Testing this mod right now, used Fireball and I really like how it causes explosion now, but its waaay too strong. I started a new character, difficulty on Legendary, and I can easily destroy enemies at level 25 with just a couple fireballs. Unless theres a way to decrease the damage, I guess I will leave it for when I am more high level.
Generally, when you add a power mod, you will want to add a difficulty mod or two. Ones that make enemies more powerful or more numerous. So yeah, you enter a camp and do massive alpha damage against a segment, but then thier buddies come after you while you are low on magica.
My version of Skysunder adds an "in combat" condition to the armor spells which is what you are likely experiencing. I am currently about to remove those conditions and see if I can't replicate some bug that might have caused the mod author to do this and if it exists I guess I will then determine which I want more, combat independent spells or Skysunder armors spells. Honestly I mostly use this mod to charge up fireballs and other damage spells so I will probably just remove the Skysunder effect form armors in the end. This issue is why I came here also. Best of luck to you also. And thanks to Mod Author! Mod has been longtime fun for me!
So from the description of the original mod, "Cloak and armor spells are only active in combat..."
The apparent attempt of the MO was that the Skin spells turn off...and back on when entering combat. But only the turn off is in the code. So if you cast your skin spells in combat, or if you use a mod to autocast a skin at the beginning of combat, this works fine. But if you are like most people and cast your skin spells right before you engage, it shuts down the spell as fast as you cast it.
The solution is to remove the condition with xedit for your skin spells.
I know this is late, but I'm replying for posterity for other people who come asking the same question. Because it was my biggest gripe with the mod too. Spell charging is such a no-brainer though that whenever I start a new playthrough, I gotta add this back into my lineup.
I also recommend removing the skysunder ward effect from wards. Newer mods have ways of fixing wards, and this interfers with them.
In my game, this mod was showing up in crash logs, so I decided to remove it. The idea is extremely cool, though, but due to this mod not being updated in 7 years (this is just a port, original mod was last updated in July of 2017), for me, I'm going to stay away. Try it, but know that it's generally good modding practice to avoid mods that have not come to a finished state and haven't been updated in years.
It'd be cool if destruction skill gave a chance to avoid stagger while charging a spell. Higher chance for higher destruction skill, maybe it soft caps out at 100 skill.
Judging by the description, it would be a good mod, but in my case, the school of change does not work. No shield is superimposed. I tried it without mods and with all the necessary additions. I tried it on SE and older versions. The reason is unclear.
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although I read somewhere that it isn't really necessary.
Edit: Fixed when placed lower in load order. Bug persists with the ESPFE patch, however.
The apparent attempt of the MO was that the Skin spells turn off...and back on when entering combat. But only the turn off is in the code. So if you cast your skin spells in combat, or if you use a mod to autocast a skin at the beginning of combat, this works fine. But if you are like most people and cast your skin spells right before you engage, it shuts down the spell as fast as you cast it.
The solution is to remove the condition with xedit for your skin spells.
I know this is late, but I'm replying for posterity for other people who come asking the same question. Because it was my biggest gripe with the mod too. Spell charging is such a no-brainer though that whenever I start a new playthrough, I gotta add this back into my lineup.
I also recommend removing the skysunder ward effect from wards. Newer mods have ways of fixing wards, and this interfers with them.