This has seriously become one of my favorite mods as of late. I'm surprised I'm the only one who's endorsed it so far.
It puts a lot of dynamic on spellcasters that was missing, puts you in a lot of neat situations as well. Shopping for fire salts to shoot your fireballs, running out of a reagent for your favorite spell in the middle of a dungeon! Oh no! Survival time.
If you wanted a suggestion you could do so that if you manage to find some rare item to put in it could increase damage from the spells. Just something i thought of when i read description.
@watarimono It's dependent upon MMM and COBL because they both contain ingredients...the mod is still very much a WIP though, so the ReadMe isn't exactly complete.
NPCs don't require components.
@picador Only spells that have corresponding ingredient effects require a component (if a spell has multiple effects then it requires only 1 of the effects to be covered).
The main spells that don't require components are summoning spells, pretty much everything else does...though I am thinking about adding a requirement for bones / scamp skin / daedroth teeth / etc for the various summoning spells...just not got round to it yet.
This is a great idea, but I have one concern: what about all the spell effects that don't have any corresponding ingredients? There are quite a few, if I recall correctly.
Otherwise, this seems like a great companion mod for a mega-magic-boosting mod like Mighty Magick.
Great idea and nice work on it!!! But as you know magick in vanila oblivion is weak this weakens it even thurther in my opinion but if you change(add to) the power of the spells by adding ingredients with the casting or you can power up some spells...your idea and work is great works perfect in lower lvls but at lvl 20 you need to cast 50-100 spells per day...so please keep the good work comming!!!
Netsu666: To avoid such problems its best not to modify ingredients. Whether Spell Components will works with them...I don't know...you'll have to suck it and see.
Mikal Serity: The components are just ingredients that have been put in a bag. The weight of the bag is changed to reflect the weight and quantity of ingredients in there.
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It puts a lot of dynamic on spellcasters that was missing, puts you in a lot of neat situations as well. Shopping for fire salts to shoot your fireballs, running out of a reagent for your favorite spell in the middle of a dungeon! Oh no! Survival time.
Anyway, great stuff!
Just something i thought of when i read description.
It's dependent upon MMM and COBL because they both contain ingredients...the mod is still very much a WIP though, so the ReadMe isn't exactly complete.
NPCs don't require components.
@picador
Only spells that have corresponding ingredient effects require a component (if a spell has multiple effects then it requires only 1 of the effects to be covered).
The main spells that don't require components are summoning spells, pretty much everything else does...though I am thinking about adding a requirement for bones / scamp skin / daedroth teeth / etc for the various summoning spells...just not got round to it yet.
Using Wrye Bash, the mod shows a dependency on Mart's Monster Mod -- this could go in the instructions if correct.
Also, do the NPC spellcasters need reagents?
Otherwise, this seems like a great companion mod for a mega-magic-boosting mod like Mighty Magick.
But as you know magick in vanila oblivion is weak this weakens
it even thurther in my opinion but if you change(add to) the power of the spells by adding ingredients with the casting or you can power up some spells...your idea and work is great works perfect in lower lvls but at lvl 20 you need to cast 50-100 spells per day...so please keep the good work comming!!!
Mikal Serity: The components are just ingredients that have been put in a bag. The weight of the bag is changed to reflect the weight and quantity of ingredients in there.