Skyrim

File information

Last updated

Original upload

Created by

Phalanks

Uploaded by

Phalanks

Virus scan

Safe to use

16 comments

  1. JayayePea
    JayayePea
    • member
    • 10 kudos
    What is a clean save? 
  2. sp0tty
    sp0tty
    • account closed
    • 0 kudos
    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.
  3. DrAdamantium
    DrAdamantium
    • member
    • 0 kudos
    Suggestion; Support for the Muffle - spell, for us sneaky basterds
  4. livnthedream
    livnthedream
    • premium
    • 14 kudos
    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.
    1. Phalanks
      Phalanks
      • premium
      • 27 kudos
      I'm not sure what you mean. My mod does toggle candlelight.
  5. Phalanks
    Phalanks
    • premium
    • 27 kudos
    Ignore this.
  6. JMRabid
    JMRabid
    • member
    • 0 kudos
    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.
    1. Phalanks
      Phalanks
      • premium
      • 27 kudos
      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.
  7. ArcAngel87
    ArcAngel87
    • member
    • 1 kudos
    Very cool, I like it. A forgotten magic redone patch would be sweet.

    http://www.nexusmods.com/skyrim/mods/35339/?
    1. Phalanks
      Phalanks
      • premium
      • 27 kudos
      I'll take a look at it and see which spells would work. Shouldn't be a problem though.
    2. Phalanks
      Phalanks
      • premium
      • 27 kudos
      Okay it's been added. Let me know if I missed a spell, or if you have any trouble with it.
  8. agentspoon
    agentspoon
    • member
    • 38 kudos
    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.
    1. Phalanks
      Phalanks
      • premium
      • 27 kudos
      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.
    2. MonoGami
      MonoGami
      • premium
      • 2 kudos
      check out Invested Magicka:
      http://www.nexusmods.com/skyrim/mods/11397/
  9. myztikrice
    myztikrice
    • premium
    • 202 kudos
    Why 2/3 their magicka?
    1. Phalanks
      Phalanks
      • premium
      • 27 kudos
      Honestly it was mostly arbitrary. That's one of the things I want to add in the mcm menu.