those changes would make the NPC weaker, spoken for myself i want the NPC to have a better AI if i make em lower because i like been challenged, i have no joy in simply slaying a weak NPC
The main reason for this mod is to reduce the seemingly endless Ward spam, which is super annoying when playing a pure mage build. NPC mages will overall be weaker as a result.
Just to be clear though, the NPC mages' spells will still do the same damage as before, they will just not be able to cast Ward for several minutes without going oom. Non-mage player builds will barely notice any difference since NPC mages will not have to cast Ward (and will thus not go oom quickly even with the new settings).
Well, for my style of play and the way I've set up Skyrim (especially now in VR), mages are deadly powerful, and weapons are deadly as well. This mod is a life saver because it keeps the challenge of enemy mages in place, while giving me a fair opportunity to strike back, now that their stats are on the same level as mine.
Early-on, being matched up against a powerful mage, especially unexpectedly - Malkoran's Shade, for instance, can be extremely frustrating if you don't have the resists to deal with their lightning bolt / ice storm spam. This gives you the option to evade or bait their attacks until they run out of spells, as it were, then punish them for their arrogance. To me it feels a bit like tabletop balancing. A mage can beat a warrior until the mage runs out of spells; then the warrior just runs in and swats him. I think that if you can outsmart a mage by making him miscast enough to run out of magicka, you should win the fight.
go vanilla, play in legendary. good luck winning againts mages without the proper counter spell/shout when they're using their lightning bolt or fire ball in small space. Me in a level 75 in max armor cap and 400 or so health get killed in 3 seconds if I don't prepare at least a dozen health potion JUST for a single mage. Imagine a whole fort full of those fckers lol
NPC spell Magicka cost is 0. no matter how much Magicka they have, it's always zero. don't trust me? download moreHUD, that mod shows NPC's Magicka, and deplete their Magicka with lightning spark, see they cast any spell with zero Magicka. trust me, this is the most shitty thing that made me uninstall Skyrim.
Utterly false, that's a bug from another mod. They switch to using daggers when they run out of magicka, it's just sparks costing garbage 8 magicka per second base. The bar clearly depletes, use TrueHUD and check.
This mod is old but gold! I'm trying to adjust the cast cost to somewhere near 1.5 instead, since now mage NPCs hit more with their melees instead of casting spells :'D but it really makes a difference! I don't get my ass handled to me by necromancers spamming the same modded spell.. without these changes I could literally just stand there with any object between me and a necromancer, and they would just cast the same spell over and over again for hours, until I turn the game off from frustration.
This caused a bug with the Tolfidir and Arcano fight. Arcano starts his opening script, but Tolfidir just equips a spell and never attacks. Once I disabled this mod, everything worked. Other than that, ive really enjoyed this mod
NPC mage balance fix pairs great with Mysticism Spells For Npcs or such mods that gives enemies perks and spells like player gets ,everything would be fair this way btw should be safe to flag ESL
I'm pretty sure the mod did it right after reading credits ,you forgot one thing "The player gets nerfed regen in combat, npcs don't. [fCombatMagickaRegenRateMult default 0.33, only affects player]" this mod does not stop their high regen so makes sense their spells cost 2x of player to balance their high regen issue
edit: their magika regen was not as fast as I thought would be ,their regen is faster than base PC regen but still once they run out of magika, it take them some good time to fill it up ,now I'm trying with 1x cost maybe change to 1.5x later but 2x felt too harsh for dumb AI
Oh bless you and the Nine! Hopefully this will stop the evil mages in Wyrmstooth that are absolutely destroying me (unless I spam potions or use god mode.) Especially since there are mages there that can scale in level with your player.
57 comments
NPC Mage Balance FIX - Eslfied
Just to be clear though, the NPC mages' spells will still do the same damage as before, they will just not be able to cast Ward for several minutes without going oom. Non-mage player builds will barely notice any difference since NPC mages will not have to cast Ward (and will thus not go oom quickly even with the new settings).
Imagine a whole fort full of those fckers lol
no matter how much Magicka they have, it's always zero.
don't trust me?
download moreHUD, that mod shows NPC's Magicka, and deplete their Magicka with lightning spark, see they cast any spell with zero Magicka.
trust me, this is the most shitty thing that made me uninstall Skyrim.
They switch to using daggers when they run out of magicka, it's just sparks costing garbage 8 magicka per second base. The bar clearly depletes, use TrueHUD and check.
in vanilla lower level NPC mages just ran at me with their daggers after they shot at me with high level spell
btw should be safe to flag ESL
this mod does not stop their high regen so makes sense their spells cost 2x of player to balance their high regen issue
edit: their magika regen was not as fast as I thought would be ,their regen is faster than base PC regen but still once they run out of magika, it take them some good time to fill it up ,now I'm trying with 1x cost maybe change to 1.5x later but 2x felt too harsh for dumb AI
Especially since there are mages there that can scale in level with your player.