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chantox

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9 comments

  1. OperatorJack
    OperatorJack
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    A version of this mod that is patched for Magicka Expanded v3.0.0.+ can be found on the Magicka Expanded page under Misc Files.

    https://www.nexusmods.com/morrowind/mods/47111?tab=files
  2. LeavingUndad
    LeavingUndad
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    An interesting mod, thanks!

    But I'm not a big fan of altering the existing effects of the vanilla ingredients: you know, substituting them for the new leech effects means we can't make anymore potions from those vanilla ingredient effects as it was intended in the original Morrowind.

    Could you please provide information in the description which ingredient effects exactly are going to be substituted for the new leech effects? I'd like to know it before trying to install your mod.

    Or, even better, could we have a version of your mod with spells/enchanted items only and without any changes to vanilla ingredient effects?

    EDIT: Ideally the new leech effects should be introduced in new ingredients (say, in some magical gems or such) that we could collect in the game (as an additional loot of some magical creatures, maybe?).
  3. SaberFang1
    SaberFang1
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    Can we have a ranged version that works on hit too? For ranged weapons?
  4. Erevel09
    Erevel09
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    Is it compatible with Magicka of the Third Era?
    1. chantox
      chantox
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      Should be fine - that mod seems to change a lot of things about magic, so I can't guarantee it will be balanced in that context, but it doesn't look like there's any compatibility issues.
    2. Erevel09
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      Nice! Will test it soon then.

      Edit:

      Ok, I checked the mod and it seems that aside for a few minor things it seems to work together with Magicka of the Third Era. Mot3E messes a bit with spellcosts and spellmaking calculations and thus I had minor "glitches" while testing but they are not related to your mod.

      On the related note the mod Effect Timers recognizes the effects and it's possible to see their duration.

      A suggestion from me, albeit a minor one: consider allowing hand to hand fatigue damage to work with these effects. As it is right now player must first destroy entire fatigue pool of enemy before hand to hand can actually leech any stat. And while vanilla hand to hand might not have an issue, then various rebalance mods make sure to skyrocket most of the fatigue pools the enemies can have.

      Overall really fun effects to have. Great mod! I'll let Vengyre know about it so maybe it will be more compatible in the future.

      Cheers!
    3. chantox
      chantox
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      Thanks for the feedback! I see no issue with including hand-to-hand fatigue damage, I'll include it in the next update.
  5. TickleThePickle
    TickleThePickle
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    What is the difference between this and absorb effects?
    1. chantox
      chantox
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      These three effects are lingering buffs; when under the effect of the buff, your melee attacks heal the respective statistic (health, magicka, fatigue) for magnitude% of the (physical) damage you inflict. These are effects that you cast on yourself and allow you to heal through damage - but don't actually make you deal extra damage, unlike absorb effects which damage the enemy and heal you.