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
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!
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.
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.
11 comments
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
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.
EDIT: I see now, it works on Vanilla but not on OpenMW. I'll troubleshoot more later.