Skyrim

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JoeKa8

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JoeKa8

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About this mod

New approach to Healing in Skyrim:
- 4 new Healingspells from the start, each has its own unique way to work
- Spells will grow with Player through Gameprocess.
> New reworked Mod with easy Install/Uninstall and no more Incompabilities or need to respecc!

Permissions and credits


Tactical Healing Redux

This Mod offers four new Healingspells only to the Player.
Each of this Spells has its own unique Spellmechanics, and therefore is valuable for different Situations or Characterbuilds.

The four Spells will be available from Beginning, you can buy them from Merchants, which sell Novice Restorationbooks.
They will grow equally in Power and Cost, and also a better Version of them will be unlocked, as the Player levels up in Restoration.
You can rebalance Power and Cost of this Spells ingame.

Basicly this Mod is compatible with everything, because it just adds new Stuff to the game.
One exception: 5 Spelltomes are added to 3 small leveled Lists, so you can buy it.



The Goal is not to provide an MMO-like Playstyle, where Healingmanagment is a Main-Task.
With default settings most Characters will not have the Magicka to cast many of this spells in short time,
though it can be setted to play like this.
You may only use one or two spells, if the others are not fitting to your Playstyle ... important for me was to have options
:)

If you want to use a Version of this Mod, which comes with its custom Perktree and full Perkdescriptions, try
Tactical Healing 1.01




Description

1. The four new Healingspells are all Novicelevel
- Novice Restoration Perk does not reduce Magcika-Cost 50% to new Spells
- They will not get cheaper when you level up in Restoration

2. Perks:
Novice, Apprentice, Adept, Expert, Master
- Each of the Mainperks in Restoration will add 25% of Baseamount to Spellpower and Spellcost (only my 4 new Spells)
- All except Masterperk will unlock a new Spellfeature > See Spelldescription (Pictures & Ingame)

- This will basicly not conflict with other Mods, which might edit Perks or Perktree
> as long as the 5 Mainperks are somehow around, it will work, no matter if they are changed by another mod


3. New Spells

(Do not worry because of some German Words in the Pictures, in your Game it will be your language,
"Novize" = Novice,  "Kosten" = Cost)




Close Wounds

HoT: You cast it once, then it will heal you over time. Very short Chargetime: 0.1 Seconds
Can not be stacked by recasting it, instead new Duration will start.
Dualcasting will only extend its Duration, and does not raise Amount per Second.
(Only usefull with Restoration Dualcast Perk, without it counts as 2 spells and one gets canceled)







Grand Healing

A strong and cheap Spell, which has long Chargetime: 4 Seconds
With its Perk you can use its fueled Version, which is not as cheap but charges faster: 2.5 Seconds

Two different Spelltomes and Spells!







Fast Healing

An expensive Spell, which quickly heals and needs to be channeled.






Respite

Similar to Fast Healing, but recovers Stamina instead of Health when channeled.
Its second effect can be activated by getting Perk "Respite" or, if you don't have it because of other mods, by Perk "Expert Restoration"








Installing, Rebalancing
Uninstalling, Books by Console

Good news first:
Experience will always be balanced, because Healingexperience
in Skyrim only counts the Points, which are actually healed.

Though I think the spells are balanced between each other, there are a lot of different Tastes and Playstyles.
Therefore I included the possibility to balance the Spellpower and Spellcost only of this Spells roughly to your likings.

Installing and Balancing can be done ingame:
Open Console with ^-Key and type:

"help tactics"

(without " ")
(be sure not to miss the "s")


This will show you all relevant Commands to this mod.

The only thing you need to do is Step 1: Adding the Perk

Step 2 and 3 are optional.

Bigger Picture with Step 2 & 3 availabe in slideshow on Top of Page:
(Step 2: Rebalancing & Step 3: Adding Spelltomes by Console)

I know, this is not the most userfriendly solution, but I don't know how to add an MCM :)








Compability

Nearly all Records of this Mod are new Entries and will not conflict or interact with other Mods or Basegame.

Exception: Three small Merchant leveled Lists, to buy the Books..
> load my mod last,
> make bashed Patch or
> use ConsoleCommands
..to get new Books if you have another mod which edits this Lists

My Spells are dependant on the Mainperks of Restoration in a special way, but there are no edits made to Perks or Tree!
Every other Mod you have will still be fully around!
It doesn't matter if you already have this perks or not, can be installed and uninstalled safely midgame. (Without Respecc this Time!)

Vanilla-Healingspells will still be around and are not changed by my mod.
If you have other Mods, which change this Spells, it will not conflict.
Enemies will still use unchanged Vanillaspells or your other Mods, again nothing will conflict.

Includes no Scripts.




Other Mods by me


Skyrim Gold XP ...Overhauls the Experiencesystem by making use of Gold.
Heal over Time ...change all Healingspells in Skyrim to HoTs
Simple Stagger on regular Hit ...for Action-Gameplay-purposes
Simple Stamina Managment ...a easy way to give meaning to physical Combat in Skyrim