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bluedanieru

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bluedanieru

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28 comments

  1. Deuseocara
    Deuseocara
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    I've made some adjustments to Blizzard spell for personal use. If anyone is interested, send me a private message and I will share it. Here are the changes:
    »»» Area of effect: from 40 to 250 (similar to Mayhem Illusion spell);
    »»» Duration: from 10 seconds to 30 seconds;
    »»» Damage: from 20 to 40;
    »»» Slow Effect: from 1 to 5;
    »»» Casting Cost: 1150;
  2. TheGamerdude535
    TheGamerdude535
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    so I use the better magic rebalanced mod. based on Sushisquid's better magic mod. And I see someone on the comments for better magic say that something about the mod makes the blizzard fix from the unofficial legendary edition patch not work. So I'm guessing better magic rebalanced maybe has this issue too. Would applying this in tandem make it work again???
  3. 6Qubed
    6Qubed
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    I am a tad unclear on how player resistances factor into the casting of this spell. Could you elaborate, please?
    1. Altabalder
      Altabalder
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      Beacause Blizzard damages the player as well, there is a bug that makes its damage reduce the more Frost/Magic Resistance the player has, but for all targets instead of the Dragonborn only. This only happens to Blizzard.
  4. Storm87
    Storm87
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    I was not happy with dmg per second not being displayed correctly, despite having augumented frost perks, and luckly I was able to improve upon your work. So that's what I did:
    1. I kept flag "ignore resistance" for Blizzard spell, and I added it to both Blizzard scroll and North Wind power.
    2. For magic effect "FrostDamageHazardArea40" I set flag MagicDamageFrost and resist value: Resist Frost, so I've reverted this effect to it's original state.
    3. I have created exact copy of magic effect "HazardFrostDamageFFContact" and I've replaced flag MagicDamageFrost on that copy with MagicAlchDamageHealth. Resist value: Resist Frost was left intact - so it still works like a frost spell (it slows enemies down, drains their stamina, is affected by frost resistance) but without that extra keyword, that gave this spell super-power with augumented forst perks.
    4. In spell HazardFrostBlizzardSpell03 i've replaced HazardFrostDamageFFContact with my newly created magic effect.
    From what I've seen the results are great - the spell finally works exactly as it suppose to work, and it displays correct dmg value along with any potions or perk boosts. :) The spell is also not affected by your own resistances. If you are willing to test these changes, and your results will be equal to mine, I will be happy if you'll include them into updated version of your mod, and pass the word to USLEEP crew, so they could make an update aswell.
  5. Dungeonhunter
    Dungeonhunter
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    Hi, I have tried both unofficial patch and this mod (one by one and also togather) and what I experience is that with augmented frost 2/2 Blizzard still does about 200 damage over the duration. The description also says 20 damage per second over 10s instead of 30 damage. I spawned an Imperial male Bandit Thug with 238 life with the command player.placeatme 00039d07, and it did not die, however it was within the AoE of the Blizzard the whole time. But at least as I see the spell does the same damage regardless of my frost resistance which is good.
    1. bluedanieru
      bluedanieru
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      Try toggling tdetect (or maybe tai) from the console, this should get NPCs to stop moving around. Then cast the spell right next to them, first with no Augmented perks, and then with both. The damage with the perks should be 150% of what it was without them, although the actual values might not be exactly 200 and 300.

      That's how I tested it, and the damage done to NPCs was pretty close to what it was supposed to be. However, iirc when they're moving around a lot it seems the game "removes" them from the AoE for brief periods even when they are physically within it. The changes made to the timing were an attempt to mitigate that, but I think they were only partially successful. So in practice the spell might be dealing less damage than it should, I'm afraid.

      Also, thanks for the feedback but you should report this to the USKP team if you haven't already, not here. And, there's no need to use both fixes at the same time - the USKP fix is exactly the same and was actually copied from this patch.
    2. Dungeonhunter
      Dungeonhunter
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      Thx, Then I'll user the unoficcial patch
  6. 374817164
    374817164
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    Hello.What a wonderful mod..May I translate your "Blizzard Fix" into chinese and then put them on the website,http://www.skycitizen.net? will provide the links to the Nexus site and credit you as the original author. Thank you very much.
    1. bluedanieru
      bluedanieru
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      Sure.
    2. Gabdube
      Gabdube
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      • 10 kudos
      It would be nice to mention in the description that this fix was included in the Unofficial Skyrim Patch, as this mod would only be used by those who do not want USKP for some reason.
  7. tov01
    tov01
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    It looks like this fix was included in the unofficial patch a few months ago (v1.3.2).
    1. bluedanieru
      bluedanieru
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      Yes, I contributed it :-)
    2. ys1989
      ys1989
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      • 0 kudos
      A Mod to save a Masterspell,thanks
  8. galastrato
    galastrato
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    hey what could cause the bandits i tried this on take no damage at all?
    1. bluedanieru
      bluedanieru
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      If they weren't aggro'd for some reason that would do it. Otherwise they should be taking damage. Where did you do this?
  9. klaraan
    klaraan
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    Thk for your work !
  10. spanian77
    spanian77
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    Why the keyword magicfrostdamage is removed ? Is this needed ? Also the time interval..I think it's not needed for blizard to be fixed,right ?
    1. bluedanieru
      bluedanieru
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      The keyword definitely needs to be removed because otherwise the damage from the spell will not be correct if the player has Augmented Frost (see my responses to jefthereaper below). Behavior in vanilla will be +56% damage for the first perk and +125% for the second. With this fix it should be +25% and +50%, per the description on the perk. The keyword is still there on the magic effect that actually deals damage to the target.

      I did test all this extensively you know, checking that various combinations of resistances of both player and NPC were giving expected results. If you're unsure I encourage you to do the same and report any discrepancies so we can have some high degree of confidence this works correctly before it goes in USKP.

      I changed around the interval's length and delay because I found that it allowed the spell to more consistently deal the correct amount of damage if the target hadn't been 'inside' the blizzard for the full length of the effect.
    2. spanian77
      spanian77
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      Ok,so the keyword has to be removed,correct.

      First question,there are other two "blizzard" spells with lower damages,If I am right its for NPCs and obvisouly not for the player.Should them too have to be fixed or it doesn't really matter..?

      And second question wouldn't be better if we change the spell to "aimed" so the player won't take damage from the hazard ?
    3. bluedanieru
      bluedanieru
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      The player will get the onscreen blood effect, and the health bar will show, but no damage is actually lost. I don't know of any way to remove those effects.

      As for the other spells, if you're talking about the HazardFrostBlizzardSpellXX ones, then no there is nothing to do. HazardFrostBlizzardSpell01 is used for blocking the path to the Throat of the World, and doesn't need to be fixed. HazardFrostBlizzardSpell02 isn't used at all (follow what links to it and you'll eventually reach a dead end). HazardFrostBlizzardSpell03 is used by Blizzard, and is fixed.
    4. spanian77
      spanian77
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      Ok,thanks for pointing it out.