Skyrim

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stradivuckos

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stradivuckos

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8 comments

  1. Darklocq
    Darklocq
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    Definitely getting the learning requirements thing. I find magic in this game to be a butt-pain (at least after adding a lot of mods), with the menus crowded with spells you can't even use yet. Nice fix. I suck at mage, so will leave out the stamina thing. Heh. (Mostly it's a factor of playing on a potato; my action is choppy enough that a large number of my targeted spells just miss, widely.) Anyway, the learning bit actually qualifies as a realism mod, in a sense. E.g., if you don't know anything about programming, a book on advanced programming topics will be gibberish to you, until you gain the skills and experience to interpret and apply the material.
  2. Czartchonn
    Czartchonn
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    Hey there - no idea if you still keep an eye in here. But I find the math for stamina cost a bit flawed. If you're high level casting a spell where your skill is low you loose more and more stamina as you level increases. Keep in mind that your stamina pool may not change. Plus if you ever get to really high level the costs will simply soar. Imagine a level 80 character casting a Master spell even with 100 skill. That would cost him (10+80-50)*5 a whopping 200 stamina - and if he dualcasts it that spell will be 300 stamina. If you want the stamina costs to scale better it should be a percentage of stamina used. Not sure whether that is possible though.

    Level should not play a role - at least not unless you want the system to punish a high level character. I will try out setting fPlayerLevelCoef to 0 and fStaminaCostBase to 55 and see how that plays out. Yes a low level character will be really crappy at casting (as he should be) and a high level character will be godly (as he should be). Here the same character would only pay (55-50)*5 - 25 stamina for a Master spell. A noob casting a Novice Spell with 20 in a skill would spend (55-10)*1 - 45 stamina. A bit high, but better than the high level character suffering. Unless the OP - or one reading this has a better idea :)
  3. ivanroca
    ivanroca
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    Just the i was looking for, the magicka now is overpower thanks to ordinator and apocalypse, but is hard playing without this mods.
  4. stradivuckos
    stradivuckos
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    @AndrealphusVIII; Thank you! That's very nice thing to hear!
    @joan54; I've made mods to change things I personally didn't like and to be honest I'm just really glad that other people dislike or miss same things.
    @jquinn914; SKSE is so tightly interwoven with the foundation of this mod that I don't see a rational way of making it without SKSE.
    @Miles455; I haven't done it, but I think it's possible, but make sure you use Relinker too.
  5. Miles455
    Miles455
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    Is it possible to merge these mods together?
  6. jquinn914
    jquinn914
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    Any chance you could port this to SE? I made a mod with the same premise and for whatever reason, guessing SKSE, it only works for concentration spells (just confused as to how it works for them and not regular spells).
  7. joan54
    joan54
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    Perfect as always. It's the little things, easily missed but that can't be unseen once put into light.
    Your mods fixes them and are never leaving my load order. Thanks, I'll endorse ASAP.
  8. AndrealphusVIII
    AndrealphusVIII
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    Your mods are worth gold! Pure gold!

    Thank you, sir!

    Kind regards

    Andre