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megustamamas2

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25 comments

  1. deleted3476533
    deleted3476533
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    Im going to join the testing train, since is the first magic mod that makes sense to me (like spell research idea, but far less complicated). I uninstalled Apocalypse to do this, I do have Ordinator (and also Run Dragonborn Run). I'll see this nightmare from lvl 1... : )
    1. megustamamas2
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      Good evening.
      Thank you for downloading, i just uploaded today's update which is bent on rebalancing all spells and implements every useable spell that was missed as it was basically a one hit kill for every spell, since all of the testing i had done had been for the Legendary Difficulty, you won't believe my face when i found out.
      It now works perfectly at adept difficulty where the damage output is x1 the actual damage, not to mention that everything has been severely retailored to work as intended.
    2. deleted3476533
      deleted3476533
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      Thank you so much for your answer and tweaks! Allright, I'm using still the first version I downloaded when I first commented, and I didn't like the fact that follower Lucien, insta killed a super giant werewolf from some mod. I still belive a mage (in my opinion) should beat a Werewolf, but this one was a specially big one, I hoped it's make more of a fight.

      Anyways, I'm just about to test the new 22d january update. Cheers mate. I like playing in Legendary cause is the one about right, but I'll try both dificulties.
    3. tatudex
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      Hey Mate, I'm this guys! How you doing? I still belive your mod is essencial, witch makes me sad 'cause I made the jump over after years to SE and I don't see such version : O !
    4. megustamamas2
      megustamamas2
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      Hey there! Glad to see you around! Last year my computer fried and i spent most of 2020 without one to update the mod until recently, glad to know you deem it essential. I will make it a priority to update it and port it to SE. Thanks for the feedback and i apologize for the delayed response.
      Best regards

      EDIT: Might take a while since i'll have to save up for a Special Edition copy before i can use the upgraded Creation Kit to port it, but still, i'll try to make haste. 
  2. Gargolon
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    Great Idea indeed, I been playing with this mod in my game and I found it so f*#@ing overpower, my pc is lvl 50 with almost all perks and a good enchanted gear with magic resistances and a novice mage kill me with 1 single fireball. I love the mod but I think it's needs some boundaries. Anyway its just an opinion. I will try the new version and see how it goes.
    Thanks for share it man !!!!!!!!
    1. megustamamas2
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      You're welcome, thanks for the feedback!! The Next versions will be bent on rebalancing and adding more ways the player can strategize, prevent and protect themselves against the deadly effects of magic. Trying to make it balance itself out by making the player relearn how to deal with magic with countless new tools they get to explore with when they are added in each new update.
      One of the things that haven't been touched is the perk system and the enchantment resistances, which is the reason you're feeling so nerfed at level 50, we will certainly prioritize it for the upcoming version 1.2.
      Let us know if there's anything else you'd like to see implemented in a future version!
      Good Evening!!!
    2. Gargolon
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      Thanks for the inmediate answer !!!
      I just tryed the new version, like it, they f*** me up but I like it anyway, it's more Hardcore.
      This time I used the shield of Auri-El with Magic block from this mod (https://www.nexusmods.com/skyrim/mods/56044/) togheter with the mod you suggested, Shields resist Magic and Nothing, it's like I blocked with a tiny feather.
      Several CTD also. I will do a clean up and check some stuff to see why this happens.
      Hope this info is useful.
    3. megustamamas2
      megustamamas2
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      You're welcome!!
      The magic block from the recommended mod is by default only 20%, i find it better to set it up to 100% in the MCM since 20% of an already deadly af spell can seem like more health you can manage to achieve in a lifetime, haven't tested it with 99%, but 100% shouldn't break immersion too much since wards have been usefully reworked to protect all magic damage and cost less, blocking even more magic damage and costing even less magicka to cast, with the greater ward capping at 5 magicka per second.
      Some fellow testers and i haven't had any CTD yet, where or in which circunstances do the CTDs occur?
      Could it be from an incompatibility with another mod?
      If you have no luck, know that we are investigating ways to optimize our mod's performance and possible CTDs and incompatibilities.
    4. Gargolon
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      New version of the mod works great, the old file is the one with some minor dirty edits that made my game crash (I have around 600 mods wich 90% of those affects gameplay, very fragile set up that make almost every little missplaced thing a potencial crash ), so CTD solved.
      In the other hand I took my time and open your mod in TES5edit and found the main issue of my constant deaths.. Example: Ice Spike at 40000.000 magnitude..
      Really? Vanilla magnitude it's just 8.
      Hope you don't mind but I edit all the Magnitude damages around 5x to 10x of the Vanilla ones and found that depending of the level of the NPC this could be very deadly still.
      I just sent you the file in a message.

    5. megustamamas2
      megustamamas2
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      Hello, i apologize for the delay,
      I downloaded the file you sent me and tested it, funny enough i thought it felt just like vanilla damage, which led me to follow your lead and made the purpose of the new version to be bent on rebalancing every damage to significantly higher than you did in your version. To my dismay i then found out i had been testing it for the Legendary Difficulty the whole time, and had to redo all damage values, which eventually ended up really near to those you had set.
      Nevertheless, your insight was invaluable for the sucess that was the completion of the Day Four Update in time, since it made me scratch my head really hard why the damage was working so nonsensically for me, gladly, by comparing my version with yours, i was able to concoct something i think is almost perfectly balanced for the mod's purpose.
      We would like to know if you allow us to give you a shoutout in the features section of the description page so it's known who was responsible for the new update's functionality, since the time it would take me to figure out by myself what was off wouldn't make it possible to upload in time to call it a Day Four Patch.
    6. Gargolon
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      Wow, oO..
      I did not spect that, I am glad my little changes kinda help somehow.
      Do whatever you wish, you have my bless, but my contribution was really tiny to mention.
      I am more than happy with the fact that you shared it with us, the Skyrim Mod community, bringing joy and entertainment.
      So, Thank you Man !!!!

      Cheers
  3. Midato
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    I hated it, I hate magic, that's weird, I was quietly taking a walk in the woods when these old men with LED's on their fingers killed me with one hit.
    1. megustamamas2
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      xD old men with LED's on their fingers
  4. hARGLBLAGH
    hARGLBLAGH
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    No offense it's very cool but holy s#*! its a one hit kill and so overpowered
    1. megustamamas2
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      Yeah, it's meant to be a game changer for magic, i'm thinking of nerfing it a little bit, and turning the other elements deadly as well. Every mage will be as dangerous as the guards make them out to be.
  5. Conan351
    Conan351
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    Hi, Looks interesting, how heavy on scripts? have u tested this with other fire mods like fire and ice overhaul, or the famous campfire mod? Reason for asking wondering if i should get rid of fire and ice overhaul
    1. megustamamas2
      megustamamas2
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      Hello, sorry for the delay, as of yet It does not contain any scripts, only the 1kb .esp file as it only changes the damage output of all useable firespells i could find. It should be compatible with every mod that doesn't change the fire spells. i haven't tested it with fire and ice overhaul, but it should work fine with Campfire, as it only tweaks the fire damage given and taken from combat interaction, be it the fire spells and torch bashes.
  6. a6414464
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    Zählt das auch für verzauberte Waffen?
    1. megustamamas2
      megustamamas2
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      "Does it work for enchanted weapons?"
      Answer; No, as of yet it does not, as it didn't even cross my mind. I'll make sure to tweak the enchantments for the upcoming version.
      German-
      Antworten; Nein, bis jetzt noch nicht, da es mir nicht einmal in den Sinn gekommen ist. Ich werde sicherstellen, dass die Verzauberungen für die kommende Version optimiert werden. Entschuldigung für die schlechte Sprache, Deutsch ist nicht meine Hauptsprache.
    2. a6414464
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      Danke!
  7. Seijin8
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    Making fire more powerful is nice and all, but have you made it so that NPCs can detect it as a danger and react to it properly? If not, all this will do is make NPC AI look even more cartoonishly stupid than it already does.

    (On the other hand, if you did solve that issue, bravo!)
  8. DeathLoop36
    DeathLoop36
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    Nice.
  9. mattwoodmansee
    mattwoodmansee
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    I read the description thoroughly and I still cant tell what this mod does besides the vague 'tweaks dmg of all fire spells'

    When you say it burns through your enemies souls, does that mean fire spells also soul trap?
    1. megustamamas2
      megustamamas2
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      No, just the damage