Skyrim Special Edition
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Penumbral is original author then fixed and merged and converted by SOT Team

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tonycubed2

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  1. tonycubed2
    tonycubed2
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    Please join me for Skyrim videos with all my mods at
  2. tonycubed2
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    The SOTomized version includes more changes to magic settings as detailed below. The objective is to even out the playing fields fro players who want a Mage or Battle Mage play thru:

    Player changes
    fCombatMagickaRegenRateMultreg.33mod .50 - player mana regen in combat versus out of combat.
    fMagicCasterPCSkillCostBase 0.002500 mod 0.003900Controls the rate at which spell (magicka) costs decline as skill increases. If set to 0, skill level has no effect on spell costs. If set to 1, all spells are free to cast.
    fMagicDualCastingCostMult reg 2.8mod 2.0 default dual casting costs you 2.8x the magicka compared to a normal cast and only does 2.2x the damage. Now costs less.
    fMagicDualCastingEffectivenessBasereg 2.2 mod 2.6More effefctive dual casting
    fplayeermaxresistance reg 85mod 75 to offset improved stats the maximum player resistance is lowered to 75 percent from 85.



    NPC Changes
    fMagicCasterSkillCostMultreg 0.5 mod3.0 magicka costs, as a multiplier now same as player
    bRegenNPCMagickaDuringCast mod 0 regen while casting/prepping a spell, turns it off. Sometimes found on.
  3. tonycubed2
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    Change log:

    1.5  - made the flames spell relevant again.  the flaems spell became useless after level 10 or so.

    Now, with destruction at 75 and player level over 40 you can kill a werewolf in about 60 seconds of flames.  if fighting a Obis titan, would take 5 to 10 minutes. 

    First column is player level
    Second columb is total damage at that level.  Game starts off with flames being 8 points of damage.

    5  10  add 10 to base
    10  15  add 5 to last total
    15  20  add 5 last total
    20   25 destructionapprentice25  all previous adds are lost, adds 25
    25   30 add 5 to last total
    30  35  add 5 to lasts total
    35  40  make it 40 destructionadept50  all previous adds are lost, adds 40
    40  45 add 5 to last total
    46  50  add 5 to last total
    50   55 make it 55 destructionexpert75  all previous adds are lost, adds 55
    60 destruction master100  60 damage all previous adds are lost, adds 60

    Maybe I should to same for cold and electric versions?  I am not sure anyone is following this mod to care, and i am happy with flames.

    note:  not sure what version of the mod I edited.  Been 5 years guys!  It is whatever I been uisng for a couple of years, do not remember.,..
  4. EdmondNoir
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    I play a very hard version of the game and this mod is absolutely needed in my load order and has been for 4 years. just wanted to say thanks. I nix the 3 levels to augment flames etc and keep it to vanilla there but other then that i use everything as is. minus a little patching from 2 records with broken reference assets.
    1. tonycubed2
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      you are welcome.  will check

      ssedit shown no error.  how did you check?
  5. giorov
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    Nice until you encounter a high level mage that instagibs you with electricity. No way to adjust how OP that is?
  6. bongodoctor
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    Not sure if this is working for me or not - I have Ordinator installed and Vortex has placed Ordinator later in the load order, I am not seeing the improved perks in the destruction tree - can't tell if the other bits are working yet because I don't have the higher level spells yet - although flames now costs 7 points a second rather than 8 - do I need to place it after Ordinaror in the load order?
    1. tonycubed2
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      Logically yes.  But may then require a new game to see effects. maybe test with a fake game instance.
    2. bongodoctor
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      Will try with a new save and let you know if it works :)
    3. bongodoctor
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      Didn't show up even with changed load order and a new save - this is very likely to be a VR compatibility issue as I had to install a patch to get Ordinator to work in VR and so it is possible this would require a special VR patch as well and I have no idea how those are made... :(
  7. XxRarityx17
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    Is the improved cloak available as a separate download as well?
  8. stormrider778
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    do the destruction perks also affect enchantments or just the spells themselves
  9. CollectorOfMyst
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    I know it's considered 'unsupported', but where is the 'Master Spells except Fire Storm' module???
    1. tonycubed2
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      Huh? Where did you see that?
    2. CollectorOfMyst
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      Literally, the comment you made below this one (admittedly, two years ago ^_^;)
  10. SkylerXT
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    Thanks for this amazing mod. I can definitely feel the difference. And the fireball spells certainly seem more effective at levels higher than 50.
    Just wanted a clarification.

    Regarding scaling, does increase in Destruction Skill level mean increase in spell damage (like with one-handed, two-handed) without the perks? Or is it only the perks that give the damage boost?
    1. tonycubed2
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      I am sorry, this was a port I tweaked and have forgotten how it works now.  Unsupported for now.  Lack of time.  Did not want to leave you hanging waiting for an answer.
  11. karmalade
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    The SOTomized version is missing some listed changes:
    - Firestorm spell is missing
    - The cloaking changes are missing
    - fMagicCasterPCSkillCostBase does not exist; the changes are however made to fMagicCasterSkillCostBase
    - bRegenNPCMagickaDuringCast is missing
    1. tonycubed2
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      Are you abl3 to add them back in?
    2. cathydavid666777
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      On this tony how do add them in?
    3. tonycubed2
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      This was 2018. Man, I do not even recall what I did wit this mod. But looking at the list from karmalade they are all settings you can edit in creation kit. If firestorm spell is missing it can be recovered with ssedit.
  12. FelipeGames2000
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    Is it compatible with Wildcat, Ordinator and Spell Mods?
    1. tonycubed2
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      Yes. I use it with all of those.
  13. Samss22
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    fMagicCasterPCSkillCostBase 0.002500 mod 0.003900 Controls the rate at which spell (magicka) costs decline as skill increases. If set to 0, skill level has no effect on spell costs. If set to 1, all spells are free to cast.

    Are you sure that's what this does?

    I thought fMagicPCSkillCostScale determined how much less spells will cost at 100 skill level.
    It's set to 0.65 and formula is: 1 - (skill/400)^0.65

    So changing it to 0,5 would mean 50% less cost at 100 skill (excl. Novice-Master perks)

    How does fMagicCasterPCSkillCostBase affect the cost vs skill ratio? Very curious to find out as I want 0.5 cost at 100 skill in my game.