Spell magnitude buffs should no longer affect Magicka upkeep cost of maintained spells
Slightly changed the behavior of CostNeutralDuration and CostReductionExponent settings; read the updated configuration file
Version 1.2.5
Added two new configuration options: CostNeutralDuration and CostReductionExponent
Version 1.2.4
Fixed a small issue with maintained spells sometimes NOT breaking when they should
Version 1.2.3
Fixed a small bug capable of causing some big problems
Added MaintainedExpMultiplier to the configuration file
Version 1.2.2
Should resolve issues with certain mods causing some spells to break maintenance
Version 1.2.1
1.2.0 has some bugs, 1.2.1 has much fewer
When spell fx are set to be disabled, it will still let through things like Candlelight and other effects you probably want to keep
Version 1.2
Added option to disable spell visuals on maintained spells; check the skse/plugins/MaintainedMagicNG.Config.ini that comes with this version
Fixed Cloak spells not working correctly (or at all) when maintained; comes with the side effect of having to force a 10000 day duration on the maintained cloak spell which is purely visual (sorry OCD bros..)
Version 1.1
Each maintained spell now has its own debuff with its upkeep cost in the active effects tab instead of all being summed into one effect
Upkeep cost now further scales with the effective spell duration (after perks, enchantments, and whatnot), but the impact of base duration on cost is slightly reduced
Version 1.0
Initial version.
This is a spell upkeep mod. There are many like it (or not), but this one is mine. It does not modify spells in any way, does not require patches, configuration, or any kind of effort by the user. For the lazy mage.
If you are not familiar with the concept, it basically just lets you keep your buffs forever instead of having to recast things in/before combat. The price for this convenience is a reduced max Magicka pool.
How to use: You get a power. Use it. Cast spell(s). Enjoy. Maintained spells have their cost reduced to zero; re-cast them to break maintenance.
What you get:
Limitations and other notes: Works with pretty much anything that targets yourself. Also works with conjured minions. Does not work with reanimation spells and conjured weapons. Upkeep cost depends on the duration and the cost of the spell (this includes cost reductions from enchantments and perks). Technically any spell with a base duration above 5 seconds can be maintained, but the cost skyrockets with short spells. Some spells make no sense to maintain. Player discretion is advised. By default, most spell visuals will be suppressed (can be changed inside MaintainedMagicNG.Config.ini) to keep your character nice and clean-looking.
Before uninstalling or updating, dispel all maintained magic.
Compatibility: Everything.
ESL-ified: Yes.
Experience: Yes. Roughly one spell cast of XP every five minutes. Adjustable inside the configuration file.