This Mod definitely deserves more attention! But accessibility must necessarily be limited... (Quest?, Once a day?)
In the late game, repairing equipment with the spell is unnecessary because of progress with the Armorer skill, but it offers an advantage in combat and saves enormous time. The ability to fill weapons with magicka definitely has its appeal late in the game, but relative to soul stones it is overpowered... On the other hand, the ability to use this favor on others and companions is unprecedented and definitely belongs in my Load-Order!
Glad you liked it. The original reason why I released this mod because I wanted a way to fix and recharge my companion's armors and gears in their inventory. The original mod left me wondering why this couldn't be the case, so I looked at the script and tweaked it to make this possible, plus corrected the calculation made in the script. Zeus mod was also the only mod that tried not to be too overpowered by the fact you need to be pretty skillful with Alteration/Mysticism.
If you meant like making it into Greater Power so that you can only fix your equipment once, or have the spells only available to be bought at certain vendors? The thought did occur to me, but it was beyond the scope of the original mod.
When I do update this mod I'll probably have an INI to configure (need to train myself on how) so that you can make it less overpowering by consuming more magicka per your gears health point, and or have it as a greater power. As for an alternative balance of how to acquire the spells, that does leave me scratching my head. It's easy enough to make it a really expensive spells to be bought from special spells merchant, perhaps only being available after you've done the Alteration/Mysticism Master Trainer quests.
All is good as it is... There is only these two things i would change:
-There needs to be some sort of restriction on when the abilities are released. (i.e.: Quest-Script for 100 Points in these Schools to unlock the spells) (Uses a Hammer/Soul Gem to cast the spell once, etc)
-It still has to make sense to fill soul gems to charge weapons. (Overpowered) (once a day, etc)
However, the ability to “recharge” your companions was the deciding factor in keeping this mod. (stroke of genius) & (the formulas for "recharge/repair" are good)
These are just considerations that I personally would like and that I will do for myself privately anyway...^^
4 comments
This Mod definitely deserves more attention! But accessibility must necessarily be limited... (Quest?, Once a day?)
In the late game, repairing equipment with the spell is unnecessary because of progress with the Armorer skill, but it offers an advantage in combat and saves enormous time. The ability to fill weapons with magicka definitely has its appeal late in the game, but relative to soul stones it is overpowered... On the other hand, the ability to use this favor on others and companions is unprecedented and definitely belongs in my Load-Order!
Thank you very much for your work and keep it up!
If you meant like making it into Greater Power so that you can only fix your equipment once, or have the spells only available to be bought at certain vendors? The thought did occur to me, but it was beyond the scope of the original mod.
When I do update this mod I'll probably have an INI to configure (need to train myself on how) so that you can make it less overpowering by consuming more magicka per your gears health point, and or have it as a greater power. As for an alternative balance of how to acquire the spells, that does leave me scratching my head. It's easy enough to make it a really expensive spells to be bought from special spells merchant, perhaps only being available after you've done the Alteration/Mysticism Master Trainer quests.
All is good as it is... There is only these two things i would change:
-There needs to be some sort of restriction on when the abilities are released.
(i.e.: Quest-Script for 100 Points in these Schools to unlock the spells)
(Uses a Hammer/Soul Gem to cast the spell once, etc)
-It still has to make sense to fill soul gems to charge weapons. (Overpowered)
(once a day, etc)
However, the ability to “recharge” your companions was the deciding factor in keeping this mod.
(stroke of genius) & (the formulas for "recharge/repair" are good)
These are just considerations that I personally would like and that I will do for myself privately anyway...^^
You did a good job, keep it up! Greetings