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Damar Stiehl

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  1. DamarStiehl
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    Sticky
    Update 02/13/2015: Wow. I think I just got my first donation ever? I'm touched. Thank you.

    Version 4.15 is up. This version is mostly a maintenance release; however, it has a few very important differences from the previous versions of MM.

    1. An all-in-one NMM installer. That's right, you don't have to download individual modules separately any more. Download the all-in-one and pick what you want.

    To keep things clean, I recommend uninstalling previous versions of MM before installing 4.15. But please, do NOT clean your save if you have a game in progress.

    All credit for the installer goes to the talented and gracious Mathiaswagg, who wrote the XML that makes it work.

    2. Dragon Priest Mask Changes. This one affects Artifact module users. The masks are now just that - masks, and they occupy the circlet slot and can be used with various hoods. Mighty Magick ships with two mesh packs that make this possible - one that supports vanilla texture paths, and one that supports the gorgeous Apophysis Dragon Priest Masks mod by pondcypress (you must have this mod installed as well if you want the textures). When you kill named Dragon Priests, you will find the cowls (hoods) on their bodies as well as masks. Both the cowl and mask can be worn together or separately, so mix and match.

    If you've already vanquished a named Dragon Priest, you can add his cowl by opening the console, typing "help "cowl of <dragon priest name>", and then using player.additem command to add the cowl to your inventory. When you find the Wooden Mask and Konahrik's mask, you need to put them on once to receive the corresponding cowl.

    This does not affect Miraak or his colleagues from Solstheim, as they are a whole different kettle of fish altogether.

    Meshes for the Dragon Priest Masks were graciously provided by the very talented maximluppov. If you already have Maxim's mod installed, you can overwrite the meshes, but please be sure to pick the correct mesh pack in the installer.

    3. Sanguine Rose Absorb Fix (added 'round midnight on 12/31/2014).

    Sanguine Rose lets you summon a Dremora, but is quite useless if you have a high Spell Absorb stat. This is annoying and up til now has been unfixable. I implemented a fix that isn't ideal, but it works. Here's how:

    - When you equip the Sanguine Rose, you'll receive a message "A Dremora is yours to command" and a summoning spell will be equipped to your free hand. Use this spell to summon your cost-free Dremora.

    - When you unequip the Rose, the spell will be unequipped from you (but the Dremora will stick around until the effect expires). If you equip something in the same hand where the spell is, you'll need to re-equip the Rose to get the spell back.

    - If you already have the Rose in your inventory, I'm sorry to say you'll need to remove it and re-add it using console (I did say it wasn't ideal). Otherwise the fix won't work. Here are the commands:

    player.removeitem 1cb36 1
    player.additem 1cb36 1

    Sorry 'bout that. But at least you get the benefit of the artifact.

    4. Finally, a new spell "Student's Ward" will now appear in the Restoration merchants' inventories. This is a Lesser Ward without Reflect component on it. Use it when you don't want to reflect warded spells (i.e. during Tolfdir's lecture or when sparring with the wandering mage).

    Apart from the above, some small bugs were fixed. I also reverted the light created by Candlelight/Magelight spell to its vanilla form. It appears that it creates some problems, particularly in ENB setups. The spells still work the same way, but if you want a different light emitter, you should find a mod that changes it separately and that matches best to your graphic setup. Be sure to load this mod (whatever it may be) after Mighty Magick.


    That's all! I think this will be my last hurrah as far as Mighty Magick is concerned, as I can't think of anything else I want to add to it. Could it be? MMSk finished? Perhaps. I will still keep an eye out for bug reports and try to put out a maintenance release if enough serious issues are found.

    Please use the sticky to report bugs. I'm cleaning it up as usual.
    1. intArray
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      I'm not entirely sure this is a bug, but I doubt it was intentional: wielding the Staff of Magnus and putting on enchanted armor or switching standing stones will double the effect of the enchantment, and it stays doubled even after the staff is unequipped.
    2. DamarStiehl
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      . Probably a bug, or an exploit rather.

      Likelihood of being fixed at this time is 0, but thanks for the report. If/when I get back into this, I might look at it.
    3. ojaiike
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      Do you know if this would work with invested magic?
    4. DamarStiehl
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      Probably not. That mod edits the same spells MMSk edits. So... one or the other.
    5. Kpnut
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      I think I might have found something that may be a bug (or it may be intentional); while trying to enchant weapons with two destruction magic enchantments whenever I added a fire enchantment in addition to a shock or frost enchantment the damage values didn't go up as they would with vanilla enchantments however when I enchanted a weapon with both frost and shock enchantments the damage values for both did go up.
    6. Krysee
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      Using the Community Uncapper to bump my skill caps up to 300, I'm now at 300 Destruction and I find that the cloak spells have a range of over 1200 feet, and of course, they work through walls. This means that as soon as I zone into an area, all the bad guys are dead before I even lay eyes on them. I think it's cool to make the cloak range extend as your power goes up, but that's BEYOND excessive. Maybe in your next update, you could toss in an MCM menu box to disable cloak range?

      Or, and hear me out on this, completely rework the way fire/frost/lightning cloaks work. Instead of firing up a single cloak, every 20 points in skill accesses the next cloak effect, and have each layer do (base ÷ layers) of your basic flames/frostbite/sparks damage. The first cloak layer, at skill 1-20 is 5 feet, the second at skill 21-40 is 10 feet, the third layer at skill 41-60 is 15, the fourth 61-80 is 20, the fifth up to skill 100 (and beyond) is 25 feet, and have it end there. I know the vanilla Cloak spell is a 10-foot base, but it's also an Adept spell which implies skill 50, so when you're ready for it, it's already a little better by this scaling.

      What would happen here is that, with skill 81+, at 25 feet out, enemies would be taking 1/5 of your basic damage as they're only within the range of the fifth cloak. Then when they come into the range of the fourth cloak, at 20 feet, they take both layers of damage, and they're up to 2/5 ... then 3/5 as they hit 15 feet, 4/5 as they close to 10, and the full deal when they're at melee range. This way, Intense Flames has a chance to make them run away, Deep Freeze has a chance to freeze them, and Disintigrate has a chance to do its thing.

      Maybe the numbers could use a little tweaking, but I feel that this wouldn't be too terribly script intensive, if a script is even required (it might be done through hidden perks that are automatically given to the player and simply check skill level as a condition of their activation). At any rate, such an overpowered range on my cloak spells makes them no fun at all to play.

      Edit: Also, given duration scaling, many effects last long after their usefulness is up. Could we get a Dispel Magic (Self) spell or lesser ability to just end the timer on all spells and shouts? In my game (at level 190), Slow Time lasts nearly an hour and a half of game-time ... not that I'm complaining about having a ton of time for slow-motion hijinks (like air-juggling corpses with Ice Spike), but I'd like to be able to end it at will. Same with cloaks, Dragon Aspect, Alacrity and other spells that are simply annoying when not needed.
    7. laharl9999
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      @Krysee My cloaks spells (cloak of Flames...) don't increase in range scaling based on my destruction skill (I have 100 destruction).
      With dual-cast and 100 destruction they only affect monsters in a 10 feet radius which is really close to the target, have I missed something ?
      Must I pick some special perks to increase the range of the cloaks damage ?

      Also it only says "same damage as flames", it would have been great to write the exact damage to see the actual modified stat when increased by enchantments.
    8. twovector
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      I found a bug where taking the Mystic Binding perk stops the Bound Sword from reducing your maximum magicka. I looked in TES5Edit and it seems like the ability that reduces the magicka only checks for the regular version of the sword, not the mystic version.
      Edit: It also looks like the Bound Dagger doesn't have the keyword that makes Mystic Binding apply its 50% damage boost.
    9. canko97
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      I have a prob with the masks... Not only are they not "circlets" but they also lack any of the effects writen in the article about artefacts for example Morokei only gives me 100% magica recharge speed as in vanilla volsung is also vanilla effect and i asume the others are the same... I have installed the artefact option and everything is working exept for the masks :/ i use the Apophysis retexture too sooo what im asking is is it my mistake or does anyone have a simmilar prob
    10. canko97
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      dawnbreakers ench is bugged .-. also if u install enchanting upgrade all dragon priest masks lose their changes and become vanilla
    11. rcoll
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      This mod made mastering destruction well worth the perk points for me :)
    12. Orndian
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      Ummm, thats probably something that mostly goes overlooked but, changing meshes of dragon priest masks fucks up beast races really bad, and i think that it should be in a different module so you dont have to have it mess everything up when you still want your artifacts to be there.
    13. OldManHaystack9
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      can anyone point me to the list of enchantments and artifact overhauls? i'm debating if i want to install this in my no magic run.
  2. Grausam
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    To anyone interested, I am porting Mighty Magick to Skyrim Special Edition after receiving permission from Damar Stiehl. I will be uploading an archive with the original files for those who want it, but much work has also been done to merge plugins and make sure everything is playing nicely together. Modular options will still be available, but a single, complete, ESL-based package for SSE is my goal. The work is effectively done, including patches for Unofficial Skyrim Special Edition Patch, Cutting Room Floor, Weapons Armor Clothing and Clutter Fixes, Complete Crafting Overhaul Remastered, Immersive College of Winterhold, and Better Vampires. Admittedly, some of those patches include only a record or two. Testing thus far has revealed no problems.

    The biggest hurdle is attempting to update the dragon priests masks as Mighty Magick separated all non-DLC variants into individual masks and hoods. This in turn breaks the non-DLC masks for beast races. Furthermore, there is no current port of Apophysis Dragon Priest Masks for SSE that uses the original directory structure. I may port that as well for ease of use, else I will have to update the relevant meshes to use Carnage2K4's modified port of said mod. I really want to make the masks work with Improved Closefaced Helmets, but obtaining permission to edit those meshes may not be an option. With that in mind, an updated version of Mighty Magick SSE may require downloading additional modders' work for the necessary files. Of course, this issue is inconsequential for those not using the Artifacts plugins.

    Other minor adjustments have been made where deemed necessary, such as fixing typos, adjusting some artifacts for consistency, and removing a few inconsistencies that likely were overlooked. I will not be reworking spells or enchantments within the mod. I feel the original work is wonderfully balanced and contributory. However, if there are other popular mods the community would like to see patches for, I encourage you to let me know. The mods will need to be suitably popular and among those I can be bothered to install. Additionally, if there are specific additions or alterations with Mighty Magick itself that you believe need to occur, let me know. I make no promises, but if it seems reasonable, I may craft a patch with the specified changes.

    I will post in this thread again when Mighty Magick SSE is finally uploaded to NexusMods. Cheers.
    1. Psieonic
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      Appreciated and looking forward to it.  :)
    2. Koshea69
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      SOOOOO looking forward to this!
    3. Aryeonos
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      I hope you've been good this year I look forward to your SE updated release c:
  3. judge013
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    I converted this to SE and the MCM menus show up.
    The permissions on this are pretty strict.

    I also have no idea how to add an attachment here.

    Try this: https://www.loverslab.com/topic/171787-buying-from-vendors-randomly-crashes-skyrim-to-desktop/?do=findComment&comment=3438367
    1. Rokabur
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      After trying some spells, something changes when you convert the mod to SSE. In Vanilla Skyrim (and in Oldrim Mighty Magicka Skyrim), Fast Healing instantly restores HP. Using this version of the mod, Fast healing is just a stronger version of Healing in that its now a SUSTAIN spell which means its unusable with Smart Cast.
  4. korz89
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    Best magic mod ever.
  5. madiaas
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    I wonder if someone would me kind to disponibilyze the files to SSE for those who don't know how to port
  6. Koshea69
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    Still missing this mod in SSE, more times than not I have not come back to Skyrim after seeing nothing comparable to this available for SSE.
  7. korz89
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    Still the best magic rebalance mod after all these years.
  8. marcialhd
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    guys i'm having a problem the volsung mask has a texture issue and looks pure white in color how do i fix it?
  9. WKBnext9
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    tl;dr

    nah jk I thought that little bit on the bottom was funny
  10. Grausam
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    For Skyrim Special Edition (SSE) Users:

    If you do not know already, you can easily convert Mighty Magick to SSE by opening the plugins one at a time in the new Creation Kit, then saving them. You should also unpack the BSAs and repack them with the newer tools. For the Dragon Priest Masks, use SSE Nif Optimizer to update the necessary meshes. You will, of course, need SKSE64 and SkyUI for SSE.
    1. Aureus
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      Crucial information, thanks. Yes, all the tools are now available to make Mighty Magick work in SSE !
    2. Koshea69
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      Now that I've heard SKSE64 is out and SkyUI released I had to come and check this mod next. The idea that this mod could be played in SSE finally got me to switch to SSE. I want it to work, but no matter what I do I can't get the MCM Menu to pop up. Everything has been resaved and optimized and repacked but I don't think this mod directly interfaces with the new version of Skyrim. Without that, the new spell tomes do not appear in inventories. I can not speak for magnitude duration and scaling but I do know that things that don't need the MCM Menu do seem to be working like the new enchanting perk and enchantment primers.

      Going to keep working on this. I hope I don't have to figure out item id's and cheat in the spellbooks and out the gold.
  11. DefenderofNanjing
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    Hey, I don't know if you're still making mods or what not, but I think a lot of people would be really thankful if you made a version for the Special Edition. I know I would be.
    1. Zanderat
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      Yes, please.
    2. Zanderat
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      Worth a bump...........
    3. Zanderat
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      ...or two...
    4. Zanderat
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      It's a shame. But I think Damar has moved on. :-(
    5. Koshea69
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      It's been years and I keep coming back to skyrim, and I still don''t play SE because I couldn't imagine playing skyrim without this mod. Thanks for making it and hope you get a wild hair up your arse at some point to port this over for SE!
    6. Zanderat
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      Now that SKSE64 is in alpha status and SkyUI 5.1 works (official elease imminent), I wonder if an SSE port is doable for MM?
    7. Zanderat
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      Another bump. Maybe Damar will notice at some point.
    8. Aureus
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      2018 bump.