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igotnousername

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igotnousername

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Non-magical fire shouldn't get absorbed.

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http://elderscrolls.wikia.com/wiki/Spell_Absorption_(Skyrim)
Non-magical fire =/= Spell


[Gist]
Disallows non-magical fire, such as torch bash and forge hazard, from triggering spell absorption.
Also affects some of the non-magical traps.

This means, if you stand on a forge, trigger a fire plate, or burned in oil, it won't get absorbed like a spell.


[Reason]
It makes absolute sense.
It's bugging me.


[Issues]
Makes me realize that the game considers almost all hazards as magical in nature. Which means Magic Resist seems to also resist non-magical effects. 

The way it should be is like this:
Magic Resist = All magical effects.
Resist Fire = All kinds of fire damage, magical or not.
Resist Frost = All kinds of frost .....

This means that stand alone elemental resists would still be useful as it will resist both non-magical and magical effects.
but alas the issues are just too big for me to try and fix. As traps like flamethrowers share the same thing as fire runes. Also there doesn't seem to be a non-magical frost or shock in-game, maybe the mod Frostfall introduces a non-magical frost but I'm not sure. Dwemer spiders shock explosion could be non-magical but it seems to be pure cosmetic and the explosion doesn't hurt you.


If you detect some hazards which should be non-magical, tell me.





Seems like a tiny change, maybe you can just merge it with other mods or something or hope for someone to do it with SKSE plugins. It always seem better with SKSE plugins.