So I've used this pack of spells for a while now. I've been enjoying a Nightblade playthrough, a sneaky Dark Elf using his blade, destruction fire, and shadow via illusion. This spell pack is a nice simple addition to Illusion spells. I'm not big on gigantic overhauls that add 38927 new spells and clutter up your entire menu and make you search through pages of spells, so I gave this a try.
Sadly, I find there's just not enough use for these spells. The read mind really isn't useful for anything. Brainwash is alright, but nothing a well placed frenzy spell can't do. Mind control is a badass concept, but it's so glitchy...and when it does work, the target can't jump without the "falling" glitch, you can't attack...nothing. What finally did it for me, though, is Mindblow. I wanted this spell so badly, like a powerful paralysis spell. But I'm level 42...and it doesn't even work on guards. "target is too powerful" is all I get for everything I've used it on.
Sadly, I'm going to be trying out some different illusion packs with some more useful spells. Thanks for your additions either way!
The mind control spell sounds awesome. I'm gonna be doing a brotherhood assassin playtrough. Just how awesome it must be to mind control your assassination target off a cliff !? Others hmm will probably use some, brainwash works like fury but slightly better, but balanced since it's single-target so it's okay, and the mind blow/rape thingy sounds great for a master level spell.
been playing vampire bloodlines lately, the tremere have some interesting spells, like making the target sleep or suicide since there are sleep on ground and cut wrist animations on skyrim but
i did tried it and some spells are actually pretty good while others are kinda useless
Read Mind: dont really needed but it doesnt affect either
Mind control: pretty funny and actually the best from this mod, would be better if it lasted 2 mins at least
Brainwash: its helpful when youre in trouble could be raised to 1 min
Fade other: useful for sneaking, thought companion behavior still ruins it since they tend to aggro to much
Bandit and forsworm disguise: dont know if this is possible but maybe add just one spell that disguise you to the faction that you targeted e.g. if you cast the spell on a dawnguard member, this will disguise you as a dawnguard if you target at forsworm you will be disguised as them same goes for imperials, stormcloaks, bandits, etc...
mindblow: is ok
mark as enemy: maybe just renaming as something more immersive implying that he just lost his mind and becomes aggresive to everyone and whats why everyone attacks him maybe paranoia
also a suggestion, i see that people suggest being able to attack while in mind control maybe and alternative is a second spell that is aggresive mind control, this means while you control the other character this will also becomes hostile to others, so automatically the mind controlled npc will start attacking others
I chose bandit and forsworn cos those 2 are the most common enemies, besides draugr, But your idea definetly sounds better. It would need more scripting tho
the name paranoia is taken, I think the mod apocalypse spell pack has a spell named like that.. But the point of mark as enemy isnt manipulating the targets mind, youre manipulating the minds of others
Actually, some npcs even when mind controlled should be hostile to bandits, draugrs, etc... because they still belong to their factions
what i meant about the secondary mind control is making them hostile to their own factions so you can have 2 the regular mind control where their factions treat him no differenct and the alternative mind control when is hostile to their own factions
but i guess is not that necessary though you could mark him as enemy first then mind control him
Just got brainwash so Ill be testing that a good bit. I wanted to make a suggestion; if you do happen to make a "Realism version" or something for the dragons perhaps the high level spells should have their costs raised to match those of the other master and expert spells. Brainwash was only a few hundred gold while other expert spells are almost 2000 gold. Anyway, just a thought.
While mind controlling an NPC the jump animation is bugged. Specifically, the falling animation doesn't end and you just float around like that for 10ish seconds. It also seems the height of NPC jumps are very low, its hard to get them over even tiny obstacles. As I use the spell to make people jump to their death (which is hilarious) it would be nice if they could clear a 6 inch obstacle.
Also, you can currently mind control dragons, or at least the first one you fight at whiterun. Which seems extremely overpowered. As Much as I love illusion I think dragons should be immune to such mortal tricks.
spellSuggestion:
A master level spell called "Master Mind Control" or something similar that allows you to fight using a mind controlled NPC. Melee only would be fine.
the spell originally involved combat too. However while controlling some random npc and performing an attack the player swings his sword instead of you. I found no way to fix this. The same problem exists in the spell form the mod Wyrmstooth. This is why I disabled combat while controlling.
I also noticed the jumping bug, didnt find a way to fix this either
I think if controlling dragons wasnt possible, Id get alot of hate. But I see what your trying to say
"I think if controlling dragons wasnt possible, Id get a lot of hate." Really?
Hmm, would it be hard to make an optional file that just makes it where these spells dont affect dragons? I understand if its too much work. I have no idea how you did these but if it isnt too much it would be greatly appreciated for those of us who dont like feeling overpowered. And you can see how instantly gaining control of a demigod for a few magicka feels pretty OP. If not its fine, Ill just force myself not to do it
As for the other bugs, hopefully they can be figured out. Perhaps if this mod gets bigger (which I hope it will since its awesome) someone will know how to fix it and tell you.
Ill continue bug reporting if its not a hassle.
My problem with almost every other magic mod in skyrim is they contain wayy too many spells that are either boring, badly implemented, or just plain over powered. Your mod seems to stay pretty balanced.
actually these do have a cap but it changes with your lvl. most of these work on npcs at least 5 lvls below you. I think this is much better than a fixed level cap like most vanilla spells have. My lvl caps are scripted while the vanilla ones are done with conditions or something. Ill try to figure it out
31 comments
Sadly, I find there's just not enough use for these spells. The read mind really isn't useful for anything. Brainwash is alright, but nothing a well placed frenzy spell can't do. Mind control is a badass concept, but it's so glitchy...and when it does work, the target can't jump without the "falling" glitch, you can't attack...nothing. What finally did it for me, though, is Mindblow. I wanted this spell so badly, like a powerful paralysis spell. But I'm level 42...and it doesn't even work on guards. "target is too powerful" is all I get for everything I've used it on.
Sadly, I'm going to be trying out some different illusion packs with some more useful spells. Thanks for your additions either way!
since there are sleep on ground and cut wrist animations on skyrim but
i guess this won't be updated anymore
but my break started and i can start modding again
sry to keep you waiting...
Read Mind: dont really needed but it doesnt affect either
Mind control: pretty funny and actually the best from this mod, would be better if it lasted 2 mins at least
Brainwash: its helpful when youre in trouble could be raised to 1 min
Fade other: useful for sneaking, thought companion behavior still ruins it since they tend to aggro to much
Bandit and forsworm disguise: dont know if this is possible
but maybe add just one spell that disguise you to the faction that you targeted
e.g. if you cast the spell on a dawnguard member, this will disguise you as a dawnguard
if you target at forsworm you will be disguised as them
same goes for imperials, stormcloaks, bandits, etc...
mindblow: is ok
mark as enemy: maybe just renaming as something more immersive implying that he just lost his mind and becomes aggresive to everyone and whats why everyone attacks him
maybe paranoia
also a suggestion, i see that people suggest being able to attack while in mind control
maybe and alternative is
a second spell that is aggresive mind control,
this means while you control the other character this will also becomes hostile to others, so automatically the mind controlled npc will start attacking others
the name paranoia is taken, I think the mod apocalypse spell pack has a spell named like that..
But the point of mark as enemy isnt manipulating the targets mind, youre manipulating the minds of others
Actually, some npcs even when mind controlled should be hostile to bandits, draugrs, etc...
because they still belong to their factions
what i meant about the secondary mind control is making them hostile to their own factions
so you can have 2
the regular mind control where their factions treat him no differenct
and the alternative mind control when is hostile to their own factions
but i guess is not that necessary though you could mark him as enemy first then mind control him
i'll be checking frequently for updates
While mind controlling an NPC the jump animation is bugged. Specifically, the falling animation doesn't end and you just float around like that for 10ish seconds. It also seems the height of NPC jumps are very low, its hard to get them over even tiny obstacles. As I use the spell to make people jump to their death (which is hilarious) it would be nice if they could clear a 6 inch obstacle.
Also, you can currently mind control dragons, or at least the first one you fight at whiterun. Which seems extremely overpowered. As Much as I love illusion I think dragons should be immune to such mortal tricks.
spellSuggestion:
A master level spell called "Master Mind Control" or something similar that allows you to fight using a mind controlled NPC. Melee only would be fine.
I also noticed the jumping bug, didnt find a way to fix this either
I think if controlling dragons wasnt possible, Id get alot of hate. But I see what your trying to say
Really?
Hmm, would it be hard to make an optional file that just makes it where these spells dont affect dragons? I understand if its too much work. I have no idea how you did these but if it isnt too much it would be greatly appreciated for those of us who dont like feeling overpowered. And you can see how instantly gaining control of a demigod for a few magicka feels pretty OP. If not its fine, Ill just force myself not to do it
As for the other bugs, hopefully they can be figured out. Perhaps if this mod gets bigger (which I hope it will since its awesome) someone will know how to fix it and tell you.
Ill continue bug reporting if its not a hassle.
My problem with almost every other magic mod in skyrim is they contain wayy too many spells that are either boring, badly implemented, or just plain over powered. Your mod seems to stay pretty balanced.
ill make a non dragon version
and plz continue with the bug reports
So far this is the best illusion mod! I CONTROLLED A CHICKEN!
You seem to have a good mind for good, not boringly OP spells. Mind controlling guards off the walls is awesome.
Would you consider making a stand alone mod that makes normal illusion spells not have a level cap as these appear not to.
I think this is much better than a fixed level cap like most vanilla spells have. My lvl caps are scripted while the vanilla ones are done with conditions or something. Ill try to figure it out