I have had this in my load order for a while, and have noticed that I can't find any of the skill scrolls anywhere. I'm not having trouble finding scrolls from any other mod, and I'm using mator smash to merge the leveled lists, so that shouldn't be an issue. Do they only show up later in the game? I haven't gotten a character past level 20 in a while, since I've mostly been using these playthroughs for testing certain things, but it's still strange how absent the skill scrolls are, considering that the combat-arts weapons are absolutely everywhere
Okay, I finally got one at level 30, for sale from Faralda under books. 10 levels later, I haven't seen another. I'd recommend looking at what loot tables the Skill Scrolls are added to.
A few bugs: Bows with the Celestial Bow enchant and the Hunter's Volley enchant do not grant the respective combat art when the enchantment is used up. I've tried recharging it and taking the enchantment to zero again, but it still didn't grant the combat art. I checked to see if this was due to maybe having learned too many combat arts before this, but I was able to learn the Hexblade combat art with no issue after both Celestial Bow and Hunter's Volley failed to impart.
I added the tomes to learn both combat arts manually. I think Celestial Bow might be bugged, because it changed 78 damage to 183 damage, which is much less than the tooltip indicates, which is 3x and also armour negation, but that might just be due to how damage bonuses stack and the archery perks that I already have.
Hunter's Volley does in fact shoot two arrows, but even when the bow is fully drawn one of those arrows is a misfire that just drops onto the ground a couple feet in front of the player while the other arrow flies true.
Good mod,but i think the duration of the combat arts are too high.For example, a battleaxe can swing 3 times with only a single activation of the lesser power.I don't know if it's possible to make it so that after attacking the effect wore off, but it would balance the power and give the sensation of a skill rather than a buff.Sorry for the walltext.
I appreciate the feedback. I don't know of any reliable way to make combat arts truly single use like you're suggesting, but I did make it possible to customize the duration of combat arts in the newest update.
Interesting mod however, I feel you have over powered the skills sets in this. I feel you should de-buff them by at least half. Or come out with 3 sets of stat choices. Weak, medium and op.
What do you want, a spell mod full of interesting spells that are never used due to the numbers being too low? Most of the numbers are already too low as is. Look at Ragnarok.
Do you have any idea how overpowered stealth archers or melee weapons are in general in the base game? Vanilla spells are horrifically under-powered compared to the alternatives, so when balancing a spell mod rather than choosing numbers based on vanilla spells they should instead choose numbers compared to what is actually strong. For example Death does 120 damage but does 60 to the wielder, causing a mere advantage of 60 hp. Vanilla Thunderbolt does 60 damage without perks, and with perks it does 90. That's an advantage of 90hp after cast. Being as strong as it is, you actually have a choice of which to cast, so it isn't overpowered at all.
IMO the easiest way to balance modded spells with vanilla spells is just to make the new spells incompatible with the Impact perk.
Great mod, by the way. Exactly the kind of thing I love to see and a wonderful surprise!
Thanks for telling me about this. Could you give me some more details about when it doesn't work? I did some testing and checked the files but I couldn't find anything that would make it not work.
But if you're referring to how combat art powers still cost HP even when you're wearing an Animus Ring, that's actually intentional ...
Greetings again @counterpoint5 It seems that it was my mistake, under the rush of testing. You were right, the ring works fine with the spells and the power as you said "intentional" is normal. Sorry for the false report, the mod is fantastic and thank you for making it that way. Good day to you bud ^_^
14 comments
A few bugs: Bows with the Celestial Bow enchant and the Hunter's Volley enchant do not grant the respective combat art when the enchantment is used up. I've tried recharging it and taking the enchantment to zero again, but it still didn't grant the combat art. I checked to see if this was due to maybe having learned too many combat arts before this, but I was able to learn the Hexblade combat art with no issue after both Celestial Bow and Hunter's Volley failed to impart.
I added the tomes to learn both combat arts manually. I think Celestial Bow might be bugged, because it changed 78 damage to 183 damage, which is much less than the tooltip indicates, which is 3x and also armour negation, but that might just be due to how damage bonuses stack and the archery perks that I already have.
Hunter's Volley does in fact shoot two arrows, but even when the bow is fully drawn one of those arrows is a misfire that just drops onto the ground a couple feet in front of the player while the other arrow flies true.
Overall, this is a very good mod, though.
But for a future update, yes, I'm planning to add a mod menu where you could tweak the power and maybe also the HP costs of spells and powers in-game.
Do you have any idea how overpowered stealth archers or melee weapons are in general in the base game? Vanilla spells are horrifically under-powered compared to the alternatives, so when balancing a spell mod rather than choosing numbers based on vanilla spells they should instead choose numbers compared to what is actually strong. For example Death does 120 damage but does 60 to the wielder, causing a mere advantage of 60 hp. Vanilla Thunderbolt does 60 damage without perks, and with perks it does 90. That's an advantage of 90hp after cast. Being as strong as it is, you actually have a choice of which to cast, so it isn't overpowered at all.
IMO the easiest way to balance modded spells with vanilla spells is just to make the new spells incompatible with the Impact perk.
Great mod, by the way. Exactly the kind of thing I love to see and a wonderful surprise!
But if you're referring to how combat art powers still cost HP even when you're wearing an Animus Ring, that's actually intentional ...
It seems that it was my mistake, under the rush of testing. You were right, the ring works fine with the spells and the power as you said "intentional" is normal.
Sorry for the false report, the mod is fantastic and thank you for making it that way.
Good day to you bud ^_^
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