very cool, I like this mod's "hands-off" approach to altering spells. I don't know how you do it, but I'm guessing there's some kind of script that tracks which spells can be maintained? If that's the case, do you think it would be possible to add another power that makes the currently equipped spell "maintainable"? That way you wouldn't need to make patches for spells added by mods.
Any chance of a patch, or added functionality for Togglable Candlelight (http://www.nexusmods.com/skyrim/mods/27736/?). Preferably just having you add that sort of functionality to your mod. Being able to control Candlelight is incredibly nice.
Since it basically is an auto-recast function rather than a true maintained spell at the cost of magicka regeneration ( say -25% of your fully buffed regen speed ), does auto spamming magelight auto level it as well? I love how Guild Wars ( the original, not 2 ) dealt with maintained spells. 4 maintained spells meant 0 mana/magicka regeneration.
Yes, you get experience every time the spell is cast which is every 55 seconds. I suppose this could be used to powerlevel alteration, but there isn't really a way to avoid this without making a new spell for every spell you want to support. Basically, I could do it with the vanilla spells, but not with the mod-added spells.
Doing this with Summons would be a total game changer.
Having all Summons become permanent but your magic is stunted for the duration they are active like the Summon is drawing from your lifeforce/magika, as well as Raise Dead spells.
Dead Thrall would be exempt from this as its the expression of a flawless Necromancy spell.
The problem I see with this is that there are already permanent summon spells in the game as Master level spells. Changing it so anything could be a permanent summon would alter that balance. I'll consider adding it as an optional file though.
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http://www.nexusmods.com/skyrim/mods/35339/?
Having all Summons become permanent but your magic is stunted for the duration they are active like the Summon is drawing from your lifeforce/magika, as well as Raise Dead spells.
Dead Thrall would be exempt from this as its the expression of a flawless Necromancy spell.
http://www.nexusmods.com/skyrim/mods/11397/