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Blacklight2207

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  1. blacklight2207
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    Just to address a few things before anyone asks; you don't need to download all the mods this ini covers, if you aren't using one of the mods the ini will continue to work. You can install this mid playthrough so you don't need to start a new game.

    Offensive novice spells from Mysticism have already been added to the SkyValorSpell.ini that comes with SkyValor so there is no need to add it to this mod.

    Apocalypse doesn't require any balancing as the offensive novice spells are powerful enough for SkyValor in terms of both raw damage and secondary effects without the need for a patch and the same goes for Tomebound. 

    If you'd like me to add a mod to this ini you can leave a suggestion, however, I can't promise that I'll add it to the patch.

    Enjoy.
    1. blacklight2207
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      The new v1.2 update has been released and now Staves that are associated with the balanced spells from the SkyValorSpell_Blacklight.ini are now also balanced. 

      These staves now do 20 damage, if you'd like them to do the same damage as the normal spells go into the SkyValorEnchantment.ini and SkyValorEnchantment_Blacklight.ini and change the 1.7 numbers to around 1.9 or 2.0 and they should do the same default damage as the normal spells. Or you could lower the damage for normal spells by going into the SkyValorSpell.ini and SkyValorSpell_blacklight.ini and changing the 1.7 numbers to 1.5 so that the normal spells do 20 damage just like the staves.

      If you plan to do a staff focused character I may recommend lowering the damage output of normal spells as staves don't really get more powerful from perks in the way the spells do. Of course that depends entirely on the mods you choose to use; for example, I'm using vokriinator black and there is only one perk that directly increases the damage of staves, whereas spells have a few perks that directly increase their damage, so staves tend to suffer in terms of damage output long term.
    2. blacklight2207
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      As of the 1.3 update every mod covered by this mod will have its own ini file so if you check the skyvalor spells folder you should see 14 new ini files and the same goes for the skyvalor enchantments folder. 

      So from now on when a new mod is covered by this mod 2 new ini files will be made, one for the Skyvalor Spell folder and one for the Skyvalor Enchantments folder.

      The creator of skyvalor, Zzyxzz, contacted me to inform me that the older versions of this mod could cause longer load times with the Nolvus load order so they graciously made the new update for me to upload that fixed the problem by splitting up the ini files so this mod should that this mod would no longer cause longer load times, thank you for that Zzyxzz.
  2. MrMolagBallen
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    sorry for the dumb question, but i i understand correctly you would still need a different mod to distribute the spells from these mods to npcs? this just modifies the actual spells to be more in line with the rest of skyvalor? if i understand seems great, just want to be sure i still need to download like a spid mod for these
    1. blacklight2207
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      You're correct, this mod only rebalances the spells and doesn't distribute them so you'll need another mod for that.
  3. Youngerhampster
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    Triumvirate's Totems don't seem to be affected by skyvalor
    1. blacklight2207
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      I updated the patch so that the Water totem and Tree totem are now balanced.

      The tree totem should now do 24 damage per second to enemies and the water totem should now heal 18 points of health per second.

      I left the Earth totem alone because it seemed to do enough damage as it was.
  4. Ulaidh
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    Thanks for this! Are there any plans for an Artificer patch?
    1. blacklight2207
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      You're welcome, but I don't have any plans for artificer as this mod is only suppose to cover weak novice spells and not weapons, armor, and enchantments.
  5. scatteringMatrix
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    Hey this is super helpful, thanks so much! Would you by any chance be interested in doing something similar for non-spell health boosting and restoring effects (aka, Fortify Health enchantments/magic effects from things like standing stones, and Fortify/Restore Health alchemy effects) to account for the unilateral increase in damage numbers in SkyValor? This is of course partially offset already by SkyValor's increased base character health, but in order to keep the aforementioned effects viable, they would need to be scaled up by some small factor imo.

    I'm looking into doing it myself via SkyPatcher's MGEF archetype editing, but just wanted to throw the idea out there since you're definitely more experienced with this than I am. In any case, thanks again for this resource!
    1. blacklight2207
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      I think I'll leave those sorts of things alone, but if you want to try to patch those you can, however, I can see already that a lot of patches would be required for the various standing stone mods and potion mods so just keep that in mind. 

      Good Luck.
  6. StipulatePrism
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    Thanks for making these patches, Blacklight. Would you be willing to look into the fantastic Kittytail's mods as well and see if they need tweaking? They're another popular spell mod author these days.

    If not, no worries. Thanks for all you've already done.
    1. blacklight2207
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      I've looked and a few of their mods have novice destruction spells that need to be patched; the mods being Abyssal Tides Magic, Winter Wonderland Magic, Astral Magic 2, Astral Magic, and possibly The Witcher Signs.

      If there are more by kittytails that need to be patched let me know and I'll add them to the list.

      It may take longer than normal to make a patch though, maybe a day or 2, because I just bought a new computer and my internet has been spotty lately, just keep an eye out.
    2. blacklight2207
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      Update done.

      Patched Abyssal Tides Magic, Winter Wonderland Magic, Astral Magic 2.

      Left Astral magic 1 alone as not a lot of people seem to be using it and because its possible that my patch may work for it anyways as astral magic 2 overwrites the esp of astral magic 1. If you use astral magic 1 see if astral bite does 23 damage, if not then I'll need to create an astral 1 specific patch.

      I also left The Witcher Signs alone because I couldn't tell exactly how much damage the igni spell was doing, it seemed to be more powerful than the regular flame spell though, so its better to leave it alone rather than overpower it.
    3. StipulatePrism
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      Thank you so much! You work fast!
  7. afroyuls
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    Hi, thanks for making these, really appreciate them, could you include a patch for Arcanum - A New Age of Magic (Fixed)
    1. blacklight2207
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      Done.

      Balanced Rimedrop, Induced Charge, Magus Dart, and Divine Pardon. The spells should now either do more damage or heal more. 

      If there are other novice spells from Arcanum that you think should be balanced let me know and I'll consider adding them to the patch.
    2. afroyuls
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      Thanks mate, really appreciateit!

      I'll come around here again if i see any other unbalanced novice spell
  8. Gaeliel0306
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    Hello sir, your mod is awesome, i'm just wondering if you plan to include the bug spray spell from natura as well, it would be much appreciated.
    1. blacklight2207
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      The New version adds the bug spray spell (which has been renamed Locust Spray by natura) to the list of balanced spells.

      Enjoy.
    2. Gaeliel0306
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      Thank you for the quick reply sir.
  9. ComradeStranger
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    I thought Darenii's spellpacks felt weak when used with Skyvalor! Hmm, does Enai's Odin also needs rebalance?
    1. blacklight2207
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      Odin doesn't add any novice destruction spells or offensive novice restoration spells so its already covered by the SkyValorSpell.ini that comes with SkyValor, so Odin is good to go. The damage chart from the front page also applies to Odin as Odin rebalances the vanilla novice destruction spells to do 8 damages like with mysticism so the fire spell should do 23 damage, the frost spell should do 20 damage, and the sparks spell should do 21 damage.

      Only the novice spells needed to be rebalanced because they were so weak, the apprentice and higher spells were sufficiently powerful.
    2. ComradeStranger
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      Odin doesn't add any novice destruction spells or offensive novice restoration spells

      It does add Poison touch spell in Restoration school. 
    3. blacklight2207
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      Ok so I missed that one, but not any longer!

      The new version buffs spiders touch to do 7 damage per second for 10 seconds instead of 3 damage per second for 10 seconds.