One quirk that i would love to address is that i would like to be able to recast the destruction weapon enchant without waiting for it to wear off first. im sure this is done to prevent exploiting skill gains, but it leads to awkward gameplay.
fantastic mod one of great mod that been created but i have some problem with enchanting spells this mod have . I add some visual enchanting weapon mod name vibrant weapon and seems dosent work with witchhunter there is anyway to make them work like seedit or something??
So I am doing a Requiem play through and added the mod along with the Requiem patch but for some reason the spells are not showing up at vendors. I am new to requiem so sorry if this is a dumb question.
Quick question: I know for most spells it's been stated that you don't gain xp whilst out of combat to prevent exploiting xp gains, but is there any way for one to change this for certain spells in XEdit for example?
The reason I ask is this: suppose you're an archer and you prebuffed e.g. fire augmentation prior to entering combat, you won't gain xp, and you won't gain xp if you prebuff and then enter combat with the buff up. To gain xp in this case, you'd have to deliberately be detected (thus entering combat), and then use the fire augmentation power to gain xp. It would therefore be helpful to know if it's possible to edit certain spells in XEdit such that they can gain xp outside of combat.
I noticed for spells like sea stride, you will gain xp outside of combat, which makes sense, but I'm wondering if there is something in XEdit we could change to apply this to other specific spells?
Unfortunately, no good way to edit this quickly in xEdit because it's baked into the scripts that grant XP. By default, powers do not grant any XP at all, so a scripted solution was necessary.
This is something I really went back and forth on but ultimately decided to follow the example set by the vanilla game; which requires most combat spells to be cast in combat for XP to be granted. The way you use the spell (firing it before combat begins) is the unfortunate downside, but the alternative is infinitely exploitable XP. Personally, I am of the belief that exploits aren't a big deal in a single-player game, but my pre-release feedback unanimously told me that releasing it that way was too easily exploitable by the general audience and would adversely affect the quality of the mod. In hindsight, I wish I had put this onto a global variable toggle, but alas!
Sorry for the disappointing answer, but I hope that at least gives you a little insight as to why it works that way.
Thanks for the response! No worries at all, it’s certainly not a dealbreaker by any means. It’s an awesome mod you made and for me it really brings the Oblivion feel to Skyrim through how the spells are activated.
This mod in no way alters drop rates for dragons. This bug has never been reported before (and we're coming up on 9 years since release!). I'm quite confident in saying this mod is not what is causing your issue unless you have another mod conflicting with it in some unforeseen way.
Dangit, I tried finding the conflicting mod and it just stopped happening. I hate/love this game sometimes.
Edit: Found it! It isn't this mod specifically, it's a submod someone else made that's meant to add witchhunter spellbooks to random loot drops. It overrides dragon loot tables.
Just discovered this mod and am enjoying it. I would use it for the light arrow alone. If you ever make any updates to it, I would suggest lowering the benefit of the magic resistance effects. The usual progression I have seen in other mods is to make magic resistance half as powerful as the individual elemental resistances of the same level. I think this standard makes sense since in my opinion magic resistance is much more useful than an individual elemental resistance. I realize I can make the edits myself and will likely do so in future play throughs. Thanks for the mod.
I have both installed but whenever I activate one of the weapon buffs the game uses the default visual effects (which aren't anywhere near as much fun...)
Lots of boosts, like the regeneration, fortify shout and magic resistance are definitely OP. With the regeneration on, player literally becomes OP with even legendary difficulty. Heavy armor + regeneration + magic resist +Shout = Invincible (Even enemies from Revenge of the enemy can't really threaten me) So, nerf a bit???
Please keep it in mind that, these powers use magicka, which a warrior usually don't need. So, they're substaintially increasing the power of warriors. (I know mages are boosted too, but warriors and thieves, much much more)
This isn't really for pure warriors, so of course magicka is required. The whole inspiration was hybrid characters.
I've done testing at high levels with the various buffs by themselves and don't really think it's as OP as you suggest. Waaaaay back when I made this mod I considered adding blocks to keep people from stacking multiple buffs at once but ultimately decided that people could decide for themselves what they found the most fun.
Hmm......You're not assuming that we only play your mod right? Combined with things like Ordinator and some shout mods, well, you see...... And, 120 magicka for a 30 sec rapid healing overtime, trust me, it's a bit OP. Think about Close wounds and Grand healing. Obviously, your spell is way more powerful.
So, the tactic would be, buff on, storm the enemy, wait for magicka, buff again. If you manage to use Drain vitality, it's......
So, in short, it's OP in its effect/cost weight. I just need to invest 20 magicka(100+20) to have all those better than vanilla stuff. You need to either increase the cost or lower the effectiveness. Otherwise, it might not be ASOLUTELY OP. BUT, it's still unbalanced, if you consider other spells.
Of course, it's an excellent mod!!!!! It's essential!!!! That's why I'm mentioning the balance problem (^^)
I know what you mean Tmaxin. I got so OP after my 180+ mod list that Legendary difficulty was getting boring. I even downloaded combat mods that made combat harder and gimped myself to make up for it. Waiting for SKSE so I can get ASIS in its full form.
One thing I found to fix it (because to be fair it really can't be blamed on one mod author, nor should mod authors be forced to make their mods only considering those of us who overmod when there are plenty of people out there who only use a couple of mods) is the Balance Your Own Game or BYOG mod (https://www.nexusmods.com/skyrimspecialedition/mods/12505/?). It isn't perfect, since it has been gimped a bit without the SKSE, but you can alter things like your magika regen or the effectiveness of various schools of magic for the entire game, making it a bit more balanced. It will be more useful once SKSE64 is out, but it might help you a bit here.
Also try "Simply Balanced" you can turn down the effects of spells.
After all, it's not the modder's fault that you found a kind of exploit using this mod in combination with another one> Used alone, I'm sure this mod does what the mod author intended, you've found a way to make it OP, so try using "Simply Balanced"
This is an incredibly entitled response, Tmaxin. It's not up to the mod author, nor their responsibility, what other mods you add in to your Skyrim experience. No one is forcing you to stack up defensives until you're invincible and no one is forcing you to complain to this particular mod author when your collection of mods this author didn't make produces a result you don't like. That is entirely your fault, and any responsible modder knows when they've gone too far - and admits that it is their doing, not someone else's.
WOW. I have to say, guys. I was missing for the whole time when you all get so excited here. I came here to mention that I might wanna make some balance patch of this mod, with Ordinator in mind. I'm recently making patches for mods. I might just tweak the power of the spells and make the damage not associated with some magic schools. Like if you got Ordinator, you will get a 70% to 80% magic resistance with 50 magicka cost at max level, or even better.
About exploits, you always use them as gamers. And you always wanna remove them as designers. If it's there, someone will use them.
Last but not least, I NEVER blamed the author for anything. It's simply some discussion. I believe Robbie knows that very well. It's all about how we could improve the mod.
This was not about improving the mod. Your complaints are entirely focused on the fact you're using a very specific setup to become ridiculously overpowered by your own estimation. If you don't want to be OP, don't stack defensives. Just find the one you like best and use that. If you use the strongest defensive abilities and armor you can get your hands on and pile them all together, of COURSE you become unkillable. Just stop stacking, and don't say the mod author should nerf something that isn't overpowered on its own.
Playing into OP is the player's choice, and the consequences are the player's. If you play a way that is not intended and you get different results, that's just basic logic, son. If, for some reason, you compulsively have to be as overpowered as possible unless someone makes it literally impossible to do so, then maybe modding your game heavily isn't for you.
Here's some free advice to get around the issue of feeling some spells are overpowered in this pack.
> Download SSEedit > Open the mod inside SSEedit > Tweak or Remove the spells you find overpowered
Simples, i've done it myself to many mods, it's all about balancing your own setup, because no mod will be tailor-made with the balance you want for your specific load order unless you make it yourself.
Hello Tmaxin. Sae here from the future. This can be op depending on the circumstances. If you have more mods that just arbitrarily increase player power on top of this, of course it's going to be broken. I've found that using a mod called Simply Balanced helps with this a ton. If I'm too op, I reduce my damage done or I increase the hp of the enemies to my liking. It's become a staple mod for me honestly.
Agree on this - you can easily tweak the mana costs / magnitudes of spells and powers in XEdit- frankly - i have a whole set of edits i keep for mods i use. Its really not hard to learn just make sure you save the edits into an overwrite empty mod so you can play around with out fear of messing things up :)
I would imagine that it's not because none of the spells have an actual magnitude to them in the Creation Kit. Perks that increase duration may work, but I don't think any of the perks in the destruction tree will. That's something that I would need to test to confirm, however.
220 comments
One quirk that i would love to address is that i would like to be able to recast the destruction weapon enchant without waiting for it to wear off first. im sure this is done to prevent exploiting skill gains, but it leads to awkward gameplay.
one of great mod that been created
but i have some problem with enchanting spells this mod have . I add some visual enchanting weapon mod name vibrant weapon and seems dosent work with witchhunter
there is anyway to make them work like seedit or something??
First off, this is a great mod!
Quick question: I know for most spells it's been stated that you don't gain xp whilst out of combat to prevent exploiting xp gains, but is there any way for one to change this for certain spells in XEdit for example?
The reason I ask is this: suppose you're an archer and you prebuffed e.g. fire augmentation prior to entering combat, you won't gain xp, and you won't gain xp if you prebuff and then enter combat with the buff up. To gain xp in this case, you'd have to deliberately be detected (thus entering combat), and then use the fire augmentation power to gain xp. It would therefore be helpful to know if it's possible to edit certain spells in XEdit such that they can gain xp outside of combat.
I noticed for spells like sea stride, you will gain xp outside of combat, which makes sense, but I'm wondering if there is something in XEdit we could change to apply this to other specific spells?
Cheers!
This is something I really went back and forth on but ultimately decided to follow the example set by the vanilla game; which requires most combat spells to be cast in combat for XP to be granted. The way you use the spell (firing it before combat begins) is the unfortunate downside, but the alternative is infinitely exploitable XP. Personally, I am of the belief that exploits aren't a big deal in a single-player game, but my pre-release feedback unanimously told me that releasing it that way was too easily exploitable by the general audience and would adversely affect the quality of the mod. In hindsight, I wish I had put this onto a global variable toggle, but alas!
Sorry for the disappointing answer, but I hope that at least gives you a little insight as to why it works that way.
Edit: Found it! It isn't this mod specifically, it's a submod someone else made that's meant to add witchhunter spellbooks to random loot drops. It overrides dragon loot tables.
I have both installed but whenever I activate one of the weapon buffs the game uses the default visual effects (which aren't anywhere near as much fun...)
With the regeneration on, player literally becomes OP with even legendary difficulty.
Heavy armor + regeneration + magic resist +Shout = Invincible (Even enemies from Revenge of the enemy can't really threaten me)
So, nerf a bit???
Please keep it in mind that, these powers use magicka, which a warrior usually don't need. So, they're substaintially increasing the power of warriors. (I know mages are boosted too, but warriors and thieves, much much more)
I've done testing at high levels with the various buffs by themselves and don't really think it's as OP as you suggest. Waaaaay back when I made this mod I considered adding blocks to keep people from stacking multiple buffs at once but ultimately decided that people could decide for themselves what they found the most fun.
Combined with things like Ordinator and some shout mods, well, you see......
And, 120 magicka for a 30 sec rapid healing overtime, trust me, it's a bit OP. Think about Close wounds and Grand healing. Obviously, your spell is way more powerful.
So, the tactic would be, buff on, storm the enemy, wait for magicka, buff again. If you manage to use Drain vitality, it's......
So, in short, it's OP in its effect/cost weight. I just need to invest 20 magicka(100+20) to have all those better than vanilla stuff. You need to either increase the cost or lower the effectiveness. Otherwise, it might not be ASOLUTELY OP. BUT, it's still unbalanced, if you consider other spells.
Of course, it's an excellent mod!!!!! It's essential!!!! That's why I'm mentioning the balance problem (^^)
One thing I found to fix it (because to be fair it really can't be blamed on one mod author, nor should mod authors be forced to make their mods only considering those of us who overmod when there are plenty of people out there who only use a couple of mods) is the Balance Your Own Game or BYOG mod (https://www.nexusmods.com/skyrimspecialedition/mods/12505/?). It isn't perfect, since it has been gimped a bit without the SKSE, but you can alter things like your magika regen or the effectiveness of various schools of magic for the entire game, making it a bit more balanced. It will be more useful once SKSE64 is out, but it might help you a bit here.
After all, it's not the modder's fault that you found a kind of exploit using this mod in combination with another one>
Used alone, I'm sure this mod does what the mod author intended, you've found a way to make it OP, so try using "Simply Balanced"
I might just tweak the power of the spells and make the damage not associated with some magic schools. Like if you got Ordinator, you will get a 70% to 80% magic resistance with 50 magicka cost at max level, or even better.
About exploits, you always use them as gamers. And you always wanna remove them as designers. If it's there, someone will use them.
Last but not least, I NEVER blamed the author for anything. It's simply some discussion. I believe Robbie knows that very well. It's all about how we could improve the mod.
Playing into OP is the player's choice, and the consequences are the player's. If you play a way that is not intended and you get different results, that's just basic logic, son. If, for some reason, you compulsively have to be as overpowered as possible unless someone makes it literally impossible to do so, then maybe modding your game heavily isn't for you.
> Download SSEedit
> Open the mod inside SSEedit
> Tweak or Remove the spells you find overpowered
Simples, i've done it myself to many mods, it's all about balancing your own setup, because no mod will be tailor-made with the balance you want for your specific load order unless you make it yourself.