I'd love it if the "barrier" spells used blocking functionality (like what Wards Functionalities Extended does for ward spells) instead of just giving flat dmg reduction; and maybe it'd be nice if the guards don't turn on me for clipping somebody with a knockback spell while I'm busy fighting the local vampire incursion.
The small friendly fire issue aside though, this mod is one of my favorites; I use it alongside Arcanum (which has no alteration spells) and it perfectly fills the gap there with some really fun and interesting Alteration spells that are excellent for a sort of spellsword build.
This mod is excellent, love having all the stagger spells as a means of keepign the enemy of me in a fight; One problem with the mod is that all the force effects of the spells turn people hostile, which can be really annoying. (crushing weight specifically is a problem here, bc it has a large AoE but no visual indicator of it's size)
It's not great being unable to use most of this mod's spells as soon as there are any neutrals around even though the spells deal no damage.
I often RP that my destruction mage has to be a lonely traveller because their magic is far too dangerous for allies to be in the vicinity of. xD If I have to play with ally npcs i have to use lower tier single target spells.
I get that; it makes sense though when you're casting AoE fire spells; problem with this mod is you don't really hurt anyone, you just shove them around a bit (which I could see attracting aggression if you just randomly do it to people, but when we're fighting a big fucking dragon or something it seems really petty to get angry over it. (far moreso than if I were to accidentally hit somebody in the ass with an ice spike)
Conceptually these spells are terrific ideas. So far though, (I've played with them a little bit) they may need a little buff up. Dynamic Entry barely staggers from any distance, and I have to fall from the top of High Hrothgar to get any appreciable effect from Death From Above, it certainly does not cause any Death! I was hoping for a playthrough where Alteration could be my primary source of combat/control, I have yet to do a point of damage with any spell I have here. I have yet to notice if Crushing weight is actually have an effect beyond aggro collection.
I love the protection from Falling Damage Death from Above provides though, and the speedy water walking of Momentum is darn useful - (didn't want to sound completely negative on this very interesting mod!)
The spells do not seem to be able to target enemies, if there is (e.g.) a book on the ground in front of them it will always target that instead. Plus, when it does manage to target properly, it does no damage at all. Such a wasted opportunity.
None of the spells seem to do any damage. All they do is stagger the person a little bit and that's it. I used dynamic entry from about 30 to 40 feet away from an enemy and it did nothing, only staggered him a little and alerted him to my presence lol. I feel like im missing something but it seems like the mod just doesn't work properly with my game I guess.
Underrated mod. Started a new game and im still using these spells? That means im having hella fun with it. You can even detonate an explosion by doing a combo with the shockwave from the ward dealing extra aoe damage.
Be warned that some spells can glitch the enemy out of the map. For example if you cast the rune levitation spell in a dungeon, the enemy can glitch through the ceiling or even walls, because the longer it last the higher the enemy goes. Im sure this can easily be solved with xedit by decreasing its effect. Haven't tried it yet.
Other than that, awesome. Makes up for the telekinesis spells from vanilla or even mysticism. Grand telekinesis is great too, pulling enemies and blasting a spell in their faces and trowing them back at their buddies, but this mod gives telekinesis a bit more variety.
The only thing im missing and just cant find is a concentration spell. Like grand telekinesis, but instead of pulling them towards you, you keep them at place and can move them while aiming and concentrating the spell. If you could make irresistible force an concentration spell that would be dope
Is there any way you could make a standalone dynamic entry where it doesnt use the damage portion of the spell, but just launches you forward? it would be perfect for my stealth character kind of like a dash/blink but script light so it would be perfect. if you can would you let me know? thank you, the spells are awesome!
Yeah, just they all have instant travel time in game, and I like the disappear move to target location reappear aspect of the dynamic entry, I just want it to be more sneaky without instantly teleporting there. I know it sounds silly, I just like how it feels as compared to by the other blink mods. There's this other one I've seen that has travel time and animations, but it needs the skse and the new version of the blink mod doesn't support the new skse for anniversary. This is script light, or even not at all so this served as an alternative.
Nice mod adds a bit of needed fun. You asked for suggestions, how's about a lockbreaking kinetic? So mages don't have to dirty their hands with lockpicking. and yes there are a few magic based lockpicks, but as part of a telemanipulation set would be nice. Endorsed Cheers
Mysticism provides spells that do that. Honestly regardless of what other spell packs you have the Mysticism magic overhaul is the best magic mod to run.
74 comments
The small friendly fire issue aside though, this mod is one of my favorites; I use it alongside Arcanum (which has no alteration spells) and it perfectly fills the gap there with some really fun and interesting Alteration spells that are excellent for a sort of spellsword build.
It's not great being unable to use most of this mod's spells as soon as there are any neutrals around even though the spells deal no damage.
If I have to play with ally npcs i have to use lower tier single target spells.
I love the protection from Falling Damage Death from Above provides though, and the speedy water walking of Momentum is darn useful - (didn't want to sound completely negative on this very interesting mod!)
You can even detonate an explosion by doing a combo with the shockwave from the ward dealing extra aoe damage.
Be warned that some spells can glitch the enemy out of the map. For example if you cast the rune levitation spell in a dungeon, the enemy can glitch through the ceiling or even walls, because the longer it last the higher the enemy goes.
Im sure this can easily be solved with xedit by decreasing its effect. Haven't tried it yet.
Other than that, awesome. Makes up for the telekinesis spells from vanilla or even mysticism. Grand telekinesis is great too, pulling enemies and blasting a spell in their faces and trowing them back at their buddies, but this mod gives telekinesis a bit more variety.
The only thing im missing and just cant find is a concentration spell. Like grand telekinesis, but instead of pulling them towards you, you keep them at place and can move them while aiming and concentrating the spell.
If you could make irresistible force an concentration spell that would be dope
Endorsed Cheers