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.
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.,..
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.
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?
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... :(
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?
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.
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
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.
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.
30 comments
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.
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.,..
ssedit shown no error. how did you check?
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?
- Firestorm spell is missing
- The cloaking changes are missing
- fMagicCasterPCSkillCostBase does not exist; the changes are however made to fMagicCasterSkillCostBase
- bRegenNPCMagickaDuringCast is missing
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.