Hello, I was looking around for new spell mods and found yours. Do you have any plans to make any kind of spells that heal/buff followers? I would love to roleplay as sort of an MMORPG healer mage.
I've just read the description, and I like most of the changes the mod makes, but the heal-over-time part, seems absurdly inconvenient, as you only really whip the heals out, if you're in desperate need of health, this very instant, and potions are used up. Perhapse you could make a version that does not make them heal over time?
I should be getting a working GPU in the coming days, if I have time (once my GPU arrives) I'll take a look at the heal spells in this mod. I can't guarantee my desktop will work though (I sure do hope all the other components still function). Man I miss Skyrim so much.
I'll try to check this comments section in case you have any other suggestions.
I assumed ward spells would have been the first thing to be addressed in any Restoration overhaul. They cost way too much magicka to maintain, and hardly anyone even uses them (except for those who exploit the resto loop for free spellcasting).
Definitely crossed my mind. But I felt this mod was too small to claim the title "Restored", such a big word. I went with the cute name route to reflect the scope of my mod.
I like this idea, but for some of them, I already use a mod that makes -all- spells more desirable to use even at endgame content. The increase in magnitude that this mod gives to restoration, and the mod I have might make them OP. xD But, this is a good idea nonetheless, and I have two ideas..One on the ward. If it's possible, could you possibly make the wards act like ACTUAL shields when casted, and block physical attacks? But, being a magic shield it's not permanent, and every physical attack(besides power attacks), will take off it's value just like if it got hit by a magic attack, and of course enough attacks would shatter it eventually...but power attacks would shatter it instantly. And my second idea, could you split this mod up into parts, if it's not too much to ask, so it would be compatible with all those perk overhaul mods out there?
I understand what your first idea concerning the "ward" spell is. I might try to see how to implement it once I have time to do so.
As for your second idea, which parts exactly would you suggest splitting apart? I am not very familiar with the changes all the Perk Overhaul mods make, nor am I familiar with the most popular / current, so I am not sure what kinds of incompatibilities there could be. If its concerning vanilla spells, I am not sure which spells players would prefer from this mod over the others.
Now that I've had a little time to think about it, having you split the mod apart piece by piece(which was the idea I had before) would probably be asking a bit too much..I think it'd be simpler to make two versions of this mod..one that works as you've planned, and the other that's compatible for all those other perk overhauls and such. The second version would have nothing that makes any of the spells more powerful, but keeps everything else, like the heal over time and the turn spells causing a little damage over time to undead. I like the idea of the HoT(heal over time) effect on heals. It'd change how you use it, in a way...although...what about concentration spells, like the first healing spell, and the healing hands spell that heals others? They already heal over time as long as you hold the hand action button that the spell is in.
10 days ago I released a smaller mod, which just changes the instant-heals to heal-over-time
there are two versions, one which just changes the spells, and the other which in addition changes the respite-perk, so healingspells no longer will recover stamina, but the hots last twice as long, this makes staminamanagment eventually more interesting (no-stamina version is combatible with perkoverhauls, which still have the respite-perk, for example ordinator, when you load my mod before the other mod - then just ingame description will be wrong and state, that it will still regenerate stamina) .. (the version with untouched respite-perk is compatible with all perk-overhauls)
13 comments
I should be getting a working GPU in the coming days, if I have time (once my GPU arrives) I'll take a look at the heal spells in this mod. I can't guarantee my desktop will work though (I sure do hope all the other components still function). Man I miss Skyrim so much.
I'll try to check this comments section in case you have any other suggestions.
I understand what your first idea concerning the "ward" spell is. I might try to see how to implement it once I have time to do so.
As for your second idea, which parts exactly would you suggest splitting apart? I am not very familiar with the changes all the Perk Overhaul mods make, nor am I familiar with the most popular / current, so I am not sure what kinds of incompatibilities there could be. If its concerning vanilla spells, I am not sure which spells players would prefer from this mod over the others.
there are two versions, one which just changes the spells, and the other which in addition changes the respite-perk, so healingspells no longer will recover stamina, but the hots last twice as long, this makes staminamanagment eventually more interesting (no-stamina version is combatible with perkoverhauls, which still have the respite-perk, for example ordinator, when you load my mod before the other mod - then just ingame description will be wrong and state, that it will still regenerate stamina) .. (the version with untouched respite-perk is compatible with all perk-overhauls)
http://www.nexusmods.com/skyrim/mods/70465/?