Looks like a pretty straight forward approach to fix the damage scaling issues that mages face in Skyrim. I always tend to use some magic in my playthroughs and over the years I did try a lot of them, the latest one being Empowered Magic, which just changes too in my opinion. Ill gladly try this one out on my game I have planned since in all honesty the lack of scaling was just all I wanted to fix.
I downloaded this mod because I always play some form of mage and I have always found them weak compared to warriors and sneak focused characters. They only worked when used as part of another build.
Now I no longer HAVE to take Dual Casting and Impact. Now I no longer HAVE to take casting cost reducing enchantments. Now I no longer HAVE to take companions with me everywhere to protect me and make dungeons survivable. Now I CAN use spells like Incinerate and Thunderbolt without worrying that I will run out of magika. Now I CAN cast a mage armor spell or a summoning and not worry about running out of power to cast damage spells.
Does your mod carry over USKP fixes? That's the main problem I have with other magic mods, them not taking into account the USP mods. How compatible is your mod with the DLCs?
Oh silly me, Unofficial Skyrim patches. Yes it rights over their changes if loaded after them. I made sure only to edit the perks I wanted changed, so all the level perks, novice, apprentice, etc in each school and the stability perk. All other perks are untouched by me and will therefore be as whatever other mods you have make them.
Third: I altered one other perk, it made no sense before. Stability now increases the duration of all spells across all schools, much like Necromage increases the power of all spells against undead across all schools.
is there a way to get this in a new file whit only ther perk chance have like 5 spell pack already +/- 1200 spells
My mod only alters perks, if you have many spell packs you can still use this mod, if they alter the stability perk my mod must be after it. Beyond that if you really must have only the stability perk... There are ways to do it yourself, but I am a nice person so I will make it quick quick.
8 comments
I always tend to use some magic in my playthroughs and over the years I did try a lot of them, the latest one being Empowered Magic, which just changes too in my opinion. Ill gladly try this one out on my game I have planned since in all honesty the lack of scaling was just all I wanted to fix.
Now I no longer HAVE to take Dual Casting and Impact. Now I no longer HAVE to take casting cost reducing enchantments. Now I no longer HAVE to take companions with me everywhere to protect me and make dungeons survivable. Now I CAN use spells like Incinerate and Thunderbolt without worrying that I will run out of magika. Now I CAN cast a mage armor spell or a summoning and not worry about running out of power to cast damage spells.
Thank you. Pure mages are now viable.
Thank you!
I made sure only to edit the perks I wanted changed, so all the level perks, novice, apprentice, etc in each school and the stability perk. All other perks are untouched by me and will therefore be as whatever other mods you have make them.
I altered one other perk, it made no sense before.
Stability now increases the duration of all spells across all schools, much like Necromage increases the power of all spells against undead across all schools.
is there a way to get this in a new file whit only ther perk chance
have like 5 spell pack already +/- 1200 spells
There are ways to do it yourself, but I am a nice person so I will make it quick quick.