Is there a way to work around the effects (eg dragonhide) that take place on the pc going away after using the spell. Keep that rather than the glowing aura from sustain spell ?
If anyone can spare some time, I am having an issue with equipment-based spell cost reductions not working properly. Perk-based reductions work fine, for example Apprentice Conjuration still cuts the cost of Flame Atronach in half, but any Robes of Conjuration I wear have no effect on the Magicka drain.
It occurred to me to try the Saarthal Amulet, the one that decreases all spell costs by 3% Tried that one too, blanket spell cost reductions also have no effect on Conjuration spells.
Sorry if this is a known issue, I looked through the whole mod page and couldn't find anything on it. If this is intentional, or there's no way to change it, then oh well. This mod's 80/40 Magicka cost for the Flame Atronach is way better than the vanilla 150/75, so not being able to lower it with equipment isn't actually too big a deal.
Hey there, love the mod but i did try out Lorica Redone and was dissapointed to find out that Lorica doesnt work at all for my game, not even for Oakflesh :/ . idk why but oh well, back to the ol reliable. but i am curious, is there a way to add spells to the affected spells list? im a fan of Darenii's magic mods like Natura, Lunaris, Abyss and Arclight. i dont mind doin the work myself, addin the stuffs an all that but idk what to do really. anyone know? ill upload the patches i make for everyone to use if they wanna :D
Love the mod so I'll be using it anyway even without a workaround, but it is nerfing me quite a lot as the magika costs reduction doesn't work with Ordinator or any of the workarounds without making everything overpowered, so I'm just having to put up with them being very expensive spells.
Could we possibly get a patch (separate ESP) that changes the Novice, Apprentice, Adept, Expert and Master magic perks to provide no reduction at all so they essentially do nothing, and a script to add these perks to the player character at the appropriate skill level (0, 25, 50, 70, 100)?
This would make it completely compatible with Ordinator and any other mods that work like that as currently the other workarounds seem a little hit broken. The Exciting Skill Ranks mod is also going to add other perks from non magic skill tree's which could un-balance things; and it it's been reported that it also apparently does still affect spell costs in addition to Ordinator's perks so you end up with 75% cost reduction which is very OP. The Lite version of that mod doesn't actually add perks it just has the messages which means that's not an option.
The Sustained Magic Patches patch for Ordinator doesn't seem to do anything at all.
Thank you to anyone who can help! And thank you to the author for the mod in the the first place which I'll still be using.
EDIT: Or, just a patch for your mod that makes the script recognise appropriate perks from Ordinator's skill tree's and alters the description of the spells to tell you which you need. I guess that would be simpler and more compatible.
I wonder, is there any utility for "fortify MAGICSCHOOL"(like alteration, restoration, or conjuration) effects with this mod, or is it just a waste of enchantments?
229 comments
TIA :)
It occurred to me to try the Saarthal Amulet, the one that decreases all spell costs by 3%Tried that one too, blanket spell cost reductions also have no effect on Conjuration spells.Sorry if this is a known issue, I looked through the whole mod page and couldn't find anything on it. If this is intentional, or there's no way to change it, then oh well. This mod's 80/40 Magicka cost for the Flame Atronach is way better than the vanilla 150/75, so not being able to lower it with equipment isn't actually too big a deal.
Could we possibly get a patch (separate ESP) that changes the Novice, Apprentice, Adept, Expert and Master magic perks to provide no reduction at all so they essentially do nothing, and a script to add these perks to the player character at the appropriate skill level (0, 25, 50, 70, 100)?
This would make it completely compatible with Ordinator and any other mods that work like that as currently the other workarounds seem a little hit broken. The Exciting Skill Ranks mod is also going to add other perks from non magic skill tree's which could un-balance things; and it it's been reported that it also apparently does still affect spell costs in addition to Ordinator's perks so you end up with 75% cost reduction which is very OP. The Lite version of that mod doesn't actually add perks it just has the messages which means that's not an option.
The Sustained Magic Patches patch for Ordinator doesn't seem to do anything at all.
Thank you to anyone who can help! And thank you to the author for the mod in the the first place which I'll still be using.
EDIT: Or, just a patch for your mod that makes the script recognise appropriate perks from Ordinator's skill tree's and alters the description of the spells to tell you which you need. I guess that would be simpler and more compatible.
Just wanted to say if you happen to use the Mage Armor Plus mod,
https://www.nexusmods.com/skyrimspecialedition/mods/32242
It'll overwrite the sustainability of flesh spells AND drain your max magicka. Took me a good 2hr to find the culprit when I was adding mods xD
This is just a shoutout for ppl still using sustained magic like I am ^^