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MihailMods

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Cyproxylph

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About this mod

This mod contains two versions of Mihails Mod Necromaster Skills, for the original description see here https://www.nexusmods.com/skyrimspecialedition/mods/27273.
All credits for this mod go to Mihail and the contributors listed on the original mod page, I just made some tweaks and fixes that I upload here with Mihails permission.

Permissions and credits
I balanced the tweaked version for my personal endgame against the bosses of the Inferno mod series and usage with The Dark Arts Necromancy Overhaul, this makes it heavily unbalanced for Vanilla Skyrim and should therefore be considered as a Cheat Item, also the second phase of this mods bossfight is a bit easier but the final one is much more difficult because of some spell changes. Note that this mod is not compatible with Mihails Undead Pack or Megapack because the normal version of this mod is already contained in the packs. Changing between versions midgame is fine, as long as you don't wear the amulet or the ring, are not transformed and don't have any summons, spells or effects active, but changing from a pack to this mod(or any Mihail standalone mods) will probably cause issues because of different FormIDs.

Full list of tweaks and fixes:

-The debuffs to health and stamina regeneration were removed from the Amulet of the Necromaster enchantment
-Health is now buffed by 200 points and Stamina by 100 points while in Bonetyrant form
-The buff to destruction spell damage is increased from 40% to 100%
-Added a buff that increases restoration spell magnitude by 100%(mainly for synergy with Ordinator's posion spells)
-The buff to the one-handed skill is increased from 55 to 100 skill levels
-Replaced the Waterbreathing effect with Waterwalking
-Removed the movement speed debuff(It didn't play nice with certain overhauled Altmer racials and Ordinator's Edge of Oblivion perk because negative magic resistance as well as being a Vanilla Necromage Vampire would increase the debuffs magnitude, some of them to the degree where you could only jump in place)
-All buffs from the Transformation now correctly scale in duration with Perks and Effects that affect duration for Conjuration spells(I did not fix the alchemy keywords on those effects because I didn't find any alchemy perk with Ordinator that would break anything besides duration scaling with both alchemy and conjuration, plus I really like triggering multiple effects of Ordinators Witchmaster perk and other alchemy perks upon transforming, giving me a reason to level alchemy as a Necromancer)
-All spells can be cast from both hands
-The summon spells are now considered as summons(added keyword , removed hostile flag and made them regular summons intead of projectile placed objects) for both synergy and compatibility with Necromancy overhauls and Perk Overhauls, some Perks from Perk Overhauls or other magic effects that mess with explosion effects would cause them to become hostile immediately because of the spells own explosion effect, in those circumstances the spell will still count as an attack but the summons shouldn't turn hostile unless spammed in the same spot(also they now count to the summon limit).
-Removed ash piles from all summon spells
-Changed the Necromaster Minions spell from concentration to fire and forget because otherwise they'd disappear as soon as the player stops channeling the spell because of above changes(this makes the second phase of the bossfight easier)
-The Necromaster Blade can be summoned in both hands
-The Necromaster Shadowbombs description is expanded to contain info about magnitude and duration and the information that it can be dual casted
-The Necromaster Shadowbombs can be dual casted for three times damage, the damage was changed from 58 to 60 damage per second and the base duration from 4 to 8 seconds, also the projectile moves two times faster. In addition, the spell now ignores both absorption and resistance. Be warned, these changes also apply to the boss making the third phase very difficult.
-Finally, this version makes changes to the Vanilla Armor spells, it removes their constant glow effects, I made this change because the glowing green edges in Bonetyrant Form are immersion breaking and I usually have a flesh spell on autocast that I don't want to remove every time I decide to transform
-I might have forgotten some minor changes