Great mod. I have a bug though with the weaker cloak spells, the ones designed for apprentice level. I noticed that every time I either start the game or load the game, it seems to delete the spells and I have to rebuy them.
I do still think this is the best mod for balancing destruction magic. I would like to see it updated with some bug fixes and eventually have it branch out to other magic schools.
You don't need a mod to get stronger magic damage.
To the author, if you come back and check on this someday: the 'instant' master spells have several 'unknown' flags marked on them; they don't seem to appear in the Creation Kit, but you can see them in TES5Edit. I haven't been able to find a reference for what these particular flags mean, and I'm wondering if they are part of what makes a spell 'instant'?
I'm looking for a way to make certain spells that have long animations cast faster than the default animation time.
No idea if you are working on this mod anymore but anyway: looks like this also increases the power of fire/frost/shock weapon enchantments. I'm just using the Improved Destruction Perks (100), 2 point version. Is there any way to make the mod not affect enchants or are they tied together?
I do still think this is the best mod for balancing destruction magic. I would like to see it updated with some bug fixes and eventually have it branch out to other magic schools.
@Jaguarnaut Yes, the enemies have higher level magic too. Which is only fair in my opinion and wouldn't have it any other way. And I have had no trouble with dual casting in the dynamic version. Are you aware that the casting time is 4x longer so you have to hold the spell?
As long as you didn't put 3 skills into the +Damage perks everything should just revert.
79 comments
Though a fix would be nice!
To the author, if you come back and check on this someday: the 'instant' master spells have several 'unknown' flags marked on them; they don't seem to appear in the Creation Kit, but you can see them in TES5Edit. I haven't been able to find a reference for what these particular flags mean, and I'm wondering if they are part of what makes a spell 'instant'?
I'm looking for a way to make certain spells that have long animations cast faster than the default animation time.
edit:endorsed
Through the console enter the following commands
player.setav enchanting 9999
playerenchantobject 1396c 3eb26 7a0f6
You will have deadric gauntlets that make destruction magic 9999% stronger and will cost 9999% less to cast.
Yo can also add enchantments for the other magic schools.
3eb24 Alteration spells last % longer
3eb25 Conjuration spells last % longer
3eb26 Destruction spells are % stronger
3eb27 Illusion spells are % Stronger
3eb28 Restoration spells are % Stronger
user player.setav enchanting % to restore your original value without messing up other stats.
more more info on console enchanting goto :
http://skyrim.mmo-game.eu/enchanting-items-console/
For more detailed info on enchant-able effects goto :
http://www.uesp.net/wiki/Skyrim:Magical_Effects
Through the console enter the following commands
player.setav enchanting 9999
playerenchantobject 1396c 3eb26 7a0f6
You will have deadric gauntlets that make destruction magic 9999% stronger and will cost 9999% less to cast.
Yo can also add enchantments for the other magic schools.
3eb24 Alteration spells last % longer
3eb25 Conjuration spells last % longer
3eb26 Destruction spells are % stronger
3eb27 Illusion spells are % Stronger
3eb28 Restoration spells are % Stronger
user player.setav enchanting % to restore your original value without messing up other stats.
more more info on console enchanting goto :
http://skyrim.mmo-game.eu/enchanting-items-console/
For more detailed info on enchant-able effects goto :
http://www.uesp.net/wiki/Skyrim:Magical_Effects
As long as you didn't put 3 skills into the +Damage perks everything should just revert.