Hey BanjoBunny, I ported your mod to SSE. All credits are to you. I'm curious if anyone knows if these wards charge to full hp instantly, unlike the slow charge of restoration wards?
Thx for brilliant mod. Before I found it, I had to go to ward branch of restoration perk tree just to keep my technomancer character from being devastated (legendary with Enemy Enchancer and a ton of other mods for challenging gameplay) by magic such as wind spells from Elemental Destruction pack. But now I can just stick to my main path of Alteration/One-handed /Heavy Armor. Also the Idea to make a ward that lasts for duration is very bright thought indeed. You can now choose: use better perk-scaling wards of Resto school, or just stick to convenient and out-of-the-box Alterion's spells. Its just up tou player. U plan to be a paladin? Than you use resto a lot anyway. You are spellsword? Than Alterion's wards are just for you. Perfect. Grpahical component surpasses all expectations. If you haven't yet, try to use Alterion ward/barrier and any of night vision spells/abilities simultaniously, You will basically reproduse night-vision-device effect from real life. That subtilly glowing "rafdio-like" noise is perfect. Last but not least, I really liked the journal. You really feel the vibe of ingenious mage who invents new spells just because he can. And than goes to have some fun by causing havok in Arkey's temple with his new wards. Endorsed. Will go and try your field lab mod this evening)
Ever since elemental destruction came out, I've been looking for elemental wards for an avatar playthrough. Any chance you could make some destruction wards? Would it be possible to make them double as touch-range attacks (except earth, which would be able to block non magic attacks as well), with effects based on their element?
nice mod idea! i really like the barriers which you added in 0.9... if you plan to expand on them here are some things i would LOVE to see:
1. making the barriers protect your whole body like a ball around you with added animation if possible (would also expand on the alteration theme) 2. the barriers should last longer the higher class of barrier you use (novice 5s, adept 7s, expert 9s...) 3. fix the classes of the barrier spells... they are all listed as novice spells but they should range from novice to expert(?) 4. requiem patch(?) (you said u like challenging mods )
other than that i think this is a great start of something i was always looking for! keep up the good work man!
I updated to fix the spell levels and changed the duration scheme to 6/7/8.
I'm making master spells for 1.0, for which I'll make that body-encompassing ball. But I need to learn more about ck/meshes/scripting before that gets done, and I have stuff to do at the moment so it won't be finished too soon.
I don't use requiem and am not interested in it so it isn't on my to-do list to make a patch, but if you or someone else is familiar with it and wants to make a patch, feel free to do so. I can host the patch here or you can publish it on your own.
Cool idea. Is there a way to have it work with the ward absorb perk? You could also have a version where it does absorb some magicka based on your alteration skill level. Same thing for chance to stagger melee attacks.
19 comments
Any chance to get a replace version?
https://www.nexusmods.com/skyrimspecialedition/mods/28818/
Before I found it, I had to go to ward branch of restoration perk tree just to keep my technomancer character from being devastated (legendary with Enemy Enchancer and a ton of other mods for challenging gameplay) by magic such as wind spells from Elemental Destruction pack.
But now I can just stick to my main path of Alteration/One-handed /Heavy Armor.
Also the Idea to make a ward that lasts for duration is very bright thought indeed. You can now choose: use better perk-scaling wards of Resto school, or just stick to convenient and out-of-the-box Alterion's spells. Its just up tou player. U plan to be a paladin? Than you use resto a lot anyway. You are spellsword? Than Alterion's wards are just for you. Perfect.
Grpahical component surpasses all expectations. If you haven't yet, try to use Alterion ward/barrier and any of night vision spells/abilities simultaniously, You will basically reproduse night-vision-device effect from real life. That subtilly glowing "rafdio-like" noise is perfect.
Last but not least, I really liked the journal. You really feel the vibe of ingenious mage who invents new spells just because he can. And than goes to have some fun by causing havok in Arkey's temple with his new wards.
Endorsed. Will go and try your field lab mod this evening)
if you plan to expand on them here are some things i would LOVE to see:
1. making the barriers protect your whole body like a ball around you with added animation if possible (would also expand on the alteration theme)
2. the barriers should last longer the higher class of barrier you use (novice 5s, adept 7s, expert 9s...)
3. fix the classes of the barrier spells... they are all listed as novice spells but they should range from novice to expert(?)
4. requiem patch(?) (you said u like challenging mods
other than that i think this is a great start of something i was always looking for!
keep up the good work man!
I'm making master spells for 1.0, for which I'll make that body-encompassing ball. But I need to learn more about ck/meshes/scripting before that gets done, and I have stuff to do at the moment so it won't be finished too soon.
I don't use requiem and am not interested in it so it isn't on my to-do list to make a patch, but if you or someone else is familiar with it and wants to make a patch, feel free to do so. I can host the patch here or you can publish it on your own.
I already felt that wards should've been alteration spells instead of restoration, so this is great.
Wil be adding to my game!