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.
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.
Started playing with this mod. So far I like all spells except "Oсato's recital". This is an Overpowered cheat! Totally free three buffs, forever, and they don't consume mana. Is there any way to nerf it?To consume mana at the beginning of combat. Or that the spell needs to be recharged from time to time. Or to reduce the maximum mana while this bonus is active.Otherwise the balance of the game is broken. I hope there are no other such cheat spells in this mod anymore
You can't make it consume mana or reduce maximum mana without SKSE (meaning the mod will break every time the game gets updated).
The "recharge" version is in Odin, and people mostly complain that it is "not as powerful" as the Apocalypse version.
The problem is that the armor spells are OP but annoying to use in vanilla due to the hassle of switching to them and casting them, so nobody uses them. Ocato's primarily makes them more convenient to use (mana cost really doesn't matter once you craft -100% casting cost items) and so people are finding out that the armor spells are OP.
can't find it neither in game or on the description page. I know about Drop Zone and it's the one I usually use, however I got the vr version of the game and want to mix the batman armor with the grappling hook mod and some form of gliding haha
Shadow Weave (Odin Spell) and Shroud Walk (Apocalypse spell) both seem to be broken on a fundamental level because after a certain point in my playthrough they just stopped functioning as they should (they don't turn you invisible and the effects don't work). People suggested that better vampires mod causes the issue, and I do have it, however, even loading back to a save where the mod hadn't been installed yet doesn't do anything. Loading roughly at the start of the game with all my mods (and better vampires) and giving the spell tome through commands does work and the spells function as they should, so there is no actual conflict between mods. There are also no mods that alter invis or spell mechanics in my LO in any way. My guess is that somewhere during vanilla progression, the mentioned spells break, but I have no clue how it's possible. I completed companions, college and half of the main campaign.
DAMMIT, I WAS RIGHT! This happens because of Bow of Shadows quest. When you complete the quest, it applies a PERMANENT effect on you which you can't see in the ACTIVE EFFECTS tab, but it is required for the invisibility perk on the bow to function properly. Meaning: without it the bow won't grant you invis when you pull it out. However, this effect also BREAKS master invisibility spells from Odin and Apocalypse (Shadow Weave and Shroud Walk).
To remove this effect, you need to use command: "player.removespell fe02080b" (It will break your Bow of Shadow enchant, but will fix the Master Illusion spells)
To add this effect back, use command: "player.addspell fe02080b" (It will fix Bow of Shadows, but will break your Master Illusion spells again) Basically, you can use either Master Illusion spells or Bow of Shadows invisibility, BUT NOT BOTH
IMPORTANT UPDATE: the previous fix actually works only until you load back into a save (literally any save, so you have to type the command again after you die or launch the game) because this effect called "MagicInvisibility" gets REAPPLIED to you when you load the game. I found a PERMANENT FIX that is actually a mod/bug fix called "CC Bow of Shadows Lingering Invisibility Fix" by Seally25 on Nexus, and he solves this exact issue. Write a something nice there as well, the guy deserves it :) Just add it to your load order (doesn't have to be after Odin or Apocalypse to work because it targets only Bow of Shadows mod). LINK TO THE BUG FIX: https://www.nexusmods.com/skyrimspecialedition/mods/60111?tab=posts&BH=2
3215 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.
The "recharge" version is in Odin, and people mostly complain that it is "not as powerful" as the Apocalypse version.
The problem is that the armor spells are OP but annoying to use in vanilla due to the hassle of switching to them and casting them, so nobody uses them. Ocato's primarily makes them more convenient to use (mana cost really doesn't matter once you craft -100% casting cost items) and so people are finding out that the armor spells are OP.
Go troll somewhere else.
Loading roughly at the start of the game with all my mods (and better vampires) and giving the spell tome through commands does work and the spells function as they should, so there is no actual conflict between mods. There are also no mods that alter invis or spell mechanics in my LO in any way.
My guess is that somewhere during vanilla progression, the mentioned spells break, but I have no clue how it's possible. I completed companions, college and half of the main campaign.
DAMMIT, I WAS RIGHT!
This happens because of Bow of Shadows quest. When you complete the quest, it applies a PERMANENT effect on you which you can't see in the ACTIVE EFFECTS tab, but it is required for the invisibility perk on the bow to function properly. Meaning: without it the bow won't grant you invis when you pull it out. However, this effect also BREAKS master invisibility spells from Odin and Apocalypse (Shadow Weave and Shroud Walk).
To remove this effect, you need to use command: "player.removespell fe02080b" (It will break your Bow of Shadow enchant, but will fix the Master Illusion spells)
To add this effect back, use command: "player.addspell fe02080b" (It will fix Bow of Shadows, but will break your Master Illusion spells again)
Basically, you can use either Master Illusion spells or Bow of Shadows invisibility, BUT NOT BOTH
IMPORTANT UPDATE: the previous fix actually works only until you load back into a save (literally any save, so you have to type the command again after you die or launch the game) because this effect called "MagicInvisibility" gets REAPPLIED to you when you load the game.
I found a PERMANENT FIX that is actually a mod/bug fix called "CC Bow of Shadows Lingering Invisibility Fix" by Seally25 on Nexus, and he solves this exact issue. Write a something nice there as well, the guy deserves it :)
Just add it to your load order (doesn't have to be after Odin or Apocalypse to work because it targets only Bow of Shadows mod).
LINK TO THE BUG FIX: https://www.nexusmods.com/skyrimspecialedition/mods/60111?tab=posts&BH=2