No, I reworked perks, not spells. I just rebalanced spells (balance is an obviosly subjective matter of course) and left the Vanilla functionality.
Master spells are often seen as bad, but I find them good enough. The misconception is that the long casting is not worth of the power, but in reality it works well if you play more strategically. You can paralyze, use Unrelenting Force, stagger, slow enemies and get distance, Calm them, etc...there are a lot of opportunities to use Master spells in combat. Out of combat Master spells have no issues just like other out of combat spells.
Influence spells are another matter entirely, you just can't use them efficiently without a plan. Mayhem is great, as it allows to Frenzy enemies in a very big area and just use other spells or abilities to let enemies fight themselves. It is of no use to use Frenzy spells on single targets.
Also the progression of Influence spell in the Mastery levels is that of more affected targets, you can see that in their design. Low level affect one target, mid level affect a small area and master level affect a big area. I see no reason to change that.
Illusion spells are great, both in gameplay and while designing them. While playing it encourages sperimentation, out of the box thinking and using resources you might not use with other spells. While disigning them you can pretty much put any effect you want, because it uses the mind of the caster and the target, and with mind the possibilities are limitless.
This is only true so long as your master charms haven't hit the level cap. The devs obviously tried to balance Alteration into not being completely worthless by giving it Enchantment's hardest hitting attack spell (since apparently giving Alteration its own good spells back, which could have been improved by giving it a lot of Mysticism's good stuff as well, was asking too much), the problem is that as a result outside of invisibility and nighteye, illusion is a completely useless school once you hit level 25, since that's about when almost every single one of your expensive charm spells stops working, although, yes, perks might make it last to 40.
Pure destruction spells don't stop working when you fight a dragon priest.
It was comparatively easy to focus on being an Enchanter in the old games and your charms could still work.
The mod in itself is good. I personally think some of the enchantment tweaks are obtuse (the slot reductions, especially; jewelry is being nerfed far too much) but otherwise endorsed.
You are right, theimmortalspirit; Fortify Enchanting is replaced with Armor effect, just like Fortify Smithing is replaced by Night Eye. It is absolutely intentional. I explained this change in the Readme tab here, as well as on any other documentation file in the archive.
Like this mod, most mods that change many things in the game will not mention every change in the Description tab here on the Nexus because of the limited space; I don't want an absurdely long front page full of every change in the mod when the Read Me tab and ReadMe files are just for that. So I suggest everyone to read the documentation of the mods you download to have a better idea of what the mod does. For this mod the most accurate places to see what this mod does are the MoM - Compendium speadsheet and the Changelog.
I am aware that some changes in the mod may not be well recieved by others (no mod is for everyone's taste, of course), but I made this mod for personal use initially, so it reflects my idea of magic in Skyrim. That's why I had optional plugins from the beginning and will continue to have them in the future for big changes; to let everyone choose how to play Skyrim.
I've been getting a problem, something I've noticed that's only appeared since the latest update. Apparently, the fortify enchantment potions are removed, replaced with a fortify armor potion called Bastion's Elixir, Philter, etc. I don't know if this is intended, but you don't mention anything about it. Even when I type in the ID for the fortify enchantment into the console, it creates this Bastion potion. I'm sorry if this has been addressed or I'm just not getting the right info, but this is really quite bothersome. I know it's not another mod, too.
Hey Supremedemon, I'm using your mod and like it very much, however I use the no enchantment version and would like to ask you to keep it modular, it's aways nice to have the freedom of choice with so many wonderful mods! Also if it's not too much to ask for a modular perk version!
To my knowledge, no NPC in the game has Mastery perks (the main and greatest improvement of spell power in this mod) and very few use the same spells you use (they use specific right or left handed version of those spells). So the only power NPCs seems to gain from this mod is from perks like Mage Armor and those few spells that I changed (the only Destruction spells used by the player and an NPC, only Ancano, that I improved is Thunderbolt).
I can finally use my PC now so I can test and develop the mod again. Also I want to point out that I would like to add my new spells to NPCs in the future, when I'm satisfied with a good number of them and perks won't need more work. Rest assured that I will look into this matter.
I really like the changes to the skills tree, but the fact that the mod also appears to alter the npcs, every fight against a mage ends up with me dying and swearing like crazy. Until there's an option to disable it for NPC's I'm forced to not use it. Sorry.
41 comments
Master spells are often seen as bad, but I find them good enough. The misconception is that the long casting is not worth of the power, but in reality it works well if you play more strategically. You can paralyze, use Unrelenting Force, stagger, slow enemies and get distance, Calm them, etc...there are a lot of opportunities to use Master spells in combat. Out of combat Master spells have no issues just like other out of combat spells.
Influence spells are another matter entirely, you just can't use them efficiently without a plan. Mayhem is great, as it allows to Frenzy enemies in a very big area and just use other spells or abilities to let enemies fight themselves. It is of no use to use Frenzy spells on single targets.
Also the progression of Influence spell in the Mastery levels is that of more affected targets, you can see that in their design. Low level affect one target, mid level affect a small area and master level affect a big area. I see no reason to change that.
Illusion spells are great, both in gameplay and while designing them. While playing it encourages sperimentation, out of the box thinking and using resources you might not use with other spells. While disigning them you can pretty much put any effect you want, because it uses the mind of the caster and the target, and with mind the possibilities are limitless.
This is only true so long as your master charms haven't hit the level cap. The devs obviously tried to balance Alteration into not being completely worthless by giving it Enchantment's hardest hitting attack spell (since apparently giving Alteration its own good spells back, which could have been improved by giving it a lot of Mysticism's good stuff as well, was asking too much), the problem is that as a result outside of invisibility and nighteye, illusion is a completely useless school once you hit level 25, since that's about when almost every single one of your expensive charm spells stops working, although, yes, perks might make it last to 40.
Pure destruction spells don't stop working when you fight a dragon priest.
It was comparatively easy to focus on being an Enchanter in the old games and your charms could still work.
The mod in itself is good. I personally think some of the enchantment tweaks are obtuse (the slot reductions, especially; jewelry is being nerfed far too much) but otherwise endorsed.
Like this mod, most mods that change many things in the game will not mention every change in the Description tab here on the Nexus because of the limited space; I don't want an absurdely long front page full of every change in the mod when the Read Me tab and ReadMe files are just for that. So I suggest everyone to read the documentation of the mods you download to have a better idea of what the mod does. For this mod the most accurate places to see what this mod does are the MoM - Compendium speadsheet and the Changelog.
I am aware that some changes in the mod may not be well recieved by others (no mod is for everyone's taste, of course), but I made this mod for personal use initially, so it reflects my idea of magic in Skyrim. That's why I had optional plugins from the beginning and will continue to have them in the future for big changes; to let everyone choose how to play Skyrim.
I can finally use my PC now so I can test and develop the mod again. Also I want to point out that I would like to add my new spells to NPCs in the future, when I'm satisfied with a good number of them and perks won't need more work. Rest assured that I will look into this matter.
so many magic mods . . . but i do use this one too. love it! =D