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264 comments

  1. Dreadmorg
    Dreadmorg
    • member
    • 2 kudos
    WOW!! talk about overly convoluted!! No thank you!! Try a simple version where it only add's spells.
  2. kubixon37
    kubixon37
    • member
    • 0 kudos
    i dont really think i will get an answer but will this work with skyre and fit in with reprocer?
  3. anderskants
    anderskants
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    • 0 kudos
    Is this compatible with ordinator?
  4. alexabc
    alexabc
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    • 1 kudos
    Where is the ilusión spells?

    Cheers.
  5. Wremwyn
    Wremwyn
    • member
    • 2 kudos
    Is this compatible with the Immersive College of Winterhold mod?
  6. Dark_Ansem
    Dark_Ansem
    • member
    • 6 kudos
    anything special planned?
  7. TrippyTheO
    TrippyTheO
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    • 1 kudos
    As has been noted, the Heatwave spell doesn't seem to ever actually end, and because of this I have quite a few companions who get hit with a cool breeze and are suddenly on their knees because their magical resistence is so insanely destroyed.
    Is there any way to fix this? :\
  8. dewdropper
    dewdropper
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    Found a bug re: Heatwave, which I'd wager was the source of Brokensky's problem. Mod author doesn't seem to be around anymore, but its a simple enough fix for anyone to do.

    The cause of the problem is that Heatwave's magic effect was not set to Recover. This causes the magic resist debuff to be both permanent(I discovered this because my companion kept getting 1shotted by magic, long after the debuff should have worn off), and it causes the affected NPC's magic resist to continually be decreased. So, if a npc has 0% resist, then instead of being at -100% magic resist for the duration, the npc would have -100% after one second, -200% after the second second, -300% after the third second, etc(not sure about the specific numbers).

    http://imgur.com/LoAkI
    Picture details the change in the CK.

    Edit: did more poking around. Looks like the way the author implemented the longer burn in Pyroclasmic Might was by multiplying the duration of fire damage spells by 10. The issue(as far as i can tell) is that the afterburn from fire damage spells is done using a taper on the magic effect. So, multiplying the duration by 10 simply makes the spell last 10x longer(effectively doing 10x the damage in total) (also, fire damage continues to lower an npc's health even after it is dead, so the damage would continue till the spell expires, accounting for high negative numbers after death).
    1. Th3Sa1n7
      Th3Sa1n7
      • supporter
      • 4 kudos
      Thanks for looking into this and sharing.
    2. TrippyTheO
      TrippyTheO
      • member
      • 1 kudos
      Quite a few of my companions are pretty weak against magic now as well because of this. Is there any way to fix this? Would uninstalling the mod do it?
  9. TrippyTheO
    TrippyTheO
    • member
    • 1 kudos
    Heatwave is crazy overpowered for me. I use it on dragons, then throw a few low level spells at them, and the dragons are toast. I can only imagine what'd happen if I bothered to use something more damaging.
  10. lordofthedread
    lordofthedread
    • member
    • 4 kudos
    Love this mpod but any chance to have a SkyRe compatibility patch?

    I also agree that this is a bit too OP :p