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puyopuyohero

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puyopuyohero

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11 comments

  1. HalfEnder776
    HalfEnder776
    • premium
    • 1 kudos
    Apparently, the openmw version is no longer needed as of openmw 0.48+. Someone should double check though.
    1. GlazzyDeer
      GlazzyDeer
      • supporter
      • 10 kudos
      Not quite sure since I use the animation blending version of openmw but since I think thats developmental then it does seem to work with the non openmw version
    2. alerom1612
      alerom1612
      • member
      • 1 kudos
      Don't see any problems with OpenMW 0.49 Dev.

      Characteristics
      Willpower 40
      Luck 40
      Alteration 30

      OpenMW 0.49 Dev
      First Barrier 30/52
      Custom First Barrier 31/51
      Strong Feather 25/58
      Custom Strong Feather 27/56

      OpenMW 0.49 Dev + Spell_Effect_Rebalance 1.2
      First Barrier 15/71
      Custom First Barrier 15/71
      Strong Feather 4/85
      Custom Strong Feather 4/85
  2. Gab6er
    Gab6er
    • member
    • 0 kudos
    Nice to see something i was thinking about while playing the game is already a mod. Feather just made 0 sense, no reason to use over buffing STR as a spell. No change is OP or harsh they all make sense. Thank you for sharing your work!
  3. hurrdurrmurrgurr
    hurrdurrmurrgurr
    • member
    • 2 kudos
    It's an improvement over vanilla though I don't agree with the changes to some spell effects. Fire damage should be cheap since Dunmer are everywhere. Frost should cost more you won't deal with as many nords but there are still a lot of them to fight. Poison and damage health should cost more than frost since there aren't as many bretons and argonians. Shock should cost a lot since nothing resists it and absorb health the most since its a heal and damage in one.
    1. GrimReeper
      GrimReeper
      • member
      • 1 kudos
      What are you talking about?

      Poison and Damage Health DOES cost more than frost (vanilla & mod). Absorb Health cost was already increased significantly to 12 (from 8).

      Also I disagree with you that the cost of spells should be based on the amount of potential enemies.
  4. ch4os1337
    ch4os1337
    • supporter
    • 0 kudos
    Very nice. 
  5. GlazzyDeer
    GlazzyDeer
    • supporter
    • 10 kudos
    Bought spells weren't touched for me but spellmaking spells worked. Had to edit the sold spells to match them.
    1. puyopuyohero
      puyopuyohero
      • member
      • 3 kudos
      I can't recreate this, bought spells seem to be affected for me. Regardless of whether they were already in the spellbook when I added the mod to an old savefile, or when buying new spells from a merchant. What if you delete the spells from your spellbook and buy them again?

      EDIT: I see now, it works on Vanilla but not on OpenMW. I'll troubleshoot more later.
    2. puyopuyohero
      puyopuyohero
      • member
      • 3 kudos
      Uploaded alternative version for OpenMW users. Try switching to the new Spell_Effect_Rebalance_Open.ESP
  6. DwemerPuzzleBox
    DwemerPuzzleBox
    • supporter
    • 46 kudos
    Exactly what Morrowind needed. Thank you.