Skyrim

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Ocyris

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Ocyris

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20 comments

  1. Onar23
    Onar23
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    I'm planning on using this solely for the illusion scaling, but does it work for magnitude or duration? Your description was unclear about this.
  2. blattgeist
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    Nice changes on your mod *downloading* I'll use the optional destruction esp.
  3. Slicer9875
    Slicer9875
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    Thanks, awesome.
  4. Ocyris
    Ocyris
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    Yes, each is independant of the others so you can use as many or few of the ESPs as you like.
  5. Slicer9875
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    I was just looking over the mod and I noticed the conjuration bound weapons improvement. Does it conflict with the better magic mod? Also, is each change independent? Is it possible to have the conjuration mod without having your destruction mod.
  6. Allison W
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    Of course you're also dedicating eight enchanting slots to that when you could have used them for other things.
  7. blattgeist
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    What bothers me at the moment is what I have learned yesterday about being able to cast spells for zero mana cost. If you enchant something with all enchanting perks fully upgraded you can make it so that 2 schools of spells would cost you no mana.. that is a gamebreaker. Considering, that it would also destroy any magic tweak mod I thought I just post it here...

    A script for script dragon that limits the maximum spell reduction to like 80% would be a way around that.. maybe for a future project if you want
  8. Ocyris
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    It's alright. If you click discussion, the tab right of comments, you should see the thread there and be able to post directly much like here. I believe they linked the site and forums together.

    Another avenue I'm looking as is script dragon and SKSE. I might use it right away but it gives me an excuse to learn the stuff. As to how I did conjured weapons, basically I just added conditional magic effect following Bethesda method for how they did mystic bindings.

    Admittedly a lot of the reason I first start this was to be able to wear the nice regen robes and still have decent armor and not get one shot by stuff. But for the sake of discussion I think it's possible to do what you're talking about. The one problem I see is getting the enchant to work and only be applicable for the chest slot. I had tried in the past to toy with some enchantments and make them only apply to say chest but I could never get the FLST record to work correctly.
  9. Allison W
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    I don't think I have an account on the Nexus forums (unless it's, like, the same as our Nexus account or something), so I'll post my thoughts here. My apologies.

    As far as damage scaling for Destruction skill goes, I *would* base it on modified skill (since I'm sure modified skill for One-Handed affects damage; otherwise it wouldn't have any use), except that I'm not sure there are any pure "add to Destruction skill" effects in the game. Fortify Destruction enchantments reduce casting cost, and Fortify Destruction potions add right to damage, I think. So it may be a moot point. That said, I'm admittedly not certain what to "anchor" the effect to. What did you anchor the Conjuration skill-based improvements to bound spells to, out of curiosity? Was it the Mystic Binding perk, or something else?

    As for what to do about the various "skin" spells... I did think of a *theoretical* way to allow for cloth-wearers to use Alteration spells as armour replacement without drastically upping their power for mage-robe-wearers with their super-high mana regen, but I can't help but think it would be complicated from an implementation standpoint and probably a CK project at best. A chest-slot enchantment that increases the power of -flesh spells and/or the duration of Dragonhide when no armour is being worn, that only spawns on body-slot clothing that isn't also getting mage-robe mana regen. Even, say, just adding one such piece to the Radiant Raiment's or perhaps Riverwood Trader's inventory, so that the player can disenchant it and apply the enchantment themselves (though that admittedly gets the Enchanting quagmire involved). Or it's entirely possible that you could just decide that it's acceptable for full-blown mages with their mana-regen robes to have access to greatly improved armour spells, and that their (probable) lack of hit points will still keep them from being tanks unless they've actually bothered to shore up that stat. If you make that decision, then your current alterations to Mage Armour are quite possibly fine as is, unless you're of a mind to add more ranks to it so that getting extraordinarily powerful mage armour still requires a little more investment.
  10. Ocyris
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    I'd definitely rework the augmentation perks if I make destruction scale. A ratio of 1:2 sounds pretty good to me.

    I made a separate topic for the future developments, obviously any suggestion or comments on the current version are more then welcome here. The thread will mostly be my current direction and discussion related to that.

    http://www.thenexusforums.com/index.php?showtopic=501798