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ApolloDown

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  1. Apollodown
    Apollodown
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  2. Apollodown
    Apollodown
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    [size=10]NOTICE[/size]



    Apollo is currently on vacation from his mods to raise Mannimarco. Do not expect updates or significant assistance from me for the indefinite future.
  3. Apollodown
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    I RESERVE THE RIGHT TO DELETE, BLOCK, OR REPORT YOU WHENEVER I FEEL LIKE IT. I FURTHER RESERVE THE RIGHT TO EXERCISE THIS RIGHT ARBITRARILY. BE NICE AND READ THE DESCRIPTION BEFORE POSTING.
  4. starkiller876
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    I just wanted to say that this mod is incredible. I'm doing a battlemage play through with Battlemage Extended (which can be found here: http://www.nexusmods.com/skyrim/mods/77526/? ), and this mod really increases the immersion. Forcing my character to increase in level numerous times before being able to cast any spells makes me train my other combat abilities, which will increase his effectiveness as a battlemage. It's awesome. Thanks so much for this and your other Epic Gameplay Overhaul mods.
  5. Feliaria
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    So, I'm not getting anything the mod says I should?
    I make a game and get the "Hi! Simple Magic Overhaul wants to reduce your magicka (by a lot)!" bit. I click "Do it!" and my magicka is reduced to 25 (not the 0 it's supposed to as a High Elf.) Also, I find that none of the other effects of this mod are working at all- namely, I've spent several times casting at nothing just to see the Feedback, and have never gotten it. Also, my magicka regeneration never changes. I'm not even getting the drain at lower than 30%. I do have PerMa, but I also have the compatibility patch for it and this. The big thing is I don't know what other mods I have installed that affect magic, other than Forgotten Magic Redone, which only adds spells, and Disparity, which, although it does affect the amount of magicka each race has, I have it set to load before Simple Magic Overhaul.
    1. Wyrade
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      I haven't really tested the mod yet, but I also had 25 more magicka than I was supposed to on a Nord.
      I modified it in the console as a quick patch - setav magicka -25
    2. Theronie
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      I've also notice that my magicka doesn't drain at <30%, which makes me nervous that none of the other effects are working either.
    3. DensetsunoMadoushi
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      I'm having the same problem. My magicka started at 50 as a high elf and the magicka doesn't drain at 30%.
  6. Sloth206
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    But, but...everyone in Skyrim IS a Mage (sorta). Anyone can learn to shout.

    Seriously though, I know it was kind of adressed in the description - but im i really gonna get stuck fighting melee for 10 levels? Most of the features are awesome, but this sounds like it would be next to impossible. I don't want to waste perks on weapons and armor, and ive been stripped of my spells. I'm literally defenseless.
  7. Thiefenz
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    am I supposed to fall over 90% of the time I cast a novice level spell from full magicka?

    all I seem to get from this mod is being absolutely terrified to cast any spell at all because, 9 times out of ten, something REALLY bad happens.

    I thought this feedback bullshit was supposed to happen at 50% magicka not at 90% magicka casting a mundane 24 cost at 235 magicka.
    1. delgathar
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      Check for mod conflicts it tes5edit. Especially under the spell and magic effects for the spell.
  8. cyx19961114
    cyx19961114
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    @Apollodown Love this work very much.A small problem I found that sleep can't help to regan magicka.Is it a bug or I did something wrong.
  9. cyx19961114
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    If you use any perk overhaul mod watch this
    http://www.nexusmods.com/skyrim/mods/74484/?
  10. LSofACO
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    95% of all characters I make stay at level 1 forever (it's a whole thing, don't ask), and I've still found this mod invaluable. Obviously you have to disable feedback for this to be viable (or console yourself every cost-reduction perk so it won't blow you up constantly), but it makes becoming a wizard a very arduous and rewarding process. You have to start off by finding a lot of items to increase your magicka so you can even cast spells at all: the ring you get from the vampires is helpful, as is the atronach stone. The great part is that eventually your base magicka starts increasing as a result of your skill levels, so you can take off your training wheels and still be more powerful than a level 1 wizard could ever be in the base game. It adds a great feeling of character progress that was lacking in level 1 runs.

    I know nobody shares my bizarre playstyle choices, but I just thought I'd share my approval since you explicitly stated that being a wizard at level 1 should never be possible. I took that as something of a challenge at first, but this mod has become one of my favorites, buggy and weird as it is.
  11. nanory
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    soo im just wondering what the dark elfs have done to deserve to be put in the same magicka category as the woodelfs they are supose to be the best when it comes to destruction magic
  12. delgathar
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    I just don't get your logic. Overall this seems like a cool mod. But the idea that a mage "shouldn't" be viable until level X just doesn't make any sense. It totally ignores the entire concept of the level system.

    Levels are meant to be a standard of combat viability. A level 1 thief should be roughly equivalent to a level 1 warrior or level 1 mage. I can understand the argument that leveling magic is too easy, so it should be much harder to get to level 1 as a mage vs. level 1 as a warrior. That's why in many RP games you can start as a 16 year old warrior or a 30 year old mage apprentice. But it seems the better answer to that problem would be to heavily penalize magic exp.

    The point is, the game doesn't start you as a young boy on a farm suddenly cast out into the world with no clue. The game start the player out as an adult that already knows the basics to defend herself. Somewhere in thread it was pointed out Luke couldn't do crap until he got his yoda montage. But that wasn't the day Luke became level 15 Jedi. That was the day he became level 1 Jedi.

    Also, if the RP argument is going to be that Magic should be super rare and difficult and if NPCs can't be forced to use this mod because game engine limitations, then the magic using NPC population should be heavily nerfed to make the world align with this concept. Because nothing is more Jarring to RP than to find something that is "supposed" to be rare and unusual to be commonplace for the NPCs. B&S is like this. You have to go through this big quest to learn to ride dragon pulses that takes about 20 levels and could only be taught by this one specific sage, and then you go on into the world and every little kid can ride dragonpulses.
  13. keithas
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    i'm tryimg to wryebash this mod in with the other overhaul mods like civil war, dragon combat, and combat drama however i'm running into an issue with the mod wanting dragonborn.esm before dawnguard.esm on this and dragon combat while the majority of my other mods insist on having dawnguard first. Is ther e a way I can fix this or would it have to be done on the creators end. Either way thanks for a great set of mods.
    1. druninja
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      probably too late, but go to tes5edit, right click the mod and click "sort masters"