Hey all, as a few users have come forward with various questions about this mod in my personal messages, so I figured I'd address some common points here for visibility.
- I don't care what you do with this mod, though if you literally just re-upload it you might hurt my feelings a little. You can copy it, expand on it, improve it, whatever you want; while credit would be nice I don't really deserve it since it's not a particularly original or mold-breaking idea. - I no longer have the ability to really alter this mod for better or worse. Yeah, I made this mod a while ago and lost the pile of spaghetti that was the source code. It was something made on a whim, so there really isn't much to it. - Yeah there are balance issues. While I tried to make some traits more balanced, there are some that will pretty much be universally godly. Much like pretty much everything gamebreaking in any Elder Scrolls game, the responsibility falls on the player to moderate themselves as they see fit; I find it better to at least have the option though, because sometimes you DO want to be a god without having to break immersion with the console.
Downloaded the port. I don't have LE Skyrim but I know you're the OG that made this so I'll download it to endorse :) Awesome that you brought this to Skyrim.
Sadly, I think this is incompatible with USLEEP. It keeps freezing my game when I try to open the letter, and I can't think of anything else that might be causing this issue.
I made a port for SSE and uploaded it as an optional file for my Skygerfall: Daggerfall's Main Quest mod: https://www.nexusmods.com/skyrimspecialedition/mods/29416?tab=files. It really is shocking this mod never got more endorsements!
Great mod, very much endorsed! I can't believe I've missed this until now. I also use the Beelzeboss character traits, they seem to work well together so far.
I really love what this mod adds for roleplaying possibilities, as you can define your character much more clearly. Deserves more endorsements, I hope this mod gets some love because it's a great idea!
Edit: I think there are some balance issues, though. Unconditional spell absorbtion is just way too good... If I'm playing a pure mage, and give up all weapons but daggers, and a few types of armors (that I won't be wearing anyways) I can be totally invulnerable to magic which seems crazy good. I'm not sure this option should be available, or if it is, should carry some big big downsides with it. Something like 50% spell absorb seems more reasonable. Just a thought!
For anyone else reading this, all the traits are copied directly from daggerfall. The spell absorption isn't unconditional, though it is more powerful than in daggerfall.
In this mod, you have to be below 98% magicka with general/dark/light otherwise you don't get the 100% absorption. In addition, you have -700% magic resist. (true absorption is just outright 100% absorption)
In daggerfall, spells costed a LOT more depending on your skills and your magicka max scaled to your intel; you needed to have enough missing magcika that you could absorb the entire amount as if YOU had cast the spell, so low int or low skills-related-to-the-spell-cost characters would get little benefit out of it. Ultimately there's no easy/clean way to replicate this in skyrim.
I think the closest approximation would be giving the player higher increments of spell absorption chance for more missing magicka, like 20% absorb per missing 10% magicka... but that leaves the question of the magic resist debuff; at its current rating (-700%, aka you take 7x damage) you can get oneshot by a lot of properly tuned spells. So if you rolled the dice and your spell absorption decided to be unreliable that time, you'll probably just die. Instead of being able to play around it by making sure you're not capped out on magicka.
At any rate this mod hasn't been updated in 2 years, so GL to whoever gives their attempt at it next.
But the mod in its current form works flawlessly as far as I can tell.
29 comments
- I don't care what you do with this mod, though if you literally just re-upload it you might hurt my feelings a little. You can copy it, expand on it, improve it, whatever you want; while credit would be nice I don't really deserve it since it's not a particularly original or mold-breaking idea.
- I no longer have the ability to really alter this mod for better or worse. Yeah, I made this mod a while ago and lost the pile of spaghetti that was the source code. It was something made on a whim, so there really isn't much to it.
- Yeah there are balance issues. While I tried to make some traits more balanced, there are some that will pretty much be universally godly. Much like pretty much everything gamebreaking in any Elder Scrolls game, the responsibility falls on the player to moderate themselves as they see fit; I find it better to at least have the option though, because sometimes you DO want to be a god without having to break immersion with the console.
Edit: I think there are some balance issues, though. Unconditional spell absorbtion is just way too good... If I'm playing a pure mage, and give up all weapons but daggers, and a few types of armors (that I won't be wearing anyways) I can be totally invulnerable to magic which seems crazy good. I'm not sure this option should be available, or if it is, should carry some big big downsides with it. Something like 50% spell absorb seems more reasonable. Just a thought!
In this mod, you have to be below 98% magicka with general/dark/light otherwise you don't get the 100% absorption. In addition, you have -700% magic resist. (true absorption is just outright 100% absorption)
In daggerfall, spells costed a LOT more depending on your skills and your magicka max scaled to your intel; you needed to have enough missing magcika that you could absorb the entire amount as if YOU had cast the spell, so low int or low skills-related-to-the-spell-cost characters would get little benefit out of it.
Ultimately there's no easy/clean way to replicate this in skyrim.
I think the closest approximation would be giving the player higher increments of spell absorption chance for more missing magicka, like 20% absorb per missing 10% magicka... but that leaves the question of the magic resist debuff; at its current rating (-700%, aka you take 7x damage) you can get oneshot by a lot of properly tuned spells. So if you rolled the dice and your spell absorption decided to be unreliable that time, you'll probably just die. Instead of being able to play around it by making sure you're not capped out on magicka.
At any rate this mod hasn't been updated in 2 years, so GL to whoever gives their attempt at it next.
But the mod in its current form works flawlessly as far as I can tell.