16 comments
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LockedStickyImagine if you could expand this further that'd allow you to change 'how' a spell is casted much like how it was done in Battlespire where one spell could be changed between self targeted, projectile, AoE, cloak, area of effect, etc. This would free up the spellbook if you could change one spell to be multiple types from two simple keys of cycling.
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Good to see this ported to AE.
I ported the LE version of this for my own use several years ago and found that I needed to make a few changes for it to be really usable.
Firstly and most importantly, I had to make it less OP. Scaling magicka cost 1-to-1 with power allows you to turn Firebolt into Incinerate with 1/3 the magicka cost. Not to mention that it's available almost immediately.
Secondly, I found that I usually didn't want my current multiplier to apply to all schools of magic, so I split the "Active" toggle into 5 separate toggles for Alteration, Destruction, etc. Usually, I only want Destruction and maybe Illusion. If I use Resto for sun or poison spells (especially w/ the Darenii spell packs), I might enable it there too. But never for Alteration or Conjuration.
Thirdly, when using the Alt key as a modifier for the scroll wheel to adjust the effect magnitude up and down, it doesn't like Alt-Tab. It gets the press of the Alt key, but not the release (since Skyrim has minimized), so when you bring Skyrim back up, it's in a weird state. This took quite a lot of messing with the Papyrus scripts to get right. -
hi,should it effects the aromor enchantment?
when I set 500%,my Nightingale armor enchantment will be 5X strong~😭 -
It is a very fun mod.
The spell system in Wizardry 8 worked similarly.
In Wizardry8, there was a probability of failure to activate boosted magic if the magic proficiency was low, but I hope this will be helpful in the future. -
thanks!really useful!
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Tried many different Spell Tweak mods each with their own problem, Spell Making has the 0 cost bug, Multi School Spells has it's own balance issues, this is probably the best bet since the same spell at different levels just isnt a thing otherwise.
Suggestion: Add an option for weighted distribution. The further you scale, the more the cost changes exponentially. So x2 power might cost 200% but x3 costs 400%, x4 is 700% etc
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this work for modded spells? seems like a cool idea. maybe one day someone will make a magic making mod. this feels like a part of what thatd be