this has always bugged the s#*! out of me. glad to see i wasn't the only one. going to patching this to ordinator/imperious/andromeda/path of sorcery changes to see if it can work with any of their edits to things with absorption
I like this change; spell absorption isn't broken anymore, it's a niche benefit to magic users who can take advantage of spells cast at them. Since this mod removes the game-breaking elements of it, is there any way to make this available as an enchantment, and given the scripted nature of it, will it work for followers or other NPCs?
Highly underrated mod. I needed an absorb effect for a class mod I'm working on, and this is exactly what I needed. Thank you so, so much! I will be sure to credit you when I make the mod page.
So does this mod fix the problem of beneficial/quest related spells being absorbed, like the Meditations on the Words of Power, Breylna's follower quest, and being Neloth's lab rat?
The spell absorption effects altered here will work the same with any and all hostile spells from any mod, if that's what you mean. New spell absorption effects from other mods will work as in vanilla unless patched.
I've uploaded a patch, thanks for letting me know. I don't really use many new content mods, so if you know of more instances of spell absorb effects in them feel free to mention them and I can look into it.
How would this play out when combined with magic resistance? Will 50% magic resistance and 50% absorption make the character totally immune? Also, how would you balance the fact that even a lvl 1 character can already be 50% immune to magic once they go to the atronach stone, plus additional 25% resistance if they are a breton?
I like your mod, so I want to know if this will break the game's balance.
EDIT: i re-read the description, and i'm a bit confused. does this mod make you just absorb magicka but still take full damage minus resistance percentage?
Spell effects will still get through and affect you normally. Spell Absorption provides no protection with this mod, it just makes magicka replenish with a percentage of the cost of incoming hostile spells. The Dragonskin Breton power works as before though.
What about the Atronach Stone? Will it keep giving 100% spell absorption and negating all magic damage 50% percent of the time or will it give 50% spell absorption and magic damage reduction 100% of the time?
Cool mod! I think it would be *possible* to also reduce spell magnitude in your mod, but it would require some brute force, and I wouldn't blame you for not wanting to do it. But if you'll indulge me the thought experiment, here's how it could be done: - Create perks that reduce spell magnitude by 1% all the way up to 100%. So, 100 perks. Not fun. - Create a new FormList and add your new perks to it in order. - Create a new Faction that will be used to track actors' total absorption value. - Add the FormList and Faction as properties in your script. - Add an OnEffectStart event to your script. In this event, you would remove the actor's existing absorption perk if they have one (use faction rank), then add the effect's magnitude to the actor's rank in the new faction, and finally use the new faction rank to select the corresponding absorption perk. - Add an OnEffectFinish event that works pretty much the same way, except you're subtracting from faction rank instead.
Ah yes, I suppose there are ways I hadn't thought of. SKSE allows changing the entry point values of perks so it might not be so much tedious work to implement. I have a lot to learn about papyrus, but I might consider this, thank you.
19 comments
Didn't know this about .dll plugins, thanks for sharing!
KRB
will this work with mod-added spells and effects as well?
I like your mod, so I want to know if this will break the game's balance.
EDIT: i re-read the description, and i'm a bit confused. does this mod make you just absorb magicka but still take full damage minus resistance percentage?
The Dragonskin Breton power works as before though.
- Create perks that reduce spell magnitude by 1% all the way up to 100%. So, 100 perks. Not fun.
- Create a new FormList and add your new perks to it in order.
- Create a new Faction that will be used to track actors' total absorption value.
- Add the FormList and Faction as properties in your script.
- Add an OnEffectStart event to your script. In this event, you would remove the actor's existing absorption perk if they have one (use faction rank), then add the effect's magnitude to the actor's rank in the new faction, and finally use the new faction rank to select the corresponding absorption perk.
- Add an OnEffectFinish event that works pretty much the same way, except you're subtracting from faction rank instead.