This mod dynamically adds Dragon Ball-esque auras to the player and powerful mages you encounter. Now with video showing what this mod does because I'm terrible at explanation in text form!
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Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
These permissions are the same as the ones found on the original Colored Magic Auras, keep in mind.
File credits
Spongeman131, for the creation of the original Colored Magic Auras Contributors to the Cathedral Concept, for Cathedral Assets Optimizer and for spreading a positive idea Bethesda, for making this game in the first place
This mod dynamically adds Dragon Ball-esque auras to the player and powerful mages that you encounter. These auras require the mage to fulfill different conditions and will unignite if those conditions aren't fulfilled. The conditions are as follow:
The mage must have a spell active in either hand (as in, ready to fire).
The mage cannot be sneaking (aura will unignite if the mage starts to sneak).
The mage cannot be invisible (same as sneaking).
If the mage is using skilled magic (i.e. Destruction, Restoration), they must have a minimum skill level for the aura (Default: 60).
Will it nuke my performance?
No cloak scripts are run, all of the effects are distributed at runtime with Spell Perk Item Distributor. The only way performance could slow down is if an absolutely absurd amount of game events are fired at the same time, and that is only temporary.