Skyrim

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golem09

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6 comments

  1. Elizinator
    Elizinator
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    • 12 kudos
    really delightful mod. a ton of fun. however, it does not play well at all with concentration spells =/

    basically, as you concentrate, the spell continues to add magnitude in the normal way. the problem comes when you stop - because the spell was not discharged like a normal one, the increase remains. if you then resume casting that same spell, things go WACKY. i took simple destruction spell, doing normally 25 damage per second, and ramped it up to 116 per second. i think youll agree, thats too much =/

    the only solution i have found to this is to cast a different spell with that same hand, at which point the increase is reset. however, as i play a ton with concentration spells, this bug makes the mod kinda unusably overpowered =/

    EDIT: spells im using all come from apocalypse, so they arent exactly weird or rare.

    second bug i discovered is related. basically, using a concentration spell to accumulate large amounts of charge, then releasing it (which does not consume the charge) then activating a shrine applies the charges to the shrine buff. i was able to get 250 hp from a shrine of julianos =/

    i think ending a concentration spell needs to remove the charges like casting a non-concentration spell does. that would fix everything
  2. lyvewyre
    lyvewyre
    • member
    • 1 kudos
    Can anyone describe what settings I need to make charges occur roughly every second? So 5 sec for 5 charges? I can adjust the damage numbers to be sensible, but cannot figure out best way to reduce the charging time, as it always seems to take a long time.

    Otherwise, is there way I can review/edit the scripts. I'm familiar with CK and TES5edit, but not script editing and not sure where to start.

    Other thing I've noticed, using smartcast ring spells, the magnitude increase stays on until the next spell is cast, so if I'm mid charge/just cast and use a hotkeyed ring-spell, that benefits from the magnitude increase (and duration, but I've turned duration increase off as it was wildly OP for destruction damage over time spells).

    I'd like to look at the script and see how it can be tailored to how I'd like to play. thanks anyone who responds.

    EDIT: So I've decided to simply make the magnitude increase affect destruction spells only. I found it too difficulty-breaking for nearly every other school. Here's a repost from original thread for those who have the same issues I did:


    Ok I figured out a way. Set a condition on _SChSpellCharging effect with:
    Equals to:
    function - EPMagic_SpellHasSkill
    Actor Value - Destruction

    If you have PerMa, you can basically copy the condition from Stone Wall perk.

    FYI I did this because I got sick of how OP any other spell school was with magnitude increasing so much. I just wanted my damage to be increased, as I run with mods setup so enemies have truckloads of health the more levels they have, and being able to tactically choose when and when not to burst them down is fun (especially for enemies that can heal, which almost all sentient enemies can with my setup).

    NB: If you want to affect more than one spell school it is tricky but doable. You need to understand how the Equals/Or system works. Essentially every equals is a check, as soon as there is an or, it is a reset and anything beforehand is forgotten if one of the conditions wasn't met.

    Ex: If you want to check for destruction and restoration, do not put:
    - is spell and destruction or restoration. As that would be true if it was a spell and destruction related OR simply restoration related (ie, the first condition of is spell doesn't affect what comes after the or). So if you want destruction and restoration, it would be:
    - is spell AND is destruction OR is spell AND is restoration
  3. pogingbak23
    pogingbak23
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    • 0 kudos
    just tried the new balancing and its better...
    but just wanted to ask if why fire spell is way much damage than other destruction elements??
    it acts like a DOT kinda spell which i haven't seen with the lightning and frost spell??
    does it also multiplies the side effect such as magicka and stamina damage??
  4. ownlyme
    ownlyme
    • premium
    • 8 kudos
    hmm :/
    thought you added more options, but the only added option seems to be the one for different magnitude scaling per level.

    i wanted some option to change the maximum amount of charges, or one to increase the maximum cost scaling past 150.
    the mod is just too op and i cant stop me from stacking to abnormous magnitudes if its enabled..
  5. HeavyH20
    HeavyH20
    • member
    • 1 kudos
    Does spell chaining work with Requiem ? I checked the page..nothing about Requiem..only charging. Are u planing to do chaining?
  6. rylasasin
    rylasasin
    • member
    • 144 kudos
    One thing you should note during installation:

    If installing this unto an existing save via the procedure mentioned on the description page, first make sure you strip your character completely naked before reinstalling. (You don't have to drop everything, just make sure that nothing is equipped on the character. That includes weapons and ammo)

    If you do not do this, the carry weight will go out of whack. Reason for this is that normally it negates a bit of your armor and weapon's weight while its equipped.When you reinstall this mod however it will cancel that out, and when you unequip your armor it will actually ADD weight inexplicibly.