I do not plan to keep SLE installed on my computer, which means that active support for this backport won't last long (a couple of months max). Be sure to report any issue you encounter while I can still fix them.
Is there a patch for that,? It's not clear with what you've posted. It looks like skeptmanmods hasn't updated any mods in a couple of years, so I wouldn't hold my breath in any case.
appreciate the mod and gotta say that this mod is a must for anyone investing in restoration magic ,there is just one thing you should do with this mod , change the ward charge rate in option from 0.5 to 2.9 or at least 1.3 so that it's not worse than vanilla in vanilla ward recharge rate is 1.3 and it takes around a second for the ward to be fully charged , with this mod changing it to 0.5 it's gonna be almost 3times worse than vanilla for the ward to charge , you gotta increase the number if you want better charge rate , 2.9 recharge rate would be around dual casting wards which is almost instant wards with just so little delay if you want you can test it for yourself , change the recharge rate to 0.1 and it literally take ages for the ward meshes to fully restore around caster then change the number to 5 and you would see ward meshes instantly
@skepmanmods: Thank a lot for this useful mod, which is a must for any spellsword or mage/shaman/sorcerer playthrough. I use LE, so I'm using that version instead. Thanks and kudos!
For the weapon wielders, who wandered in here looking for automatic ward when blocking with weapons, see this: Warded Blocking: https://www.nexusmods.com/skyrimspecialedition/mods/13404?tab=posts
Hello, So i have a little problem when i set it to block melee. If im channeling my ward on my left had, i cant cast on the right hand another spell. It works ok if i start casting something else on the right hand and then channel my ward on the left. Is there any way to fix that? Thank you
Doesn't work for me, shouts can't break through wards even if I set their magnitude to lowest level, spells also can't break wards even if my spells are two times stronger than enemy ward magnitude.
"spells also can't break wards even if my spells are two times stronger than enemy ward magnitude" I really don't see how my mod would cause this, I'm guessing that it's a another mod or a combination of mods that are the cause.
I don't think this is the cause. Maybe lower the charge rate in my MCM, that can have an important effect on how easily ward break. Something else to check: 1: enter console by pressing "²" 2 click on the enemy 3 enter the command 'getav wardpower' when its ward is fully charged up 4 What's the value reported by the console?
It took a long to reply since it's rare to encounter a mage, but I tested it now with an Arch Cryomancer, he had wardpower checked multiple times and it was 75 or 100 when he put a ward, a 90 dmg thunderbolt broke his ward in two hits, my 150dmg lightning storm also breaks his ward but takes a few seconds strangely, continous damage seems to deal with wards a bit differently. Anyway, I tried unraleting force shout with normal and alternative method, none of them worked, I have default options and 0.5 ward recharge rate. I then tried fire breath and it didn't work with normal, but worked rarely in alternative method. I don't know why it won't work properly. The only mods affecting my shouts is improved dragon shouts, storm call fix and elemental fury fix.
Edit: Shout ward damage is set to 200 options in your options.
Spells seems to work fine then, it's true that concentration spells are handled differently by the engine. Anyway, my mod does not change they way wards and spell interact.
For the shout can't break ward problem: that system is scripted and may not work properly of you have a heavy script load. You can find a similar feature in Dragonborn Ascendant if you are interested. It is not run by a script, which should make it work better than my method (I'm not doing it that way because it requires editing shout records).
65 comments
It looks like skeptmanmods hasn't updated any mods in a couple of years, so I wouldn't hold my breath in any case.
in vanilla ward recharge rate is 1.3 and it takes around a second for the ward to be fully charged , with this mod changing it to 0.5 it's gonna be almost 3times worse than vanilla for the ward to charge , you gotta increase the number if you want better charge rate , 2.9 recharge rate would be around dual casting wards which is almost instant wards with just so little delay
if you want you can test it for yourself , change the recharge rate to 0.1 and it literally take ages for the ward meshes to fully restore around caster then change the number to 5 and you would see ward meshes instantly
Warded Blocking:
https://www.nexusmods.com/skyrimspecialedition/mods/13404?tab=posts
and if so, what should my loadorder be like, does this mod goes ABOVE Requiem or BELOW?
So i have a little problem when i set it to block melee. If im channeling my ward on my left had, i cant cast on the right hand another spell.
It works ok if i start casting something else on the right hand and then channel my ward on the left.
Is there any way to fix that?
Thank you
I really don't see how my mod would cause this, I'm guessing that it's a another mod or a combination of mods that are the cause.
Maybe lower the charge rate in my MCM, that can have an important effect on how easily ward break.
Something else to check:
1: enter console by pressing "²"
2 click on the enemy
3 enter the command 'getav wardpower' when its ward is fully charged up
4 What's the value reported by the console?
Edit: Shout ward damage is set to 200 options in your options.
likewise, sorry for answering so late.
Spells seems to work fine then, it's true that concentration spells are handled differently by the engine. Anyway, my mod does not change they way wards and spell interact.
For the shout can't break ward problem: that system is scripted and may not work properly of you have a heavy script load. You can find a similar feature in Dragonborn Ascendant if you are interested. It is not run by a script, which should make it work better than my method (I'm not doing it that way because it requires editing shout records).