Thanks to everyone for the feedback! This has been on the shelf for quite a while, but I will likely be making some updates over the holidays. In particular, I'd like to split these into separate (but compatible, of course) mods, one for Auras and the other for Aspects. Some balance changes and new effects are also in the works. Meanwhile, if you have additional feedback regarding game balance, please feel free to comment!
This is a pretty simple mod consisting of some world locations for the spells you pick up and scripts. You can convert it to SSE yourself by installing creation kit, installing the mod with vortex, opening creation kit, look for the mod in the load order, set it as active and click ok. creation kit will start to load it, might throw a few errors along the way but they're usually considered normal.
After the mod finishes loading, go up to the top, click File > Save. It's a SSE mod now.
I like the idea of them being a power since paladins are going to have their hands occupied. The holy auras seem way overpowered. I'm not sure about the elemental aspects since they have penalties. I'd also be interested in an absorb health aura for evil paladins, templars, clerics, and necromancers.
I'm a lot more interested in the auras than the aspects. Do you recommend a level range to test these in? In other words, if they were an actual part of the game how soon or late do you envision a character would obtain these?
Sorry for the delayed response - school's starting up again and it's busy!
The first aura is available at 40 Restoration, and the next two are 50 and 60 Resto, so I suppose whatever levels are appropriate for those skill levels. Most of the bonuses are percentage-based, so the more powerful you are, the more of a bonus they'll provide. Even the flat bonuses, like +magic resistance, are better when you already have some magic resistance, due to the way Skyrim's scaling works.
They should also be more noticeable on NPCs when fights are longer.
1. I'm looking for a paladin seal (like seal of command from WoW) that I would raise right before combat and it would last a minute. I'd love to have a similar animation and sound as WoW. 2. I would like to see the auras here not keep reanimating every 10 seconds.
What is it about Seals that you're looking for? A combat attack effect or proc? I'm considering adding something like that to Auras in the next update, but I really would prefer not to add new spells. I'm also not sure about adding animations and sounds (which are likely copyrighted).
Also, Seals don't last 1 minute anymore in WoW. They're like regular buffs now.
I was literally about to start looking into creating a mod myself because I could not find any good mods that created a 2H battle mage style. So definitely going to give this a go!
Can i ask, how did you achieve the freeze on power attack? As that is the exact thing I am looking to do with a mod
Awsome. I will test it and maybe tweak it to my taste. ;-) Auras sounds redundant or useless compare to aspects. Maybe you ca allow 1 aura and 1 aspect at a time. And give some nerf to aspect if you do so.
I thougt about frost aspect and it will be great if it have a waterwalking effect with an ice effect like frost wall.
For melee power attacks maybe apply a different effect depending on coresponding power attack perk I explain : if you have the melee perk for side power attack, frost aspect freeze all oponents. If you have the melee perk for back power attack, frost aspect cast ice storm. Same for all aspects.
Auras can be stacked with Aspects - it just costs "maintenance" because you need to manually refresh (this is intentional). In fact, you can have all three Auras and one Aspect up at the same time. (Aspects can't be stacked with each other.)
32 comments
Thanks to everyone for the feedback! This has been on the shelf for quite a while, but I will likely be making some updates over the holidays. In particular, I'd like to split these into separate (but compatible, of course) mods, one for Auras and the other for Aspects. Some balance changes and new effects are also in the works. Meanwhile, if you have additional feedback regarding game balance, please feel free to comment!
After the mod finishes loading, go up to the top, click File > Save. It's a SSE mod now.
The holy auras seem way overpowered. I'm not sure about the elemental aspects since they have penalties.
I'd also be interested in an absorb health aura for evil paladins, templars, clerics, and necromancers.
Thanks for creating this mod!
The first aura is available at 40 Restoration, and the next two are 50 and 60 Resto, so I suppose whatever levels are appropriate for those skill levels. Most of the bonuses are percentage-based, so the more powerful you are, the more of a bonus they'll provide. Even the flat bonuses, like +magic resistance, are better when you already have some magic resistance, due to the way Skyrim's scaling works.
They should also be more noticeable on NPCs when fights are longer.
1. I'm looking for a paladin seal (like seal of command from WoW) that I would raise right before combat and it would last a minute. I'd love to have a similar animation and sound as WoW.
2. I would like to see the auras here not keep reanimating every 10 seconds.
Tracking!
Also, Seals don't last 1 minute anymore in WoW. They're like regular buffs now.
Can i ask, how did you achieve the freeze on power attack? As that is the exact thing I am looking to do with a mod
Auras sounds redundant or useless compare to aspects. Maybe you ca allow 1 aura and 1 aspect at a time.
And give some nerf to aspect if you do so.
I thougt about frost aspect and it will be great if it have a waterwalking effect with an ice effect like frost wall.
For melee power attacks maybe apply a different effect depending on coresponding power attack perk
I explain : if you have the melee perk for side power attack, frost aspect freeze all oponents.
If you have the melee perk for back power attack, frost aspect cast ice storm.
Same for all aspects.