overpowered weapon....for your level.
However, I look at this from this perspective. This mod now makes the weapons what I would expect from a Daedric prince. Something that is useful from start to finish. And for myself at least, I hated the fact I always had to frack around with charging the item.... again, this is a godly weapon, not a regular mortal made enchanted item.... so good call on this change as well.
Running the mods I do (Deadly Dragons, Mighty Dragons, Dragon Combat Overhaul and many others or similar content).... at least I now have some sort of a chance at survival when fighting dudes with 1000's of HP points.
Great job author, I will return to endorse shortly.
Regarding the Staff of Magnus, technically he isn't a powerful wizard, he's an Aedra, who withdrew from the creation of Mundus at the last second. By this mod's logic, his staff should have an infinite charge. Also, it is said that Magnus has infinite reserves of magicka at his disposal. http://uesp.net/wiki/Lore:Magnus_(god)#Magnus
14 comments
does it not run out no matter howmany times you use it?
They got all those tentacles and stuff, pretty sure Miraak didn't make himself himself.
However, my biggest reasoning is, I don't think artifacts should get stronger or weaker depending on when you find them. Artifacts don't go and work out while you are away and get stronger after you come back to it later, it just an idea that bothered me.
For the same reasoning, I like mobs to be preset leveled too, except for dragons, because you can't control whether you'll run into one.
Having said that, this is just a small mod that tweaks game play to personal liking, you may or may not like it, but I know I definitely like it.
Yes it works without restart.
Because I want to download this but I'm not sure if it will work.
First, as stated below, it is true that if you do these quests at an early level, then yes you have what can be called an overpowered weapon....for your level.
However, I look at this from this perspective.
This mod now makes the weapons what I would expect from a Daedric prince. Something that is useful from start to finish.
And for myself at least, I hated the fact I always had to frack around with charging the item.... again, this is a godly weapon, not a regular mortal made enchanted item.... so good call on this change as well.
Running the mods I do (Deadly Dragons, Mighty Dragons, Dragon Combat Overhaul and many others or similar content).... at least I now have some sort of a chance at survival when fighting dudes with 1000's of HP points.
Great job author, I will return to endorse shortly.
http://uesp.net/wiki/Lore:Magnus_(god)#Magnus