I'm currently in the middle of updating Spell Chaining and I'm stumped for ideas on new spell chains.
Here's where I'm at:
Spell chains occur when you have the right combination of different elements (ex: ice + lightning) and the right amount of charge (7 causes Superconductor: blows away the enemy and temporarily silences any spell casters)
Currently, only one combination of elements yield one combo, so I could make it such that ice + lightning with a different charge level (say, 4) yields a different spell chain, but again, stumped for ideas
I have an absorption mechanic to give you buffs: for example, you can charge up Alteration spells and then sheathe to increase your movement speed
I have this idea for special "buff chains" wherein absorbing two different elements or spells will give you unique abilities, but I'm kinda stumped on that side
well, first off I LOVE the idea if a chain buff. As for some combos if you are opened to suggestions: I'm happy to give a few
The simplest one is to let multiple buffs exist at the same time, this way we can layer buffs on top of one another.
another one would be to add one (or more) elemental damage types to a weapon...this would make the elemental fury shout MUCH more viable since you cannot do it on an enchanted weapon.
other suggestions could include the following:
Alteration + Conjuration = Jump height/slow fall?
Alteration + lightning = attack speed increase?
Alteration + ice or fire? = Critical chance increase?
Conjuration + any element = Elemetnal Armor? (some armor boost + some energy damage?)
Restoration + Alteration = carry weight increase?
Conjuraiton + restoration = self charging ward that doesn't need a mouse button held to use?
Restoration + destruction = absorb Health (fire), Magicka (lightning) or Stamina (ice) on melee hit?
Conjuration + Restoration = summon illusion copies of yourself that draw melee attacks away (the copies cant do damage however)
Alteration + Illusion = Alternative time effect (longer but not as much slowing?) OR perhaps a spell quickening, like the next master level spell is ready much faster?
I could give you many other ideas for specific spell combos as well: For instance Telekenesis + Lightnging Cloak = an aoe burst (or cloak effect) that rips weapons away from enemies
I love it! I'll be sure to consider most of these. Some of them already work with the current spell absorption mechanic (elemental armor can be done by absorbing a charged elemental spell), although most of these are pretty awesome. Thanks for the suggestions!
what I meant with the elemental armor is not just a resistance to the element...I meant an actual ARMOR increase (albeit a small one but one that nonetheless would stack with mage armor spells, and you yourself told me that absorbing an element didn't add damage, but just allowed you to do a spell chain with it...I'm talking about adding elemental damage to the weapon...and even letting it work with a 2-handed weapon if possible.
regardless...I'm glad you like the ideas...and if you're looking for combos for specific spells...I can probably cook up a few.
great mod leron! i desperately wanted to try your other mod, spell combos, but since it didnt work with mod spells couldnt use it so this new mod is a gift from the gods. a question does the spell blocking key work with controllers too? cause when i used the spell blocking practice power (though why is it once a day power when its used to change settings?) it didnt recognize my controller input.
the result from testing were quie interesting i have a control map that lets me use the keyboard controls while the controller is active i also have more hotkeys please but im using the regular vanilla control map for the controller and have all my hotkeys mapped ot the keyboard. when i mapped the spell blocking key to a controller button it would activate but it wouldnt let me hold the blocking position. when i presed v key however it did let me hold that position. im not sure if its on of the mods im using (though something similar happened with tk combats shield ward function) i.e the ward woudl appear and immediately deactivate when i used the controller button)
since i couldnt use it on the controller (probably due to more hotkeys please) i had to compromise by maping the spell block key to the space bar ( a key that i could press without letting go of the controller) but when i tried it with the mcm it wouldnt respond to the new key so i had to map it using the spell blocking practice power (it does work using bound sword by the way) but the problem with that is u can only use it once a day. i dont think placing a once a day restriction on a power that changes key mapping is a good thing. after all thats an important power that may need to be used more than once to solidify settings. still an awesome mod but could u somehow make that a lesser power?
Is there a possibility to somehow integrate your evolving bound weapons mod into this? Similar to what Cen2050 said about conjuration armor except with the bound weapons.
Such as.
Bound sword + alteration = whenever you block you get a ward
bound dagger + illusion = on hit small chance for fear effect
not sure if already mentioned, but if possible maybe add modularity? I liked the spell chaining and weapon charging part of the mod (tho perhaps consider changing the charge from 'on sheathe' to 'on weapon attack'?) but the spell blocking is redundant since I'm running Wards Functionalities Extended.. Not sure if this would be possible - mayb it kind of is at the moment by just taking out a particular script?
Anyone else have both the Spell Chain /and/ the Spell Charge book TEXT all messed up? I can't read it, as multiple different sets of text appear transposed on each other. As such I have no idea which elements do what, with which charge levels of each required to set them off.
Is that information available anywhere else? There doesn't appear to be any readme texts in the download itself.
Edit: Why is there no way to delete a post? The chains are visible in the MCM section under Destruction Chains
I'm personally loving this mod, my battlemage can now properly fight! That said, I think the illusion spell absorption buff is a bit too powerful, the slow-mo time should be reduced quite a lot IMO, it shouldn't last longer than the one you get by using the shout.
Edit: Ignore. Just found the adjustable slider option in the MCM.
"_SC Discarded" does not seem to disappear. I already installed the update and it just appears less times than before, but still appears lots of times.
Yes, using the MO I tried overwriting with the fix ,it works now (don't know why it didn't work 1st time) ,and also it works fine if you use as separate mod.
Just letting y'all know, Repel Rain's Warming Cloak spell seems to sort of break my spell absorption. Elemental damage on weapon attacks works as it should, but sometimes it just adds resistance to *element* 0 or 1. I tested the damage as well, its not just a text bug, the game is actually only giving 1 or 0 resistance.
I only noticed this after merging Combo Framework + Charging + Smart Cast together which could possibly be contributing to or causing the bug. I will test again on my next playthrough.
214 comments
The simplest one is to let multiple buffs exist at the same time, this way we can layer buffs on top of one another.
another one would be to add one (or more) elemental damage types to a weapon...this would make the elemental fury shout MUCH more viable since you cannot do it on an enchanted weapon.
other suggestions could include the following:
Alteration + Conjuration = Jump height/slow fall?
Alteration + lightning = attack speed increase?
Alteration + ice or fire? = Critical chance increase?
Conjuration + any element = Elemetnal Armor? (some armor boost + some energy damage?)
Restoration + Alteration = carry weight increase?
Conjuraiton + restoration = self charging ward that doesn't need a mouse button held to use?
Restoration + destruction = absorb Health (fire), Magicka (lightning) or Stamina (ice) on melee hit?
Conjuration + Restoration = summon illusion copies of yourself that draw melee attacks away (the copies cant do damage however)
Alteration + Illusion = Alternative time effect (longer but not as much slowing?) OR perhaps a spell quickening, like the next master level spell is ready much faster?
I could give you many other ideas for specific spell combos as well: For instance Telekenesis + Lightnging Cloak = an aoe burst (or cloak effect) that rips weapons away from enemies
regardless...I'm glad you like the ideas...and if you're looking for combos for specific spells...I can probably cook up a few.
Such as.
Bound sword + alteration = whenever you block you get a ward
bound dagger + illusion = on hit small chance for fear effect
I have other ideas if you're interested.
IE
X then Y gives Z
but
Y then X gives A
? That would open up a titanic world of exploration.
Is that information available anywhere else? There doesn't appear to be any readme texts in the download itself.
Edit: Why is there no way to delete a post? The chains are visible in the MCM section under Destruction Chains
That said, I think the illusion spell absorption buff is a bit too powerful, the slow-mo time should be reduced quite a lot IMO, it shouldn't last longer than the one you get by using the shout.
Edit: Ignore. Just found the adjustable slider option in the MCM.
I tried overwriting with the fix ,it works now (don't know why it didn't work 1st time) ,and also it works fine if you use as separate mod.
Thx for the hint
I only noticed this after merging Combo Framework + Charging + Smart Cast together which could possibly be contributing to or causing the bug. I will test again on my next playthrough.