Skyrim

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Syndac

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chrismonster555

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11 comments

  1. PunisherX100
    PunisherX100
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    Chrismonster Bug report.
    I had the exact same situation as cefwyn below. In Eye of Magnus, Tolfdir never attacks Ancano and Ancano remains invulnerable and the quest cannot be completed. I spent a lot of time tyring other methods thinking it was a bug in the program, since a Skyrim wiki reported various bugs in this quest. But when I disabled your mod and tried again, everything went as it should and I finished the quest. Then I reactivated the mod. No big deal and it should not prevent anyone from DL. But I guess I better check my augmentations based on update info.

    I am still using ver 1.0 I couldn't see any reason to upgrade. Perhaps if you put more info in the description I will. When you say rebalanced - what is that suppossed to mean, rebalanced which way? Old figures are not still listed, so a comment might be in order.

    Overall this is a good mod. Thanks
  2. xorgul
    xorgul
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    I installed this mod manualy and via NMM but it dsnt work i got the data files checked but nothing changes in game.
  3. chrismonster555
    chrismonster555
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    @cefwyn Bizarre. Works fine for me. None of the .esp modify any quest or npc directly.
    Only things I can think of are either:
    the npc magic cost in the base .esp combined with the magicka dual casting cost in powerful being too much for tolfdir,
    or the casting time in faster somehow bugging him out..
    except I've done that quest with either esp and it works normally.
  4. cefwyn
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    Great mod, but it at least on my game it conflicted with the "Eye of Magnus" quest scripts. At the part where Tolfdir is supposed to dual-cast a fireball at Ancano but with the esps for this mod enabled he just stands there. I didn't disable each esp one at a time to figure out specifically which one was the culprit because I had already spent over an hour trying to figure out how to fix the quest before I thought of disabling this mod which then allowed the quest scripts to run correctly.
  5. chrismonster555
    chrismonster555
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    @kolboldbard (Edit: Yes, he is, and he posted in Physics Spells thread. Anyone else running Tytanis v0.50 (without the hotfix) or Physics Spells 0.8-? will need to disable it to use destructions dual cast. My mod affects other trees dualcast as well; and no physics spells does not affect dual casting at all, just disables destructions dualcast perk.)

    Maybe you're running tytanis v0.50? There's a mod added in that in v0.50 that disables dual casting's perk (Physics Spells by Eramus). Mine doesn't touch dual casting's perk. v0.51 hotfix in the files list for tytanis reenables dual casting in that.
    That is strange. I have the same exact files you have (1.15) loaded, and it works fine for me. I'll take a look into it but I don't think I'll find anything. You may have another mod conflicting perhaps?
  6. kolboldbard
    kolboldbard
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    I would love to use this mod, but for some reason, loading the strong dual-cast it breaks dual casting for destruction. My Dual Casting perk has been renamied o'(BOX), and I can no longer dual-cast destruction magic.
  7. PunisherX100
    PunisherX100
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    Still trying this out
    Suggestions:
    Please add more information to the Description, it gets confusing, especially in the section that describes skill level increases. The way you qualify the conditions is ambiguous. Please add this description info to a readme file that packs with the mod. the DL is only the ESP which requires us to get back online to know specifics.

    I would like to see dualcasting take a bit less time to do and be a bit less powerful

    Increase enchanting to 25% or 30% instead of just 20%. Even 25% is not that much. I increased mine more than that in Oblivion.

    Overall your mod is much better than the vanilla defaults. Thanks
  8. chrismonster555
    chrismonster555
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    @Akathrielah, You can't dual cast master level destruction spells. They use both hands, stop your movement, and are able to be interrupted.

    @DaedricPresence If you're finding this overpowered on master please tell me, but just from the numbers please don't assume how it plays. Keep in mind to buy incinerate you need 75 destruction magic, and with NPC's saying how dangerous magic is, how you're likely to blow your hand off, etc, etc; my vision of an expert mage specializing in destruction is one that is able to clear paths through armies with relative ease. And a master destruction mage should be able to handle whole armies on his own with minimal backup. Keep in mind you'd need to invest a lot of perk points to get all the damage available, let alone the mana reductions to cast it frequently enough to not die. (Oh and on master archers can generally one or two shot you as a low-hp mage)

    @Nichtswisser Thanks. I might do that if I have issues playing master with this.
  9. Nichtswisser
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    Looks promising. Add a +50% base dmg increase to all spells and a mage should finally be able to do roughly as much damage as an archer.
  10. DaedricPresence
    DaedricPresence
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    lol this is all cool but you do realise the duel cast multipliar is HUGE.

    3 makes duel casting 300% more powerful and thats AMAZING bethesda was ridiculous making it cost 2.8 but only do 2.2 cause thats more mana for less damage 2.5 cost and 2.8 woulda been amazing and 3.0 is what im using cause only choice i have.

    but for example my incinerate does 150dmg duel cast at 2 its 300, 2.2 makes it 360

    and 3 what im using makes it 600 but if you make it 6 its roflzor 1500 damage rofl.

    thats UNBALANCED really lol.


    do cost 2.5dmg 2.8-3.0 and make it cast 1.5-2x as long thats balanced and powerful if u increase the bace spell dmg like balanced magick does.