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The Vanilla game has a serious bug where any time a spell, ability, or disease is cast (or added) in the background while you are dual casting a spell, the spell you are dual casting will be considered a single-cast spell. Although this problem exists in Vanilla, it only happens very, very rarely. However, in a modded game, it can become so frequent as to make dual casting functionally impossible in certain situations. This is an engine-level issue that effects all Vanilla and modded spells. Because of this, Dual Casting Fix is required for all modern load orders. If you are having trouble with Illusion, Reanimation, or Turn Undead spells not working on high level targets when dual cast, this mod will fix that.
Mysticism distributes a large number of spells, and some of them higher level versions of spells that you already possess. As such, you might find that some of your older spells are useless after you've learned their upgrades. This is true of many spells in Vanilla as well (Oakflesh, Fast Healing, etc). If you would like to clean your spell inventory of lower-level spells that you don't need to use anymore, you can download Forget Spell, which allows you to forget spells straight from your spell inventory by pressing R.
I've been playing with this mod for a while, and generally the spells work great. But I feel like the Alteration school is still somewhat underpowered. Elemental shield spells and debuff spells require too much investment, and in the case of debuff spells, the mana cost is pretty expensive for the advantage they actually give you. My suggestion is to give elemental shield spells weaker Novice- and Apprentice-level versions, same with Burden, Corrode Armor and Disintegrate Weapon spells.
Also just for fun, Restoration spells that heal others like Healing Hands should also damage undead like Vampire and Dragur, just for the RP.
You would essentially need to make a mod that converted them all back yourself. It wouldn’t be the hardest thing in the world by any means but it would be a multi-step process.
Quick question. Does this mod have Cloak spells for things like Fear and/or Disintegrate Armor? I have a new build-concept that these would be perfect for!
can anyone help me figure out what the problem is.
Courage spell - affects only myself, with green explosion. Rally spell - nothing, just straight up not working, like it failed to cast or something. Call to Arms spell - affect nearby allies but not to self, no green explosion.
and the spell last for like 540 seconds with Guidance perk, was that right?
cant seem to find anything noteworthy, it's all green
for now, i tried to change the Target of Courage and Rally to 'Aimed' instead of 'Self' which seem to fix it, i think? at least i can cast it for now and actually affect allies though Courage is a single target spell now and Rally an AoE spell. idk how it was originally.
some area spells missing tag "Area effect ignores LOS" (vampire bane for example) so they hit only closest target most of time instead of full area blast
I cant find any of the greater flames, greater sparks etc for sale from faralda and I am currently level 71 destruction skill I am running gate of sovngarde btw
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Thanks for your interest in my work! Check out my Discord Server if you want to keep up with what I'm doing next. I also have a Patreon if you'd like to follow me and support me there.
Mysticism distributes a large number of spells, and some of them higher level versions of spells that you already possess. As such, you might find that some of your older spells are useless after you've learned their upgrades. This is true of many spells in Vanilla as well (Oakflesh, Fast Healing, etc). If you would like to clean your spell inventory of lower-level spells that you don't need to use anymore, you can download Forget Spell, which allows you to forget spells straight from your spell inventory by pressing R.
Also just for fun, Restoration spells that heal others like Healing Hands should also damage undead like Vampire and Dragur, just for the RP.
Courage spell - affects only myself, with green explosion.
Rally spell - nothing, just straight up not working, like it failed to cast or something.
Call to Arms spell - affect nearby allies but not to self, no green explosion.
and the spell last for like 540 seconds with Guidance perk, was that right?
https://www.nexusmods.com/skyrimspecialedition/mods/164
for now, i tried to change the Target of Courage and Rally to 'Aimed' instead of 'Self' which seem to fix it, i think? at least i can cast it for now and actually affect allies though Courage is a single target spell now and Rally an AoE spell. idk how it was originally.