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dantw

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dantw

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  1. dantw
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    Sticky
    I just made an expert and a master version(they are not compatible with each other). The expert version does 25 damage to any enemy(and it ignores resistances including magic resistance unlike the adept version) and 30 magic fire damage(which is affected by resistances and weaknesses but most undead and vampires are weak against fire) to undead but it also has increased magicka cost and the spell cost is reduced by the expert restoration perk rather than the adept perk. The master version has the same changes but its spell cost is reduced by the master restoration perk rather than expert or adept and increased magicka cost and damage(40 irresistible damage to any enemy and 40 magical fire damage to undead).
    1. dantw
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      I plan on making a version in the future where the spell tome will add the adept, expert, and master level spells to the player so you will not have to switch between the versions(which are incompatible and only one can be used at a time right now). But first I need feedback on balancing. My highest level character was probably in the low 40s so I don't know what would be powerful enough for a level 80 character for example.
    2. nerradmw
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      wait, what makes them incompatible?
  2. avahzd
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    thanks for the mod! I know its been awhile, but is there any chance you can port this to SSE?
    1. dantw
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      Probably not. I haven't got SSE yet and probably won't(nor do I know how to make them compatible). I would be fine with someone else doing it so long as they either make it where it requires my file or at least send me a link and tell me because I might like to see how many downloads it gets.

      Consider this permission for anyone who wants to do such a thing. (Just remember to make it either require my file from here or to send me a link to the patch)
  3. thesteve812
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    Thank you for this mod. Playing a cleric with Cleric mod, Epic Restoration, Empty Skyrim, Zombie Apocalypse, Creepy Zombies and Blackthorn BYO mod.
    This works nice trying to keep to restoration only.

  4. Caerulean
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    Hello. I recently used this mod and I noticed a bug which isn't in the mod itself, but I suspect that it was caused by this mod. Does this cause the lights on the pedestals in the exterior of Kilkreath Temple go out after completing Meridia's quest? Or is that what is supposed to be? (Also suspecting USLEEP but I don't know.) In my other playthroughs, the lights remain even if it has already been long after the completion of Meridia's quest.

    Thanks. Awesome spell by the way, and the placement is convenient as the spell can help with the Malkoran battle.

    UPDATE: Found out it was actually USLEEP's doing. Sorry for bothering.
  5. dantw
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    Okay the expert and master versions are now uploaded.
  6. Kossoff
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    Great little spell. Not OP but perfect for sorting out skeletons. Restoration needed a little muscle. Location was excellent too.
  7. AlextheGreat123
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    Can you make a powered version and that does sun damage instead of fire damage? Going great for my paladin character btw! Great mod
    1. dantw
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      See my most recent comment. Also why do you want it to do sun damage? I don't think there's any advantage to sun damage over fire damage. http://www.uesp.net/wiki/Skyrim:Sun_Damage I think most undead are actually more vulnerable to fire damage.
    2. dantw
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      If you still would prefer sun damage or a sun spell then this mod looks cool and one of the spells looks similar to mine but more sun-damagey. http://www.nexusmods.com/skyrim/mods/68097
  8. dantw
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    A version that puts the tome in Kilkreath temple is being worked on by me right now. It should be uploaded soon.
    1. dantw
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      It is up. I could have put it right next to dawnbreaker but I found the room right before the necromancer and was like "Alright. It is going right there!". Plus now people can use it against the shades guarding the necromancer. I am planning on adding a version that adds the spell directly from activating the pedestal that is by the tome but if someone doesn't provide the script I will probably just stick with the new tome version(because I think it looks great and better than I expected).
    2. Restutitor Orbis
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      Excellent placement of the spellbook: Endorsed!
      When fighting the shades and necromancer, though, I found the spell a bit underpowered.
    3. dantw
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      I will probably add a more powerful(but higher magic cost) version at some point in the future. Are you playing on master difficulty or do you have mods changing the difficulty of the game? I did not test it at a high level plus that is a really hard fight sometimes(depending on how stealthy and magic resisting you are). Maybe in the future I can add a version that increases damage against those in the necromancer faction. I would rather it be under powered than overpowered but I can probably make a more powerful version nextime I am working on it. Do you have any suggestions on what the damage per second should be?
    4. Restutitor Orbis
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      Because the shades and other monsters in the game are leveled, that is hard to say. I took a high-level character in there just to try out your spell. When the spell was insufficient to hold some of the baddies off, she had to hit them with the dagger on her other hand. That put them down right away, so my experience might have been unrepresentative. Can you make a spell that levels with the player, or is that technically too difficult to accomplish?
    5. dantw
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      Scaling should be POSSIBLE but it looks pretty complicated(with my knowledge of scripting anyway) And I don't want to get in over my head(and make a mod that doesn't work or messes things up). I just made an expert and a master version(they are not compatible with each other). The expert version does 25 damage to any enemy(and it ignores resistances including magic resistance unlike the adept version) and 30 magic fire damage(which is affected by resistances and weaknesses but most undead and vampires are weak against fire) to undead but it also has increased magicka cost and the spell cost is reduced by the expert restoration perk rather than the adept perk. The master version has the same changes but its spell cost is reduced by the master restoration perk rather than expert or adept and increased magicka cost and damage(40 irresistible damage to any enemy and 40 magical fire damage to undead)
    6. dantw
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      It should be uploaded tomorrow or in the next few days but the site seems to be temporarily not working with uploads right now(or at least a while ago when I tried)
  9. Zarrastro
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    Endorsed. I don't use the mod, but i looked it up on TESVEdit to use the beam for my own "Wizard's Fury"
    Many thanks for the idea. Now, let's get that Dawnbreaker...
  10. ZoboZeWarrior
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    Looks like a good work. I'll try it. This spell give more usefulness to restauration school (Don't forget that Restoration is a perfectly valid school of magic).

    Maybe a version of the spell with 0 base damage plus 25 damage to undead will be more "logical" in this fantasy game (lorefriendly ? Meridiafriendly or sweetrollfriendly ?) .

    Putting the spell book at the end of the dungeon of Meridia Daedric Quest will be the cherrie on the top!
    1. dantw
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      I could do that if you really want it. But if you just want it for the sake of being lore friendly then there is no need. You can be harmed by the light beams in Meridia's temple even if you are not a vampire so Bethesda clearly did not see it at something that only has an effect on the undead. They could have easily made the damage 0 rather than 5 per second(note that my spell does more damage than that in the interest of usefulness). Lorewise she also was not completely opposed to using her power against the living(and it seems like she would grant power against both the living and the undead for her champion). Here is a good lore video if you are interested in that type of thing. https://www.youtube.com/watch?v=Hupw_dOP4LM&index=20&list=PL7pGJQV-jlzB-qocScD0wPA5twwi1IM5p
    2. ZoboZeWarrior
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      If it's by Bethesda design, I've nothing to say against it !

      Thanks for adding the book at the end of the dungeon by the way.

  11. Combine99
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    Awesome, I made a super crappy version of this for myself a year ago, this is huge improvement, is that hit effect custom?
    1. dantw
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      By custom I assume you are asking if I made it? No. It is a vanilla effect. I don't know much about working with meshes and textures. It uses the turn undead hit effect art, the kilkreath light beam hit shader, and the turn undead impact data set. I experimented with different looks and ultimately settled on the one you see(I am planning on adding an alternate look that uses the magelight hand effects which is the first look I experimented with). The only thing I don't like about the current look is how extreme it looks when you are hitting someone with the spell(I personally think it would look better if the impact data set was like half the radius in appearance that it is. I also wanted to use different impact data sets for fighting the undead vs fighting the living but I couldn't find out how.)