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Name: Skyrim Improved Magic System
Version: v0.973
Date: 26/04/2012
Category: Magic Overhaul
Author: AliTheLord

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Requirements:
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Skyrim latest version.

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Description:
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This mod is a (WIP) complete overhaul of Skyrim's Magic System.


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Details:
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Overview:

This mod aims to improve and overhaul Skyrim's Magic system, in a similar vein to that of LAME for Oblivion.
- More Spells
- Balanced Magic
- Spells that scale with the player
- Magic Skills perk overhaul
- Selection of staring spells

Note that new spells can be found distributed through the world, and can be found in dungeons or at the magic vedors.
All the spells are added to appropriate leveled lists, so you'll have to wait a few days before they appear, and they
won't all appear at once, so keep your eye out!


Details:

Dual casting spells: Dual casting costs 2.4x as much and and 2.6x as much damage.

New Spells:

Alteration:
- Feather
- Mark & Recall [Thanks to QOWY for letting me include his awesome Mark & Recall mod]
- Water walking [WIP]
- Unlock [Thanks to Shana for this one]

Conjuration:
- Summon Skeleton
- Summon Skeleton Archer
- Summon Skeleton Berserker
- Summon Skeleton Horde
- Summon Skeleton Army
- Summon Corrupted Shade
- Summon Familiar Pack (3 Familiars)
- Summon Large Familiar Pack (5 Familiars)
- Elemental Mastery (Summons a Frost, Flame & Storm Atronach)

Destruction:
- Absorb Health
- Absorb Magicka
- Absorb Stamina

Illusion:
- Night Eye
- Silence

Restoration:
- Cure Disease
- Cure Poison
- Fortify Alchemy
- Fortify Alteration
- Fortify Barter
- Fortify Block
- Fortify Conjuration
- Fortify Enchanting
- Fortify Health Regen
- Fortify Health
- Fortify Heavy Armour
- Fortify Illusion
- Fortify Light Armor
- Fortify Lockpicking
- Fortify Magicka Regen
- Fortify Magicka
- Fortify Marksman
- Fortify One Handed
- Fortify Persuasion
- Fortify Pickpocket
- Fortify Restoration
- Fortify Smithing
- Fortify Sneak
- Fortify Stamina
- Fortify Stamina Regen
- Fortify Two Handed

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Perks:
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Conjuration & Illusion:
- Novice Conjuration/Illusion - Novice spells last twice as long and cost 50% less to cast.
- Apprentice Conjuration/Illusion - Apprentice spells last twice as long and cost 50% less to cast. Novice spells last a further 10% longer.
- Adept Conjuration/Illusion - Adept spells last twice as long and cost 50% less to cast. Apprentice and Novice spells last a further 10% longer.
- Expert Conjuration/Illusion - Expert spells last twice as long and cost 50% less to cast. Adept, Apprentice and Novice last a further 10% longer.
- Master Conjuration/Illusion - Master spells last twice as long and cost 50% less to cast. Expert, Adept, Apprentice and Novice spells last a further 10% longer.

So this means with the Master Conjuration perk Novice spells are as follows:
- Novice - last 140% longer.
- Apprentice - last 130% longer.
- Adept - last 120% longer.
- Expert - last 110% longer.
- Master - last 100% longer.


Necromancy perk changed as follows:
- Necromancy Perk rank 1 (Conjuration level 40 requirement) - Summon up to 2 undead.
- Necromancy Perk rank 2 (Conjuration level 50 requirement) - Summon up to 3 undead.
- Necromancy Perk rank 3 (Conjuration level 60 requirement) - Summon up to 4 undead.
- Necromancy Perk rank 4 (Conjuration level 70 requirement) - Summon up to 5 undead.
- Necromancy Perk rank 5 (Conjuration level 80 requirement) - Summon up to 6 undead.
- Necromancy Perk rank 6 (Conjuration level 90 requirement) - Summon up to 7 undead.
- Necromancy Perk rank 7 (Conjuration level 100 requirement) - Summon up to 8 undead.

Elemental potency perk changed as follows:

- Elemental potency rank 1 (Conjuration level 80 requirement) - Conjured Atronachs are 50% more powerful.
- Elemental potency rank 2 (Conjuration level 90 requirement) - Summon up to 2 Atronachs.
- Elemental potency rank 3 (Conjuration level 100 requirement) - Summon up to 3 Atronachs.

Twin Souls changed as follows:
- Myriad Souls rank 1 (Conjuration level 75 requirement) - Total max summon count increased by one.
- Myriad Souls rank 2 (Conjuration level 75 requirement) - Total max summon count increased by one.

Destruction/Alteration/Restoration [Spells]:

- Novice [Spells] - Novice [Spells] spells are 5% more powerful and cost 50% less to cast.
- Apprentice [Spells] - Apprentice [Spells] spells are 10% more powerful and cost 50% less to cast. Novice [Spells] spells are a further 10% more powerful.
- Adept [Spells] - Adept [Spells] spells are 15% more powerful and cost 50% less to cast. Apprentice and Novice [Spells] spells are a further 15% more powerful.
- Expert [Spells] - Expert [Spells] spells are 20% more powerful and cost 50% less to cast. Adept, Apprentice and Novice [Spells] spells are a further 20% more powerful.
- Master [Spells] - Master [Spells] spells are 25% more powerful and cost 50% less to cast. Expert, Adept, Apprentice and Novice [Spells] spells are a further 25% more powerful.

So this means with the Master [Spells] perk Novice spells are as follows:
- Novice - 75% more powerful.
- Apprentice - 70% more powerful.
- Adept - 55% more powerful.
- Expert - 35% more powerful.
- Master - 25% more powerful.
- Master - 25% more powerful.


Alchemy:

SIMS:
- Alchemist: This perk now increases potion and poison strength by increments of 10% (Max = 50)
- Benefactor: This perk no longer applies to Fortify Alchemy & Fortify Enchanting, but all other effects are increased by 50%.
- Poisoner: Poisons you mix are now 50% more effective.
- Physician: Potions you mix that restore Health, Magicka or Stamina are 50% more powerful.

Enchanting:

- Enchanter: This perk increases enchantment strength by increments of 10% (Max = 50%)
- Fire Enchanter: Fire enchantments are now 50% stronger.
- Frost Enchanter: Frost enchantments are now 50% stronger.
- Storm Enchanter: Shock enchantments are now 50% stronger.
- Insightful Enchanter: This perk no longer applies to Fortify Alchemy & Fortify Enchanting, but all other skills are increased by 50%
- Corpus Enchanter: Health, magicka, and stamina enchantments are now 50% stronger.

Misc Changes:

Skill related enchantments now effect power instead of spell cost.

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Installation:
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Manual Install
===============

1. Extract this archive to any folder and then copy the contents to Skyrim's Data folder.
2. Start Skyrim Launcher, click Data Files, and enable Skyrim Improved Magic System.esp.

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NMM Install
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Automatically install.

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BAIN Install
===============

1. Copy the entire archive into your Skyrim Mods\Bash Installers folder.
2. In Wrye Bash Installers tab, highlight the new archive.
3. Check any sub-folders, ESP/ESM's as required.
4. Right click the archive name and Install.
5. In Wrye Bash Mods tab, check the ESP/ESM's and rebuild Bashed patch. (Also recommeneded to run BOSS first).


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Un-Installation:
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Manual Un-Install
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1. Start Skyrim Launcher, click Data Files, and enable the Skyrim Improved Magic System.esp file(s).
2. Delete the files/folders associated with the mod.

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NMM Un-Install
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1. Start Nexus Mod Manager
2. Uncheck Alchemy & Enchanting Rebalance.esp

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BAIN Un-Install
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1. In Wrye Bash Mods tab, deselect the ESP/ESM's associated with this mod.
2. In Wrye Bash Installers tab, right click on the archive name and Uninstall.


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Version History:
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26/04/2012 v0.973 - Fixed a few bugs;
- Restoration novice perk had wrong description.
- Fixed re-introduction of absorb apells causing summons to fail (fixed by USKP)
- Fixed mistake on my part where summons had pretty random initial durations ranging from 45s to 180s.
They're now all 60s.

I'm still looking into the restoration magnitude stacking bug reported by users, as well as some other bugs.
More spells to come next time!
22/03/2012 v0.97 - Major changes to Conjuration.

- Novice Conjuration - Master Conjuration perks increase duration of respective spells and add some duration scaling too.

Necromancy perk changed to seven rank perk:
- Necromancy Perk rank 7 (Conjuration level 100 requirement) - Summon up to 8 undead.

Elemental potency perk changed to three rank perk:
- Elemental potency rank 3 (Conjuration level 100 requirement) - Summon up to 3 Atronachs.

Twin Souls changed as follows:
- Myriad Souls rank 1 (Conjuration level 75 requirement) - Total max summon count increased by one.
- Myriad Souls rank 2 (Conjuration level 75 requirement) - Total max summon count increased by one.

21/03/2012 v0.96 - Fixed some issues with multiple summons & the twin summon perk. Fixed missing script for Mark & Recall.
15/03/2012 v0.95 - Added Unlock spells, tidied up some descriptions, and added Absorb Stamina and Magicka spells. Scrolls and more summon spells will be next.
19/02/2012 v0.9 - Big jump in version number. Happy with scaling (for now). Starting spell selection. Extra spells added; Drain Life, Summon Skeleton Army, probably more I'm forgetting.
13/02/2012 v0.2 - Restoration Scaling, Fortify Skills Spells, Elemental Mastery Spell
12/02/2012 v0.1.3 - Alteration Scaling introduced.
10/02/2012 v0.1.25 - Destruction Spell Scaling rebalance.
10/02/2012 v0.1.2 - Destruction Spell Scaling introduced.
09/02/2012 - Skyrim Nexus release

=================
Credits:
=================

QOWY for allowing me to use his Mark & Recall mod.
Original mod: http://skyrim.nexusmods.com/downloads/file.php?id=8088
Shana for the Unlock Spell :D
Everyone at the BethSoft forums for comments/feedback etc.


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Tools Used:
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Creation Kit
Insanity's ReadMe Generator

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Licensing/Legal:
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You must contact me and obtain my permission before re-packaging any part of this mod.

If I do not respond within 2 months, feel free to do whatever you like with this mod.