Skyrim
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Killgore

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killgore

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About this mod

Increase the max possible target level for : fear - fury - calm - reanimation - turn undead - banish - repel undead
On : scrolls, spells, staves, enchanted weapons, poisons

Requirements
Permissions and credits
Changelogs
2018.05.01 updated to v3
fixed circle of protection & guardian circle mana cost
fixed calm and mayhem spell cost and animation (both related to the charge time of the spells)

Vanilla skyrim has a big problem with leveling and items,spells

1) the player levels up very quickly
2) most of the items are designed for low or very low level gameplay (items that only affect level 3 enemies really ?)
3) spells can barely follow that high-speed race to high levels, some simply become impossible to play
3) poisons, scrolls and staffs are much weaker versions of the spells, only good to be sold
4) there's almost nothing in skyrim designed to be played after level 50 the game only has 7 unique enemies above that, most monsters stop leveling at 30-50 and most items and spells become too weak to be of any use or stop working

On nexus you can find mods that :
- slow down player leveling
- increase monsters and npcs level
- change perks
- overhaul the gameplay
- enhance alchemy
- new spells and powers

But I wanted to have a use for all those vanilla items while keeping compatibility with my own tweaked 180+ load order and didn't find any mod doing it so I created this mod.

EQUALIZED SPELL SOURCES (they all have the same "power" now)
spells
staves
scrolls
loot and shop poisons
loot and shop enchanted weapons
* player crafted illusion enchants only have one base value of 126 (only way to make it useful, +100% enchant bonus on max level 10 is still only max level 20)

WHICH MAGICAL EFFECTS NOW WORK ON HIGHER LEVELS
fear
calm
frenzy
banish
repel undead
turn undead
reanimate

EXAMPLES (check the readme for a full list)
max level of target vanilla-mod 

- frenzy poison 8-26 duration 10s-30s
- raise zombie spell 6-12
- raise zombie scroll 4-12
- raise zombie staff 3-12
- dead thrall spell 40-252
- dead thrall scroll 15-252
- expel daedra spell 20-252
- expel daedra scroll 10-252
- calm spell 9-26
- pacify spell 20-60
- harmony spell 25-252 (note that while you can double a normal illusion spell level with dual-cast, it never worked for harmony,hysteria,mayhem)
- fury spell 6-12
- revenant spell 21-42

Compatibility :
* no changes to weapons, only changes the vanilla enchants (compatible with unique uniques, legacy of the dragonborn etc...)
* no changes to perks (compatible with ordinator, sperg and...I guess perma too)
* no changes to alchemy (only the poisons you can loot or buy have been changed)
* no added or removed content
* compatible with usleep (load my mod last)

Things I'm not entirely happy about :
1) enchanted items price go up (worst case a 5500 daedric banishing weapon is now 9400, low level items prices are almost the same)
2) player crafted frenzy-fear-turn undead had to be set high, this will raise your enchanting skill very fast, only craft what you need unless you want to cheat
3) not all perk overhauls double illusion "magnitude" and players do no start with 100 illusion and maxed perks anyway so I decided to keep the spells at the same levels than items to make sure you will always have something that works
4) several expert or less spells had to be set at up to lv252 because they are the "last" version of that effect (like command daedra)

Requirements :
Dawnguard
Dragonborn