Try to use the Forum tab rather than Posts. Makes organization easier and gives your post more long-term visibility so others can find it. There are some sticky threads put up there for the usual topics.
I have an official Discord now (thanks to Nimitz)! If you want to discuss or ask about mechanics, playstyles, combos, mod setups, damage optimization, anything at all, feel free to hop on and get typin'.
Out of curiosity, are there any plans to line up the Death in-hand spell effect with the camera for Desktop users? In VR I've always noticed that Death looks different in that the top is aligned with the camera and you look into the top of the whirlwind, while in Desktop it seems to have the top of the spiral facing upwards around the hand.
No plans for that no. I've noticed some rotational differences between SE and VR on the hand FX but think both angles work fine and look good so I've left it as is.
Is there a way to disable the sparking or lightning effect that appears around your player when drawing life? I'm using Immersive Camera and that mod causes the lightning effect I'm talking about to obscure most of the camera in first person. I've mentioned this to the Immersive Camera devs before, but they have never responded. Would it be possible for me to go into the creation kit or xedit and simply delete a specific file? Here's a screenshot of what I'm talking about: https://imgur.com/OGtfNo3
Or possibly a patch for Immersive Camera? Regardless, thanks for this awesome mod. I've had countless hours of fun with it over the years.
The magic effect "kssc_drawME" should have a script attached with parameters you can change in xEdit. One of those parameters is the "life draw shader" or "shock shader" or something like that. Change that to some other shader, like "AlchMagicArmor" (iirc) to get a blue glow instead.
Hey there arctal. Love the mod and I am having the same problem as op but for me it happens when I do a ward timed reflection tried looking into it in xedit and was too pea brained to find it lol
I'm having a tonn of fun with the mod, however, just for optimizing purposes, does anyone know if perks and effects that affect a specific destruction element (like spec. perk in ordinator or sacrosanct frost buff and fire debuff) affect drawn spells and effects? I did see that destruction boosting perks do boost drawn spells, but I couldn't find any info about elements specifically.
Edit: I got the answer I was looking for from the DIscord server, anyone having questions, I suggest you just go there, thank you!
Hi, I want to change the animation grip for palm, i tried reinstalling it and it didn't work. Also tried installing only the palm animation standalone, but also negative, could you help me??
Hello, fhank you for the great mod. A lot of work has gone into this and it is plainly evident.
i was hoping if you could offer some insights on how one could potentially deal with mods that negate your magicka regen? Playing with Wintersun and following Magnus. I conclude Enai’s method of negating magicka is to mod value by a high negative number.
not saying you have to solve it as it’s not really your problem but if you had ideas, I’d like to know. Maybe I’d make a “patch” for myself or something. Spell siphon is too weak haha…
and just confirming, the base 100% is 4 base damage correct?
Love the Life Foci but unfortunately, somewhat of a negative loop no? Scales off of your health but when you use it, you deplete your health. I still use it anyway lol but maybe this could be a point to look into? Unless it was a design choice I suppose
If you absolutely have to use magicka regen stunting mods alongside spellsiphon you can "fix" it via console commands. Just grab your problematic religion or standing stone then run player.getav magickaratemult. Check what you get from that and see how much its been reduced by. Then run player.modav magickaratemult 10000 or whatever number you arrived at to undo the regen stunting effect. Finally run player.forceav magickarate 0 to remove your base magicka regen so you get the intended stunting effect without it breaking spellsiphon damage. This way your magickaratemult can be whatever it wants but you'll still have zero regen cause the mult is multiplying zero.
To undo all this if you ever switch off of Magnus, just run player.modav magickaratemult -10000 and player.forceav magickarate 3. That'll be put things back to default.
Life Foci removes its own damage scaling resource by design yes. It's part of the balance of the weapon. It has a lot of benefits which are countered by it having a number of downsides, like that one. Note however that the damage is snapshotted at the start of the cast. So if you have 100% health when you start, you will continue to do full damage until you stop, even if your health is going down. Only if you stop and restart will the damage rescale to your new current health.
Oh dang. I didn't know that. Be pretty good against dragons I think, then? As long as I have a meat shield-I-mean appreciated comrade to keep the beast occupied....
I would be pretty good at parrying but years of playing For Honor have made hard-coded my brain to parry at the exact moment I want to trigger the parry, but the start-up time of Ward keeps throwing me off like nobody's business lol.
Endorsed. Great mod that focuses on going deep instead of wide with it's magic. Would you consider expanding the bound weapons options in the future? I prefer the synergy of bound weapons in your mod but prefer the variety with something like bound armory. I also think imbue is really cool, but it's kind of op how you can passively have it up so much, and with some mco power attacks the defense can have unfair uptime. I think config options for the duration and magnitude of imbues benefits would be a great addition to the mcm. Also the auto-use power option is a fantastic addition and I enable it even on characters that never cast a spell lol.
Yeee I would love to be able to have my pick of the lot when using bound weapons. I like the idea of having duel axes because In VR I can do the zone attack like in For Honor that the Berzerker has lol.
Honestly though I would prefer maces form a gameplay standpoint because alpha damage is key.
The quest tells me to entangle a frost spell with life and entangle a shock spell with death. My problem is that i can't figure out how to do that. Somehow i completed the entangle a fire spell with world but idk how i did it. anyone know how to do this?
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I have an official Discord now (thanks to Nimitz)! If you want to discuss or ask about mechanics, playstyles, combos, mod setups, damage optimization, anything at all, feel free to hop on and get typin'.
Or possibly a patch for Immersive Camera? Regardless, thanks for this awesome mod. I've had countless hours of fun with it over the years.
I did see that destruction boosting perks do boost drawn spells, but I couldn't find any info about elements specifically.
Edit: I got the answer I was looking for from the DIscord server, anyone having questions, I suggest you just go there, thank you!
i was hoping if you could offer some insights on how one could potentially deal with mods that negate your magicka regen? Playing with Wintersun and following Magnus. I conclude Enai’s method of negating magicka is to mod value by a high negative number.
not saying you have to solve it as it’s not really your problem but if you had ideas, I’d like to know. Maybe I’d make a “patch” for myself or something. Spell siphon is too weak haha…
and just confirming, the base 100% is 4 base damage correct?
To undo all this if you ever switch off of Magnus, just run player.modav magickaratemult -10000 and player.forceav magickarate 3. That'll be put things back to default.
Honestly though I would prefer maces form a gameplay standpoint because alpha damage is key.
Me: "This sign can't stop me because I can't read!" *Spellsiphon-only run go brrrrrrrrrr*