SKYRIM
Withe01 MagicArts by Withe01
Skyrim » Combat
Added: 07/08/2013 - 08:35AM
Updated: 07/05/2014 - 12:19PM

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Uploaded by Withe01

Description

Last updated at 12:19, 7 May 2014 Uploaded at 8:35, 7 Aug 2013

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Withe01 MagicArts Vanilla(Old name "Withe01_Weapon_Battlemage")
by Withe01
ver 3.01
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-Introduction-
This MOD adds special magic "Magic arts."

If you do power attack , you will cast spell.
Just like "Bloodskal blade" of dragonborn.
Please refer to "3. Magic Arts" for details.

And some battle staves are added.
These are the same forms as the staves of vanilla, dwanguard and dragonborn.

-Required-
SKSE
* Dragonborn is unnecessary.

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1. Manual
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If you do specific action that was set up by MCM, you will cast MagicArts.
The action is as follows.

[Action]
Neutral Power Attack
Sprint Attack : Required "Critical Charge(One-handed)" or "Great Critical Charge(Two-handed)".
Forward Power Attack
Right Power Attack
Back Power Attack
Left Power Attack
Bash : It will perform, if you continue pushing a bash button.
* Not "Power Bash". It will become impossible if you get a perk "Power Bash". As an exception, if you have equipped the shield, it can use.

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2. MCM
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General
Enable Config : "Enable" : You can use MagicArts. "Disable" : You cannot use MagicArts.
Friendly Fire Config : "Enable" : You can take a damage to your followers. "Disable" : You cannot take a damage to your followers. This is effective only in three elements that Shine, Wind, Soul and Blood.
Cost Type Config : The cost consumed when you use "MagicArts" is set up. Default "Magicka".

Damage Config
All : Damage of "MagicArts" is adjusted.
Shine : Shine element's damage is adjusted. Default * 2.0.
Wind : Wind element's damage is adjusted. Default * 2.0.
Soul : Soul element's damage is adjusted. Default * 2.0.
Blood : Blood element's damage is adjusted. Default * 2.0.

Depending Skill Config
Shine : The selected skill influences a damage. If specific perk is acquired, a damage will increase. Specific perk are "Novice of Restoration" etc or "Novice of Destruction" etc.
Wind : The selected skill influences a damage. If specific perk is acquired, a damage will penetrate armor-rating. Specific perk are "Novice of Alteration" etc , "Novice of Destruction" etc, "Armsman" or "Barbrian".
Soul : The selected skill influences a damage. If specific perk is acquired, a damage will penetrate magic-resist. Specific perk are "Novice of Conjuration" etc or "Novice of Destruction" etc.
Blood : The selected skill influences a damage. If specific perk is acquired, a damage will penetrate magic-resist. Specific perk are "Novice of Illusion" etc or "Novice of Destruction" etc.

MagicArts Config
Neutral Power Attac : Blade(Cone), Balde(Explosion), Special
Sneak Attack : Blade(Cone), Balde(Explosion), Special
Sprint Attack : Blade(Cone), Balde(Explosion), Special *Damage multi *1.5.
Forward Power Attack : Blade(Cone), Balde(Explosion), Special
Right Power Attack : Blade(Cone), Balde(Explosion), Special
Back Power Attack : Blade(Cone), Balde(Explosion), Special
Left Power Attack : Blade(Cone), Balde(Explosion), Special
Bash : Rune, Bomb, Missile

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3. MagicArts
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If you do specific action, you will cast MagicArts.
Specific actions are various power attack, sprint attack and bash.
You can set up MagicArts by MCM.

[Elements]
Fire
- Fire damage.
- Special effect are burning damage and fear. Fear requires a perk that "Intense Flames".
- It is almost the same as the fire element of vanilla.
- This is subject to the influence of "Augmented Flames" and "Fortify Destruction".
- If destruction skill goes up, a damage will increase.

Frost
- Frost damage.
- Special effect are stamina damage, slow and Paralysis. Paralysis requires a perk that "Deep Freeze".
- It is almost the same as the frost element of vanilla.
- This is subject to the influence of "Augmented Flost" and "Fortify Destruction".
- If destruction skill goes up, a damage will increase.

Shock
- Shock damage.
- Special effect are magicka damage and disintegrate. Disintegrate requires a perk that "Disintegrate".
- It is almost the same as the shock element of vanilla.
- This is subject to the influence of "Augmented shock" and "Fortify Destruction".
- If destruction skill goes up, a damage will increase.

Shine
- Penetrate damage.
- Although the damage of this is not subject to the influence of resist, damage is low.
- Special effect is "Purification". A target becomes ashes when a target's health is 15% or less. When a target is undead, it cast at 30% or less.
- If the specific perk of dependence skill is obtained, a damage will increase.
- Dependence skill are "Restoration" or "Destoraction."
- Specific perk are "Novice of Restoration" etc or "Novice of Destruction".

Wind
- Physical damage.
- This damage is subject to the influence of armor-rating. Although a damage is reduced by almost all targets, 20% of damage is secured.
- Special effect is "Push". The target which staggered is blown away. The target which has not staggered also blows away by low probability.
- If the specific perk of dependence skill is obtained, a damage will penetrate armor-rating.
- Dependence skill are "Alteration", "Destoraction", "One-Handed" or "Two-Handed".
- Specific perk are "Novice of Alteration" etc, "Novice of Destruction", "Armsman" or "Barbarian".

Soul
- Magic damage.
- This damage is subject to the influence of magic-resist. The damage of this is hard to be reduced.
- Special effect is "Soul trap". "Soul trap" is applied, and health, magicka and stamina will be recovered if it succeeds.
- If the specific perk of dependence skill is obtained, a damage will penetrate magic-resist.
- Dependence skill are "Conjuration" or "Destoraction".
- Specific perk are "Novice of Conjuration" etc or "Novice of Destruction".

Blood
- Penetrate damage.
- Although the damage of this is not subject to the influence of resist, damage is low.
- Special effect is "Blood Curse". Absorb target's helath. If you go up level, an effect will go up.
- If the specific perk of dependence skill is obtained, a damage will increase.
- Dependence skill are "Illusion" or "Destoraction."
- Specific perk are "Novice of illusion" etc or "Novice of Destruction".


[Spell]
Rune
- You can cast on ground or other location.
- This is the same as the rune of vanilla.

Missile
- Short ranage attack spell. Low cost.
- This resembles the fire bolt and ice spike of vanilla.

Blade - Explosion
- This is the attack spell which will explode on hits.
- This is the same as the Fireball of vanilla.

Blade - Cone
- Cone type attack spell.
- Short range and wide area.

Bomb
- Explosion is caused at your place.
- Like small Fire storm.
- This spell takes a stagger for all targets 100%.
- Very wide area. Damage is somewhat low. Cost is high.

Special
- This spell is very short range and very high damage.
- Although this is powerful, it is difficult to hit this at a target.


[Detail of MagicArts]
Type : Damage : Cost : Stagger : Range
Blade - Exp : 36 : 50 : 16% : 5000
Blade - Cone : 36 : 50 : 16% : 2000
Special : 45 : 50 : 25% : 200
Rune : 45 : 50 : 0% : **
Missile : 30 : 30 : 20% : 2000
Bomb : 30 : 100 : 100% : **

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4. Battle staff
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Some battle staves are added.
These are the same forms as the staves of vanilla, dwanguard and dragonborn.
These are excellent in a critical damage and an attacking speed, although damage is low for warhammer instead.

If you completed specific conditions, you can craft "+1" version that has special enchantment.
The conditions are "the quest completed", "the skill is increased over 90" etc.
Use the feature of that any number of times.
Filling by soulgem is unnecessary.

At first, please create a "battle staff craft recipe" with blacksmith : daedric.
Then, you can craft various battle staves.
The recipe is unnecessary in order that you may craft "+1 version."

[Detail]
Category = Warhammer
Weight = 12
Damage = 18
Reach = 1.3
Speed = 0.95
Stagger = 1.25
Crit Dmg = 18

[List : Added weapons]
Broom
Alteration
Reatration
Destruction
Conjuration
Illusion
Dwarven
Forsworn
Spider Control Rod
Staff of Magnus
Dragon Priest Staff
Skull of Corruption
Sanguine Rose
Wabbajack
Falmer
Miraak
Riekling

[List : Conditions which can enchant]
Name : Conditions
Broom : Max Magicka 350 over.
Alteration : Alteration skill level over 90.
Reatration : Restration skill level over 90.
Destruction : Destruciton skill level over 90.
Conjuration : Conjuration skill level over 90.
Illusion : Illusion skill level over 90.
Dwarven : Enchantment skill level over 90.
Forsworn : Alchemy skill level over 90.
Spider Control Rod : Thieves Guild Quest "Hard Answers" completed.
Staff of Magnus : Winterhold Cllege Quest "The Staff of Magnus" completed.
Dragon Priest Staff : Main quest "The World-Eater's Eyrie" completed.
Skull of Corruption : Daedra quest "Waking Nightmare" completed.
Sanguine Rose : Daedra quest "A Night To Remember" completed.
Wabbajack : Daedra quest "The Mind of Madness" completed.
Falmer : Max Stamina 350 over.
Miraak : SpeechCraft skill level over 90.
Riekling : Max Health 350 over.

[List : Special enchantment effect]
Name : enchantment
Broom : Fire , frost and shock damage.
Alteration : Armor-rating is decreased for 30 seconds.
Reatration : If you attacked an enemy that Health below 15% (Undead is 30%) , an enemy will become ashpile.
Destruction : Fire damage.
Conjuration : "Reanimate". Reanimate a dead body to fight for you.
Illusion : "Fury". Creatures and people will attack anything nearby.
Dwarven : "Slip damage".Target takes ** points total damage over 10 seconds.
Forsworn : Frost damage.
Spider Control Rod : "Paralysis". Target is paralyzed for 1 second.
Staff of Magnus : Absorb Magicka.
Dragon Priest Staff : Shock damage.
Skull of Corruption : Absorb Stamina.
Sanguine Rose : Absorb Health.
Wabbajack : "Wabbajack blast". A blast from Wabbajack with an unpredictable effect.
Falmer : Special soul trap. If it is completed, your health, magicka and stamina are restored.
Miraak : Fortify speechcraft. And cool time of shout becomes short.
Riekling : No special effect. This is simply strong.

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4. Bugs and its solution methods
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"MagicArts" is not displayed on MCM.
Or it is ineffective even if it sets up.
- You open console and it inputs as follows. *XX is load order.
>> stopquest XX009515
>> startquest XX009515

You cannot cast sprint magicarts.
- "Critical charge(one-handed)" or "Great Critical Charge(Two-handed)" is required in order for you to do sprint attack. Please get them.

Magic arts cast by action which you have not set up.
- It is the specification of a script.

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5. Recommended MOD
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MOD which prevents friendly-fire.
The following is an example.

"No Friendly Fire" by Phinix
http://skyrim.nexusmods.com/mods/22538/

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6. Permission notes
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If you describe My name "Withe01" for your MOD credit, you can use this MOD's file for your MOD.
However, reproducing all the MOD as it is forbids.
I am looking forward to a good MOD.

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7. Changelog
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ver 3.01
- Cost Type Config is added. It can choose from Health, Magicka or Stamina.
- "Sneak Attack" is added. It separated from the Neutral Power Attack.
- The script is optimized.
- The bug which the special effects of the soul element did not work was corrected.
- The bug whose MagicArts will become impossible if you transform is corrected.

ver 3.00
- Script is updated. It was made easy to extend and visible.
- An additional elements are arranged. Sunlight is changed into Shine and Moonlight is changed into Soul.
- The damage formula and special effects of additional elements are changed.
- Rune spell is added also to an additional elements.
- The name and performance of each magic arts are changed. The regularity of a name and performance was emphasized. A name to the performance became intelligible.
- New MCM function that Friendly Fire Config is added.
- The battle staff's creation conditions were changed. The battle staff can be crafted only when it has the item "battle staff craft recipe".
- The battle staff's special effects are changed in part.
>> Restoration +1 : Since the applicable condition was wrong, it corrected.
>> Falmer +1 : Special soul trap. If it is completed, your health, magicka and stamina are restored.
>> Miraak +1 : Fortify speechcraft. And cool time of shout becomes short.
>> Riekring +1 : No special effect. This is simply strong.

ver 2.33
- MCM function is extended.
>> Enable config is added.
>> "MagicArts : How to use" is deleted.
>> Depending skill config is added. For Wind magic.
>> "Alteration", "Destruction", "One-Handed" or "Two-Handed".
>> Damage config (Wind only) is added.
>> Since a damage formula differed from others, this was added.
- Bug fix and other.

ver 2.32
- "MagicArts : How to Master(No Ward)" is added.
- When "MagicArts : How to Master" was equipped, Other Armors were kept from separating.
- Damage was lowered. It was made to synchronize with "Charge Spell."
- And bug fix etc...

ver 2.31
- It changes so that Wind attribute may be strengthened with a Perk "** destruction " .
>> 20% damage per perk increases.
- And bug fix etc...

ver 2.30
- The setting function in MCM was extended.
>> You can select action and magic.
- New attribute "Sunlight" and "Blood" are added.
- The kind of MagicArts is increased.
- The script is fixed. Even if the attack hit, Spell will be cast.

ver 2.20
- Moonlight attribute is added.
- MagicArts(Back) is changed to Blade Wave.
- Battle staves -Falmer, Miraak, Riekling- are added.
- NMM installer can be used.
- And other.

ver 2.11
- Bug fix.

ver 2.10
- Wind attribute is added.
- You can customized damage of MagicArts in MCM.
- Magicka cost is changed.

ver 2.00
- Release.

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8. Source and reference
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:Apocalypse Spell Package by Enai Siaion
>>I used a part of material, and also was allowed to refer to script.
:T3nd0s Skyrim Redone by T3nd0
>>I used a part of material, and also was allowed to refer to script.
:Imbued Weapons - Bloodskal Effect with any Melee Weapon by ChizFoShiz
>>I used a part of material, and also was allowed to refer to script.
:Master of Weapons - All in One 1-20 by Daren
>>I used a part of material.