Better Magic has been available for Special Edition since SE came out. It's on Bethesda.net. I didn't publish everything for Skyrim SE on Nexus because it was just kind of annoying to maintain on two sites. I'm being better about that for Starfield to make things more widely available. But you can find all of my Skyrim SE work on Bethesda.net, even if only some of it is available here.
Could we get a supplement component that reverts the changes to the augmented destruction perks?? and perhaps another that adds destruction skill damage scaling?
Also I remember someone saying this mod overwrote an unofficial patch fix for the Blizzard spell would you look into that?
Pretty awesome mod. I don't really want one of those mods that totally changes the entire skill system or anything, I just wanted the existing magic to be less limited, and this does a pretty good job. I'd still say it's not "perfectly" balanced but that's a pretty high expectation to have. For as old as this is, it's still solid.
Two criticisms people might want to know before downloading this; one is that, contrary to what is stated in the description, dragons CAN be disintegrated with shock magic and the right perk, and actually happens alot (since they are hard to hit with the other elements and have large health pools, I rarely DON'T disintegrate them). And really, since he raised it so that the effect can proc anywhere below half-health, it might actually be more efficient to spam chain lightning in both hands (not dual casting) to cause the instant kill to trigger more than to kill high-health enemies in the "normal" way. Also, Wall spells seem to be unaffected; the description is unchanged (although the description is, and always has been, wrong--they do not do 50 damage per second), and in my experience, they still suck. Otherwise, good mod.
Is there any way to edit the mage armor rule with this mod? I've just recently picked up the Clothing and Clutter Fixes mod which adds these very nice looking chain mail mage's robes to the game, they have no armor value and are tagged as clothing but they seem to be counted as armor for the purposes of the mage armor perk.
I'm no expert, but I'm pretty sure the flaw, then, is with that mod, not this one; the Mage Armor perk clearly checks for certain key words, and those robes you speak of much have or not have whatever the perk is looking for. If you change the perk itself, it'd allow all sorts of armor to be used--it's the robes that need to be fixed.
If you plan on updating this, the only change I'd request is to improve illusion and conjuration. Remove the cap on the mind altering illusion spells so they can actually be useful no matter how high your character level is. Similarly, add an effect to the conjuration and reanimation perks that make conjurations and reanimations grow with your conjuration skill. A potent storm atronach is basically a skeever with significantly more health when you get to level one hundred... it's useless. The reanimations are the same, as they get more health but do the same damage as they did while living.
It's a problem that Legendary Edition suffers from majorly, as the health of both you and NPCs keeps increasing while the actual damage output does not.
Well, he lets you dual-cast the Master Illusion spells; dual-casting Frenzy already affected nearly all NPCs not outright immune or the few that have no level cap, and now you can dual cast Mayhem to affect only slightly fewer NPCs than that (how many enemies are over level 62?). So I don't know what you're asking for. Heck, even without dual casting, I have never found Mayhem to NOT be useful, even at level 100. It'd be hard to boost their effectiveness without making the perks completely pointless as well.
He also removed the level cap for Dead Thrall, which only do the same damage they did when alive if you don't bother to give them better gear. Give them a highly-tempered Dragonbone sword with good enchantments and they will slay. You have a point about other conjuration spells, they definitely lag behind Dead Thrall, all things considered, but Dremora Lords are still pretty awesome; I mean, pound-for-pound, they are stronger than Draugr Deathlords. Potent Storm Atronachs are level 35 and, honestly, that's not too bad; the highest level bandits are only 25, for example. Conjuration is sort of over-powered anyway, as it's just a free helper that benefits nearly any non-sneak player, so making it too strong would be rather laughable. Summon two Storm Thralls and an Ash Guardian and, along with a follower, you're set to take on any big boss battle without lifting a finger. There's also other summons like Arniel and Harkon One-Eye that sort of trump all the others anyway.
You probably have a conflict, as I use it and no issue.Check if you turn off all magic-related mods except this and try again. If still, turn off all but this. Then when you know which group is the problem mod, turn it on one by one and test.
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Also I remember someone saying this mod overwrote an unofficial patch fix for the Blizzard spell would you look into that?
Two criticisms people might want to know before downloading this; one is that, contrary to what is stated in the description, dragons CAN be disintegrated with shock magic and the right perk, and actually happens alot (since they are hard to hit with the other elements and have large health pools, I rarely DON'T disintegrate them). And really, since he raised it so that the effect can proc anywhere below half-health, it might actually be more efficient to spam chain lightning in both hands (not dual casting) to cause the instant kill to trigger more than to kill high-health enemies in the "normal" way. Also, Wall spells seem to be unaffected; the description is unchanged (although the description is, and always has been, wrong--they do not do 50 damage per second), and in my experience, they still suck. Otherwise, good mod.
It's a problem that Legendary Edition suffers from majorly, as the health of both you and NPCs keeps increasing while the actual damage output does not.
He also removed the level cap for Dead Thrall, which only do the same damage they did when alive if you don't bother to give them better gear. Give them a highly-tempered Dragonbone sword with good enchantments and they will slay. You have a point about other conjuration spells, they definitely lag behind Dead Thrall, all things considered, but Dremora Lords are still pretty awesome; I mean, pound-for-pound, they are stronger than Draugr Deathlords. Potent Storm Atronachs are level 35 and, honestly, that's not too bad; the highest level bandits are only 25, for example. Conjuration is sort of over-powered anyway, as it's just a free helper that benefits nearly any non-sneak player, so making it too strong would be rather laughable. Summon two Storm Thralls and an Ash Guardian and, along with a follower, you're set to take on any big boss battle without lifting a finger. There's also other summons like Arniel and Harkon One-Eye that sort of trump all the others anyway.