I'm comparing different mods that increase base magicka, trying to choose which one I want to use, and maybe this would be the one for me but I don't know... Maybe it's just my autism getting in the way, but I don't understand the description well enough. It says the mod gives a "Magicka Bonus" and says it'll be such-&-such number based on given criteria, but doesn't explain what the "Magicka Bonus" actually means. How much difference does each 1 point of Magicka Bonus from this mod make, compared the vanilla game, in terms of exact amount of magicka points a character will have?
Let's use my actual game as an example. I'm playing an Imperial with The Lady birthsign, no magicka modifiers from race or birth, so currently I have 1 magicka per 1 Intelligence. Let's say my Intelligence is 40, so I have 40 max magicka. If I install this mod, and my aptitude is, say, 200, giving me a "bonus" of 1.5, how much max magicka will I then have?
odd issue i picked the The Atronach star issue is i used cheats to test it and my Mana never gets above 4X int should it not be 5.5x int do to the star sign?
on top of it the stronger spells were so expensive that you'd have to have all enchanted gear on top of perfect racial/birthsign to be able to cast spells. even that low level charm spell for 25 points cost 75 magicka that's so pricey for a game where magicka caps low and doesn't regenerate either. funny how nerfed magic became in skyrim though where it was affordable to cast but was useless on higher difficulties unmodded.
I tested it out, and it seems to work with existing saves. I loaded it up in a save file I had over 90 hours in and it worked just as the mod description says it's supposed to.
I've tested it out in vanilla single player and OpenMW and it works for both perfectly fine. The magicka bonus works based on the aptitude mentioned in the description. However, I'm trying to use this with tes3mp, the problem is that the multiplayer skips over the standard character generation and based on the mod description this mod only works after you've gone through the standard generation. Is there a way to edit the script to make it start without having to go through the excise office? If anyone has any ideas, please let me know.
A criminally underrated mod. A+, my dude. I can finally play a mage AND a race other than an Altmer.
EDIT: Actually, make that a B+, because removing the passive spell absorb of the Atronach for a basic b&@*$ spell is kind of stupid; but who ever plays Atronach anyways?
breton apprentice is the solid way to go x2.0 magicka bonus and no negatives like the altmer or atronach with this mod I will be an unstoppable spellsword/mage.
Figured I'd leave a comment here saying, Thanks for creating this wonderful mod, makes being a mage a hell of a lot better with nearly no limitations on magic, and it works great with the magic regen and skill/attribute cap remover mods!
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Let's use my actual game as an example. I'm playing an Imperial with The Lady birthsign, no magicka modifiers from race or birth, so currently I have 1 magicka per 1 Intelligence. Let's say my Intelligence is 40, so I have 40 max magicka. If I install this mod, and my aptitude is, say, 200, giving me a "bonus" of 1.5, how much max magicka will I then have?
can confirm in OpenMW it works perfectly as described including with alternate start mods
However, I'm trying to use this with tes3mp, the problem is that the multiplayer skips over the standard character generation and based on the mod description this mod only works after you've gone through the standard generation. Is there a way to edit the script to make it start without having to go through the excise office? If anyone has any ideas, please let me know.
EDIT: Actually, make that a B+, because removing the passive spell absorb of the Atronach for a basic b&@*$ spell is kind of stupid; but who ever plays Atronach anyways?
Still a cool mod, though.
Was wondering about that, thanks for saying this!!!