Hi. I've created a mod that increases the magicka cost of healing spells, as my way of offsetting the straight up overpowered nature of healing spells.
But then I thought it'd be even better if I could use your mod with it too! Sadly the two were incompatible as they change the same spells, so I made a version that includes the changes of both mods in one ESP.
I've uploaded it on my mod page for now with full credit to you for the healing over time effect and a link back to this page. Hope that's okay with you, feel free to request changes or that I take it down.
I'm interested in this mod, but I also use a mod whereby NPC's can heal. So if they are not bound by the limitations of this longer effect, I dont want to use this mod. Can you confirm or deny NPC's will be bound by the same effects, yes or no?
Ah yeah, I didn't want to change the first spell since it was already 'over time' and was avoiding changing the spells from Fire and Forget to Concentration or vice versa. Glad you got it working though!
This mod has become essential in my load order, I can't believe it isn't featured more publicly by the community as part of combat overhauls. Playing a healer/paladin/spellsword has always suffered from feeling really cheap, running around with basically infinite healing even at low levels. zxlice's potion mod fixed the ability to abuse health pots, and this does the trick for Restoration builds.
Any idea if this effect can be applied to other mod-added spells? I've restricted myself to vanilla heals for now, but it would be cool to apply the effect to Forgotten Magic and other spells too.
Hello! Have been away from the nexus for literal years but check comments occasionally and yours made me very happy so, thanks! I agree and I think lots of people would have use for this mod but yeah not many folks know about it.
On the topic of modded spells, it doesn't support em as you found. This mod, as i say in the description, is just an edit to 3 vanilla spells and the 3 magic effects that correspond to them. I'm not really doing Skyrim modding much these days and have few plans to return to add support. But, good news! My mod is like, one of the easiest possible things you could make. I reckon you could quite easily change the healing effects of the requiem spells by making it the master file to your mod. If you make a patch for requiem, I'll happily link it on this page too! From the little I remember (and it's been a while), there are checkboxes on the magic effect and spell properties that let you easily change a spell to be over time, not stackable in magnitude (if you cast a lot in a row, while one is already healing you) and easily edit it's description like how I've done in the pics for this mod.If you want to get your feet wet with modding, check out some creation kit tutorials and give it a try! You can also crack open my mods ESP or take a peak with TES5Edit to see the exact changes I made. Good luck and happy modding :)
hello friend, I am effectively trying to remove mid-combat healing from my game by making all forms of healing over time. Potions are overtime by using caco and require you to play a drinking animation. however, I am also playing using requiem and was wondering how this would interfere? does the mod do this through a script? or is it just a simple edit of all the vanilla spells?
Nice and simple mod fairly large impact on gameplay. I recommend pairing it with Immersive Potions, which does the same thing for potions so you can't just pause the game and click a bunch of instant health cheat cards to fill up your health.
Immersive Potions is also a relatively simple and script-free mod: https://www.nexusmods.com/skyrim/mods/30073
Nice, fits in well alongside the mod that adds a forced animation to potion chugging to remove the "get out of jail free" style of healing skyrim has a problem with. When a fight just comes down to if I have enough insta heals to outlast the enemy I just lose intrest in it you know?
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But then I thought it'd be even better if I could use your mod with it too! Sadly the two were incompatible as they change the same spells, so I made a version that includes the changes of both mods in one ESP.
I've uploaded it on my mod page for now with full credit to you for the healing over time effect and a link back to this page. Hope that's okay with you, feel free to request changes or that I take it down.
I had to edit it myself.
Any idea if this effect can be applied to other mod-added spells? I've restricted myself to vanilla heals for now, but it would be cool to apply the effect to Forgotten Magic and other spells too.
On the topic of modded spells, it doesn't support em as you found. This mod, as i say in the description, is just an edit to 3 vanilla spells and the 3 magic effects that correspond to them. I'm not really doing Skyrim modding much these days and have few plans to return to add support. But, good news! My mod is like, one of the easiest possible things you could make. I reckon you could quite easily change the healing effects of the requiem spells by making it the master file to your mod. If you make a patch for requiem, I'll happily link it on this page too! From the little I remember (and it's been a while), there are checkboxes on the magic effect and spell properties that let you easily change a spell to be over time, not stackable in magnitude (if you cast a lot in a row, while one is already healing you) and easily edit it's description like how I've done in the pics for this mod.If you want to get your feet wet with modding, check out some creation kit tutorials and give it a try! You can also crack open my mods ESP or take a peak with TES5Edit to see the exact changes I made. Good luck and happy modding :)
Immersive Potions is also a relatively simple and script-free mod: https://www.nexusmods.com/skyrim/mods/30073