Due to time constraints and the sheer number of mods to keep track of, I may not be able to reply to all posts. The Enairim community can probably help you out faster!
personally love this mod, always use it. no clue how to improve it but i have a question? this is the only spell mod i have, i dont have any magic (or general damage) altering mods and no difficulty mods, im wondering if your mod changes how much damage spells like flame does? (or whatever the beginner spell is called) its melting through enemies which i dont like as it ruins the difficulty. it does not melt through enemies on an unmodded ps5 skyrim game
Really no idea how to improve the mod besides make more creative spells (very hard i guess) or make a clever way to reduce the amount sold by merchants... But it is really nice of you to ask that after so many years that you made the mod.
Litteraly, i don't see how you can improve this mod. Maybe by adding some spells additions when you have an idea lol.
I would like to point out the fact that spells like Mind Control, Mirror Spirit or spells that make you control something other than your character are "half" compatible with camera mod. I mean that if i try to mind control someone, i have to be in 3rd person or the cam will be stuck in my character and i will see the thing that i control through the eyes of my character.
I don't really know who can be the culprit, I have True Directionnal Movement, Improved Camera, Better Third Person Selection
My only issue with this mod is it too easy to get Ghost Walk at beginning of the game wish it was an expert or maybe master spell since it better than regular invisibility. Beside that I do agree with everyone else more creativity will make this mod even better for RPing purposes
Forgive me if some of these are already included, but I would love to see some "utility" spells such as:
* Conjure food and/or drinks * Conjure shelter * Create Campfire * Bound tools (pickaxe, woodcutter's axe, shovel, hammer) * Protect/Ward area (A long lasting spell for camping: it could trigger with a loud sound effect if an enemy entered the perimeter and cause certain debuffs/effects such as paralysis, slow, weaken, etc.) * Conjure crafting stations (Conjure shelter could have different versions that include these) * Polymorph other/self
One bit of feedback. Probably has been mentioned before but the combination of 2 restoration spells basically is a bit overpowered; "Finger of Death" + "Nature's Balance". You can practically kill any boss regardless of their HP with the combination of these 2. The synergy between these 2 is actually quite enjoyable but only up to the point that it makes the enemies irrelevant.
I'm playing as a mage on Legendary difficulty. Enemies have lots of HP. I cast Finger of Death on the enemy. That reduces my HP to 1. Then I cast Nature's Balance and swap my HP with the enemy. Then I kill them in 1 or 2 hits.
This is a fun synergy no doubt, but maybe some percentage-based cap needs to be applied to Nature's Balance, as in, if you're swapping your HP with something while your current HP is very low, the target's HP can't get lower than say 25%; or something like that. Just a thought.
+1 to the Polymorph Other/Self. There are already a few mods that let you shapeshift, but there are none that I can find to transform NPCs or other actors into different things (indefinitely until you revert it, plus keep their AI, unlike the Wabbajack). I'm all for spells that let you embody that kind of chaos.
If I had to make a small suggestion to improve this mod, I would like the ability to tweak the Longstride spell in the MCM.
For a novice spell, I find the +60% movement speed when out-of-combat to be way overtuned as it defeats the purpose of sprinting and energy management.
Decent magika and regen builds can abuse this spell as it doesn't cost much to use and it's also faster than sprinting. I'm finding myself over-relying on this spell with little to no downside for traveling around the map or getting out of a deep cave/dungeon in no time.
If I could tweak this spell in the MCM, I would either remove entirely the additional out-of-combat effects or reduce the out-of-combat movement speed to be no faster than sprinting.
The spell Bombardment would make more sense if it weren't dmg/s but dmg/hit. I don't know how complicated that would be to make, but It would improve the spell imo
magias para poder alterar o seu corpo como magias de druidas , se transformar em urso, lobo magias de aprisionamento um escudo que revida a magia para os inimigos magia para absolver a mana dos inimigos e quando estão sem mana começara a sugar a vida uma magia que localiza os inimigos próximos e dentro de 30 sec eles recebem mais 10% de dano
i would love to be able to set the type of bed spawned in fabricate object, to either a nicer quality bed and/or double bed for traveling with a romantic partner!
First thing, thank you for all you incredible mods.
I think you you could tweak the xp gain for some spells in apocalypse, some of them gives almost no xp compared to vanilla's or odin's spells.
Some spells like perilous path are pretty usless (sorry), oh and the level scaling of summons equal to odin's on apocalypse summons would very nice.
There are some spells like Enslave the weak that can only be cast by your right hand and I think would be great to be able to cast with the other hand too, especially for my character that use a staff :)
Could you work with the Skywind and Skyblivion teams to add the spells to this mod if they aren't planning to create a separate mod themselves but I want to see all the missing spells that existed on Morrowind and Oblivion. If you could do that, this mod would be perfect. I do use DCO which adds some spells but mostly shouts that technically are meant for the dragons but of course the console enables the player to fetch and use those spells and shouts for themselves. I would like to ensure spells like Mind Control work seamlessly with follower mods like EFF (my personal favorite) and ASIS for others.
Does anyone actually play like this in a real game? You still need another spell to actually kill, and you have to survive at 1 health for a bit. If you get away with this consistently, your game may be too easy overall.
You didn't say which spells, saving you 10 seconds while costing me several hours to rediscover something you already know. :P
Mind Control doesn't make the target a follower technically.
The AI can't handle most spells beyond simple damaging projectiles, reanimate and self buffs and it never will, unfortunately.
Longstride is no longer working for me. When I cast it, it slows me down not speeds me up? I haven't altered my movement speed in any way. I created a new game and it still slows me down.
Hello, LooT is telling me that this mod has wild edits. Is there an FaQ or known issues that I missed somewhere that explains this and whether or not I should fix it? Did I do something wrong?
Apologies if this comes off as obtuse. Not an expert here and just seeing if anyone else has experienced this or if maybe a post that explains this should be pinned. Thanks!
The issue is that "overpowered" implies there is a vanilla baseline to compare against and these spells are above that. There actually is no such thing. Like many other Bethesda systems, magic in vanilla is very weak overall with the exception of a few extremely powerful options that totally overshadow the rest.
For example, vanilla expert Thunderbolt/Incinerate/Icy Spear do 90 damage (after perks) for a ton of mana, but the Anniversary Update adds Elemental Blast:
Because this DLC is now included with the game by default, you now have a choice between going through the campaign and spending gold on an elemental 90 damage single target spell for 343 mana or doing a low level quest to get a free partially unresistable 300 damage AoE spell for 144 mana. Hmmmm.
Given this choice, what is the baseline to target balance at? Do you balance expert spells to do 90 damage or 300? (Other such artifacts of Bethesda balancing involve Dremora Lord which is 3 times stronger than any other summon, AoE paralysis at adept level, and a life drain that does 8 times more damage than Vampiric Drain.)
Now consider the expert spells in Apocalypse (after perks):
75 damage concentration
90 damage point and click
120 damage melee
60-120 damage close range AoE
90 damage concentration
Trap
These are sidegrades to the basic 90 damage spell, not unambiguous upgrades, and totally overshadowed by the 300 damage spell. The 300 damage spell exists outside of normal progression and is therefore not a very good balance target, but it exists, and the strongest Apocalypse damage build simply ignores Apocalypse and sticks with vanilla Elemental Blast. So Apocalypse is clearly not "overpowered" since Anniversary Edition.
As for Skyrim before Anniversary Edition, when the 300 damage spell was hidden away in a pay2win DLC and not yet included in vanilla, there is a different issue at play. When you give players options that differ from vanilla, sometimes those options are better, sometimes they are worse, depending on the circumstances. Obviously you stick with vanilla when your new options are worse, and use the new options when they are better. This means adding new options is OP even if they are balanced against vanilla. The only scenario where adding more spells is not OP is when those spells are either identical to vanilla or completely useless.
This is where the balance complaints about alteration in particular come from. Drop Zone is OP because vanilla doesn't have a spell to ignore fall damage and Apocalypse does. Longstride is OP because vanilla doesn't have a spell to run faster and Apocalypse does. Reynos' Fins is OP because vanilla doesn't have a spell to swim faster and Apocalypse does. Master spells are OP because vanilla master spells are useless and vanilla progression effectively stops at expert so having anything better than expert that is actually usable is OP. Etc.
Some spell packs like Darenii's, Mysticism and Elemental Destruction Magic solve this issue by making the new spells functionally identical to vanilla. When a new spell is just a reskin of a vanilla spell, it has no weaknesses or strengths compared to the vanilla spell and is therefore guaranteed to not make the player more effective in any scenario and is therefore balanced. Game design!
--
Where does this community obession with never colouring outside the lines of vanilla come from? In the end, the problem is that Skyrim is a game where player skill means very little. The entire game is about exploiting systems to make your numbers go higher than those of the enemy, then left clicking on them.
It is possible to balance spells based on different criteria, such as how difficult it is to use a spell effectively, how much danger the user is in, cast times, opportunity costs, anything involving actual gameplay considerations instead of simply comparing numbers on a sheet. But the vanilla game does not do this, so the community does not consider it. People assume they can always hit everything with every spell and never get interrupted while setting up their melee range Rube Goldberg kill combo ("Nature's Balance is OP!").
Because Skyrim is a game that is primarily played in the crafting and vendor menus, the community has settled on the idea that gameplay variety is actively bad. Because you might find ways to be more effective in some scenarios through clever play without earning it by grinding and improving your stats and that would be OP. Welcome to Skyrim modding in 2024.
--
Does Apocalypse have some OP content? Yes (Godform), it is pretty hard to add 155 spells and have none of them be OP, unless you go for the Simonrim approach of adding 155 copies of vanilla spells but at a different rank. Is everything OP? Not by a long shot. The vast majority of the "OP" is just the nature of having a spell pack that adds a bunch of sidegrades with different strengths and weaknesses, as well as build types that don't exist in vanilla and utility that does not exist in vanilla.
I loved how this huge response seemed like a critique against some of your spells being considered OP, only to end with "Does Apocalypse have some OP content? Yes"
Love the mod. Only there is one spell I gave to my follower mage one I now want her to get rid of: That Apocalypse spell turns the enemy brown (desatured), inconscious on the ground for 20 seconds, and my warrior can't kill or touch it in that state, only when he gets up again, before being touched by this spell by the mage again. This could take for ever... ;-) >>> I posted 1 image""spell not killable" in the "user's images" tab.
I gave her... many spells, in every school, from your coffers and, you're right, from everywhere. But I only use Apocalypse for modded spells. I add 2 new picture in the gallery here, called "icons for spell problem" & "spell pb Maybe to identify that spell by its icons on the victim, but couldn't find anything of interest. >>> Okay those aren't spell icons but difficulty warnings... Thanks aleady for your answer. I'm sure you know your spells better than anyone. And thanks for that very mod.
I just have a small doubt, does this mod and the ordinator work normally in 1.6.1170? I used it when I had 1.6.640 but now I'm on 1.6.1170 and I don't know if it will work correctly
Getting a ctd when certain creatures are summoned. Ones I've found so far are dread captain, lich, and the totem animals. Idk if it's conflicting with one of my mods or not, I'm not sure how to tell.
Anyone have an idea on how to replace the robes in "Prepare for Adventure"? I really wanna have a character that uses all temporary gear but I also want it to look good (not those ugly robes) so I tried several times to replace the models, the actual armor, even edited the quest that guides the actual spell but I keep running into the same issue. My gear will manifest, be what I want, but won't disappear when my times up. It'll make the noise but they will stay in my inventory as normal gear. Any help would be greatly appreciated.
3242 comments
Due to time constraints and the sheer number of mods to keep track of, I may not be able to reply to all posts. The Enairim community can probably help you out faster!
Discuss this mod on /r/EnaiRim or the Enairim Discord
Thank you for your attention :)
I would like to point out the fact that spells like Mind Control, Mirror Spirit or spells that make you control something other than your character are "half" compatible with camera mod. I mean that if i try to mind control someone, i have to be in 3rd person or the cam will be stuck in my character and i will see the thing that i control through the eyes of my character.
I don't really know who can be the culprit, I have True Directionnal Movement, Improved Camera, Better Third Person Selection
MORE MILESTONES PLEASE
* Conjure food and/or drinks
* Conjure shelter
* Create Campfire
* Bound tools (pickaxe, woodcutter's axe, shovel, hammer)
* Protect/Ward area (A long lasting spell for camping: it could trigger with a loud sound effect if an enemy entered the perimeter and cause certain debuffs/effects such as paralysis, slow, weaken, etc.)
* Conjure crafting stations (Conjure shelter could have different versions that include these)
* Polymorph other/self
One bit of feedback. Probably has been mentioned before but the combination of 2 restoration spells basically is a bit overpowered; "Finger of Death" + "Nature's Balance".
You can practically kill any boss regardless of their HP with the combination of these 2. The synergy between these 2 is actually quite enjoyable but only up to the point that it makes the enemies irrelevant.
I'm playing as a mage on Legendary difficulty. Enemies have lots of HP. I cast Finger of Death on the enemy. That reduces my HP to 1. Then I cast Nature's Balance and swap my HP with the enemy. Then I kill them in 1 or 2 hits.
This is a fun synergy no doubt, but maybe some percentage-based cap needs to be applied to Nature's Balance, as in, if you're swapping your HP with something while your current HP is very low, the target's HP can't get lower than say 25%; or something like that. Just a thought.
Other than that love this mod. Cant play without.
Cheers
If I had to make a small suggestion to improve this mod, I would like the ability to tweak the Longstride spell in the MCM.
For a novice spell, I find the +60% movement speed when out-of-combat to be way overtuned as it defeats the purpose of sprinting and energy management.
Decent magika and regen builds can abuse this spell as it doesn't cost much to use and it's also faster than sprinting.
I'm finding myself over-relying on this spell with little to no downside for traveling around the map or getting out of a deep cave/dungeon in no time.
If I could tweak this spell in the MCM, I would either remove entirely the additional out-of-combat effects or reduce the out-of-combat movement speed to be no faster than sprinting.
Some immersive random events can be added
magias de aprisionamento
um escudo que revida a magia para os inimigos
magia para absolver a mana dos inimigos e quando estão sem mana começara a sugar a vida
uma magia que localiza os inimigos próximos e dentro de 30 sec eles recebem mais 10% de dano
Read the mod description.
Concentration spells with instant duration are broken and do a fraction of the damage they should.
Finger of Death + Nature's Balance for instance
One shot ANYTHING. Fun...
Otherwise an amazing mod : )
First thing, thank you for all you incredible mods.
I think you you could tweak the xp gain for some spells in apocalypse, some of them gives almost no xp compared to vanilla's or odin's spells.
Some spells like perilous path are pretty usless (sorry), oh and the level scaling of summons equal to odin's on apocalypse summons would very nice.
There are some spells like Enslave the weak that can only be cast by your right hand and I think would be great to be able to cast with the other hand too, especially for my character that use a staff :)
I use both Odin and Apocalypse
Sorry for my poor English.
Does anyone actually play like this in a real game? You still need another spell to actually kill, and you have to survive at 1 health for a bit. If you get away with this consistently, your game may be too easy overall.
You didn't say which spells, saving you 10 seconds while costing me several hours to rediscover something you already know. :P
Mind Control doesn't make the target a follower technically.
The AI can't handle most spells beyond simple damaging projectiles, reanimate and self buffs and it never will, unfortunately.
Apologies if this comes off as obtuse. Not an expert here and just seeing if anyone else has experienced this or if maybe a post that explains this should be pinned. Thanks!
atleast we need a bandage mod that will make everything harder too.
For example, vanilla expert Thunderbolt/Incinerate/Icy Spear do 90 damage (after perks) for a ton of mana, but the Anniversary Update adds Elemental Blast:
Because this DLC is now included with the game by default, you now have a choice between going through the campaign and spending gold on an elemental 90 damage single target spell for 343 mana or doing a low level quest to get a free partially unresistable 300 damage AoE spell for 144 mana. Hmmmm.
Given this choice, what is the baseline to target balance at? Do you balance expert spells to do 90 damage or 300? (Other such artifacts of Bethesda balancing involve Dremora Lord which is 3 times stronger than any other summon, AoE paralysis at adept level, and a life drain that does 8 times more damage than Vampiric Drain.)
Now consider the expert spells in Apocalypse (after perks):
These are sidegrades to the basic 90 damage spell, not unambiguous upgrades, and totally overshadowed by the 300 damage spell. The 300 damage spell exists outside of normal progression and is therefore not a very good balance target, but it exists, and the strongest Apocalypse damage build simply ignores Apocalypse and sticks with vanilla Elemental Blast. So Apocalypse is clearly not "overpowered" since Anniversary Edition.
As for Skyrim before Anniversary Edition, when the 300 damage spell was hidden away in a pay2win DLC and not yet included in vanilla, there is a different issue at play. When you give players options that differ from vanilla, sometimes those options are better, sometimes they are worse, depending on the circumstances. Obviously you stick with vanilla when your new options are worse, and use the new options when they are better. This means adding new options is OP even if they are balanced against vanilla. The only scenario where adding more spells is not OP is when those spells are either identical to vanilla or completely useless.
This is where the balance complaints about alteration in particular come from. Drop Zone is OP because vanilla doesn't have a spell to ignore fall damage and Apocalypse does. Longstride is OP because vanilla doesn't have a spell to run faster and Apocalypse does. Reynos' Fins is OP because vanilla doesn't have a spell to swim faster and Apocalypse does. Master spells are OP because vanilla master spells are useless and vanilla progression effectively stops at expert so having anything better than expert that is actually usable is OP. Etc.
Some spell packs like Darenii's, Mysticism and Elemental Destruction Magic solve this issue by making the new spells functionally identical to vanilla. When a new spell is just a reskin of a vanilla spell, it has no weaknesses or strengths compared to the vanilla spell and is therefore guaranteed to not make the player more effective in any scenario and is therefore balanced. Game design!
--
Where does this community obession with never colouring outside the lines of vanilla come from? In the end, the problem is that Skyrim is a game where player skill means very little. The entire game is about exploiting systems to make your numbers go higher than those of the enemy, then left clicking on them.
It is possible to balance spells based on different criteria, such as how difficult it is to use a spell effectively, how much danger the user is in, cast times, opportunity costs, anything involving actual gameplay considerations instead of simply comparing numbers on a sheet. But the vanilla game does not do this, so the community does not consider it. People assume they can always hit everything with every spell and never get interrupted while setting up their melee range Rube Goldberg kill combo ("Nature's Balance is OP!").
Because Skyrim is a game that is primarily played in the crafting and vendor menus, the community has settled on the idea that gameplay variety is actively bad. Because you might find ways to be more effective in some scenarios through clever play without earning it by grinding and improving your stats and that would be OP. Welcome to Skyrim modding in 2024.
--
Does Apocalypse have some OP content? Yes (Godform), it is pretty hard to add 155 spells and have none of them be OP, unless you go for the Simonrim approach of adding 155 copies of vanilla spells but at a different rank. Is everything OP? Not by a long shot. The vast majority of the "OP" is just the nature of having a spell pack that adds a bunch of sidegrades with different strengths and weaknesses, as well as build types that don't exist in vanilla and utility that does not exist in vanilla.
Only there is one spell I gave to my follower mage one I now want her to get rid of:
That Apocalypse spell turns the enemy brown (desatured), inconscious on the ground for 20 seconds, and my warrior can't kill or touch it in that state, only when he gets up again, before being touched by this spell by the mage again.
This could take for ever... ;-)
>>>
I posted 1 image""spell not killable" in the "user's images" tab.
But I only use Apocalypse for modded spells.
I add 2 new picture in the gallery here, called "icons for spell problem" & "spell pb
Maybe to identify that spell by its icons on the victim, but couldn't find anything of interest.
>>>
Okay those aren't spell icons but difficulty warnings...
Thanks aleady for your answer. I'm sure you know your spells better than anyone.
And thanks for that very mod.