Great just for the distanct Absorb effects alone. I also like that enemy casters behave more "intelligently". It's quite noticeable.
The only optional ini's I tried to use was the ingredients one and unfortunately every ingredient in the file (I only used the examples provided; I never tried adding my own) would display no effects available so I ended up turning that off too.
well, points of view....I think AV Latta Magicka is great also just for general rebalancing of the game, what I personally find "game breaking" are the mechanics on which Bethesda didn't take much time thinking about. In your example: 1) Cast Frenyz + Invisibility; 2) Wait; 3) Repeat. I mean, imho is the equivalent of cheating... Anyway, most features of ALM (including new visual effects) can be turned off in the ini, not the frenzy thing, but that's a design choice, and a much better than Bethesda's at that (as "illogical" as it may seem)
it may have something to do with how factions work (and eventually faction mods and overhaul, pretty sure at least OOO and MOO add and change some factions)
The extended absorb range is very nice, now my bow and sword can absorb. One question, how do I add the Restore Health, Fatigue, and Magicka effects to the list of possible enchantments? I have removed the semicolons from in front of the three settings for those effects in the Ini, but that doesn't seem to have done anything. Or am I just wrong in my thinking of this mod making those effects available like that?
If you mean the CE factor tweaker, that only changes the numeric values for the enchanting altar menu, but you still need another mod to make the effects in question available for spellmaking or enchanting.
Wow, wow, wow! This is fantastic. I've actually made Frenzy potions from Falmer's Ear and Blisterwort. In Oblivion. And I'm just getting started. Thanks so much.
I can tell that yes, I now see that NPCs cast restore health spells soon after a fireball or shockbolt hits them, which they don't do without this mod since the elemental damage effects lack the counter effects that the Damage Health effect does have.
I'm not so sure about Demoralize and Frenzy though, they do have counter effects, but their effect handlers pretty much override the AI of the afflicted to do nothing but flee away or try to kill everything in sight.
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The only optional ini's I tried to use was the ingredients one and unfortunately every ingredient in the file (I only used the examples provided; I never tried adding my own) would display no effects available so I ended up turning that off too.
I'm not so sure about Demoralize and Frenzy though, they do have counter effects, but their effect handlers pretty much override the AI of the afflicted to do nothing but flee away or try to kill everything in sight.