The purpose of this mod is mostly made for VR immersion.I understand there could be balance concerns, I therefore give different options: 1.5x, 2x, 4x, and Arrow Range, to fit different play styles. When playing SkyrimLE/SE for many hours, magic range was never really an issue for me. However, when I started to play Skyrim VR I immediately realized the immersion breaking ranges for the magic spells. For example the flames spell vanilla range is only 768 compared to arrows which as 60000 or even firebolt which is 15000. I'm not sure if that was intentional or a bug and it became more apparent with Skyrim VR. I hope this clears up my intentions.
Additionally, I confirmed that cloak spells at least flame cloak and non hostile spells such as Healing Hands are not affected.
If anyone finds a spell that should not have an increased range, let me know and I will make modifications or add additional options.
hi, i have a question about spell impacts while this mod increases the spell distance the impact isn't so how can i increase the distance so i can see the impact much further?
You are missing 3 entries with this patching: ShockBoltAimChain [PROJ:000A9D92] ShockBoltConMassiveAim [PROJ:000CCB61] ShockBoltAimExpert [PROJ:0010FBE5] ShockBoltAimStorm [PROJ:000E4CB5]
Those are spells at rank 50 and higher.
Chain lightning, Thunderbolt and Lightning Storm have a stock range and are, regardless of this mod installed, still vanilla based. You may want to include them in your files. (I've altered the mod for myself already.)
I changed the range of lightning storm in SSE Edit and it still doesnt work. Does anyone here know how to make lightning storm the same range as arrows?
*Edit* Nevermind, I fixed it. I was editing the wrong spell all along lmao
Hey there, does it increase the range of Healing Hands, Heal Other and? i'm playing as healer and it's incredible annoying to be so close to the battle to heal a companion.
close wounds is not a targeted spell. it heals the caster so it has null range. as for heal other, it's not a short range spell. it seems like about the range of thunderbolt. if you use vokrii it can be a very effective offensive spell. heal undead is basically the same as heal other, but with different conditions. the spells that really have short range are healing hands and necromantic healing. the spell FX make it look really short range but they're not actually that short. i tend to get closer than i really need to because of that. i'd love a mod that fixed those god damn spell FX, but i don't know how to mod magic visual effects. they seem to have similar range to flames/frostbite/sparks. idk if this mod extends their range. i'm not sure if they actually use projectiles or conditions. i'll look into it when i get back, i'm sure their range can be extended
Alright just tried it does increase the restoration spells range but even the x2 is too much, the enemy was hitting me with spark spells from the other side of the ridge (see img), i love the idea but unfortunately i had to unistall it. =/
Perhaps I should also create a option to only increase fire spells because they are extremely short. As for the distance are you playing SE or VR? If the enemy can hit as far as the player I'd day that's balanced IMHO.
wow, healing hands and heal other and other spells actually seem to have 10,000 range? idk if i'm missing something but the base healing effects they use have an invisible projectile called HealFakeProjectile (00012FDC) with a range of 10,000. and the spells themselves do not modify the range. not really sure about this but i guess it is possible that people are simply letting the visual illusion fool them into thinking it's much closer range than it really is. i already knew its range was much higher than the magic fx mesh implies, but i assumed it was somewhere in the range of 500-1000 like for flames and frostbite. instead it seems to have the same range as incinerate and over twice the range of thunderbolt.
i don't see any conditions but maybe the range is somehow controlled by a script, which would be out of my depth.
I'm playing SSE, yet it seems even if i unistalled the mod, something weird happened, (luckily i had a another save from 20 before) now i can heal as far as it's shown in the image i provided before, but destruction spells reverted back to normal. You can say "well it's an absolutely win" since i was looking to heal from afar, but, not that far xD.
i don't think this mod somehow permanently increased the range of your healing, i think you just didn't realize that you could always heal that far even in vanilla. also the heal projectiles seem to be very small, the hitboxes aren't very forgiving even for heal other/heal undead. they're difficult to aim over a great distance, so maybe that could give someone the impression that its range is shorter than it really is. and i think because the FX make it look like it's basically point-blank range only, most people just don't bother trying to heal someone from more than a few meters away.
oh plus there's no aim assist when you're healing someone, which makes a bigger difference than you'd think. i remember in borderlands 2 you could play the siren as a healer, but you had to shoot your allies to heal them, and it gave you no aim assist on allies so like 90% of your bullets would miss. but the 10% that hit did so much healing that it was sort of balanced lol
This mod does not affect Healing Hands as I believe the range is already sufficient. Range = 10000 vanilla for healing hands where Flames Range = 768 vanilla for comparison.
I think it would be a little more viable if there were perks which increased the range. High level destruction enemies just blasting away, with lower levels having to be closer in order to do da deeps.
If you played this in VR it would make more sense perhaps. I made this is for my own personal use because using fire magic in VR was not very useful. I decided to share it with the community. Using this mod is optional
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Additionally, I confirmed that cloak spells at least flame cloak and non hostile spells such as Healing Hands are not affected.
If anyone finds a spell that should not have an increased range, let me know and I will make modifications or add additional options.
Thank you for trying out the mod.
ShockBoltAimChain [PROJ:000A9D92]
ShockBoltConMassiveAim [PROJ:000CCB61]
ShockBoltAimExpert [PROJ:0010FBE5]
ShockBoltAimStorm [PROJ:000E4CB5]
Those are spells at rank 50 and higher.
Chain lightning, Thunderbolt and Lightning Storm have a stock range and are, regardless of this mod installed, still vanilla based.
You may want to include them in your files. (I've altered the mod for myself already.)
*Edit*
Nevermind, I fixed it. I was editing the wrong spell all along lmao
my flames spell shoots to the left and right and above when I use it. Do you know which mod is causing that if it isn't your mod?
I noticed that the other concentration spells range's are fine, but that frostbite's range is still vanilla. Could you add frostbite?
i don't see any conditions but maybe the range is somehow controlled by a script, which would be out of my depth.
Edit: scratch this.
https://youtu.be/xQUhhY5sR9o