Couldn't one just go through all the magic effects in xEdit and remove all the keywords containing fire, frost and shock? It might be slightly tedious and upset gameplay balance, but it sounds like it'd get the job done.
Edit: I'm gonna cook up my own version without the keywords fire, frost and shock, and then buff the damage of the spells to compensate for the loss of damage from perks no longer applying to these spells.
Just checked in SSEdit, it is "Phenderix Elements - EDM Redux Patch" that changes them to the alteration school. Not sure why, but it seems intentional.
yeah, it looked like the patch is only changes things from destruction to alteration. I might try it without the patch because it doesn't make sense to me atm. Might not be a good idea but ill try it lol
EDIT: I tried it and seemed fine until I used Archery combined with the Wind element. Shooting arrows increases alteration skill rather than destruction, and that is inconsistent enough for me just to deal with it and go to the patch. It is just weird to see a Destruction tome in a vendor then you learn an alteration spell.
Likely a Levelled List conflict. Depending on how in depth you want to go on solving this, i'd recommend either using Wrye Bash to generate a Bashed Patch, or learning xEdit with The Method to patch it manually yourself
In the description, the spells are associated each with a vanilla element. Yet in game, they dont seem affected by the resistances : a frost astronach is damaged by geyser the same as a fire one (same spell, both in the middle of AoE, and trueHud showed the damage value), and a poison causing vulnerability to lighning did not change the resistance of a NPC toward zephir.
First, thanks for making this mod : in vanilla, the area spell for each elements are unequal, with fireball and tempest being easy to use in their respective niche, but the lightning equivalent being almost always useless, your mod gives more options that have their own visual, does not detract from vanilla too much and plays well with the overhauls.
(though geyser does not have as easy and intuitive hitbox as fireball, while the tornado seems stuck at following the ground, and I dont think I understand stalagmite very well)
The visual and alternative effects are nice. (though a slow/ damage decrease/ damage taken increase, ala mysticism could be interesting to try as well. Vanilla effects are pretty poor in truth when we realize that NPC have basically aimbot, infinite stamina and magicka, massive health pools and no true armor)
One remark,though : would it be possible to have an option to turn back the spells into quest reward or rare finds ? which would match better with their quasi absence in NPC mages, and allow to play around with the associated perks and resistance withoutunbalancing the game (effectively building a new mage archetype, specialising in an elemental class and replacing the initial weakness to enemies resistant to that element with slightly weaker secondary spells and the need to actually seek those spells)
I would be tempted to asociate wind with fire perks (both gaz) and cold resistance, earth with ice perk (both solid) and electric resistance (as the astronach) and water with lightning perk (weather) and fire resistance (hot water ?), though that would lock the forms to the resistances.
I think I know how to do that on Xedit, it is reseting the lists and placing the spells that I dont know how to do.
edit : also are the three elements aligned to the vanilla ones ? I just saw vanilla astronach getting damaged by the element I though were the same one , despite expecting an immunity or a good resistence. stalagmite OS killing a flame astronach and tornado finsihing a half health storm astronach, specifically
Hi First of all I should say that the og EDS mod was the reason I started modding my Skyrim, I just love the mod.
I have a problem with it though. Earth and water mage npcs won't use destruction spells at all. Wind seems fine though. What do you guys think the problem is? They keep trying to block with the ward spells and attack me with their daggers :/
Thank you phenderix we are lucky that you did this, just discovered while updating a mod page that EDM is gone from nexus, not found, deleted. I was planning to take the mod and strip it down like redux, as an addition to redux, to include the missing things like poison, what a pity.
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Edit: I'm gonna cook up my own version without the keywords fire, frost and shock, and then buff the damage of the spells to compensate for the loss of damage from perks no longer applying to these spells.
yeah, it looked like the patch is only changes things from destruction to alteration. I might try it without the patch because it doesn't make sense to me atm. Might not be a good idea but ill try it lol
EDIT: I tried it and seemed fine until I used Archery combined with the Wind element. Shooting arrows increases alteration skill rather than destruction, and that is inconsistent enough for me just to deal with it and go to the patch. It is just weird to see a Destruction tome in a vendor then you learn an alteration spell.
Yet in game, they dont seem affected by the resistances : a frost astronach is damaged by geyser the same as a fire one (same spell, both in the middle of AoE, and trueHud showed the damage value), and a poison causing vulnerability to lighning did not change the resistance of a NPC toward zephir.
Is it supposed to be like that ?
(though geyser does not have as easy and intuitive hitbox as fireball, while the tornado seems stuck at following the ground, and I dont think I understand stalagmite very well)
The visual and alternative effects are nice. (though a slow/ damage decrease/ damage taken increase, ala mysticism could be interesting to try as well. Vanilla effects are pretty poor in truth when we realize that NPC have basically aimbot, infinite stamina and magicka, massive health pools and no true armor)
One remark,though : would it be possible to have an option to turn back the spells into quest reward or rare finds ? which would match better with their quasi absence in NPC mages, and allow to play around with the associated perks and resistance withoutunbalancing the game (effectively building a new mage archetype, specialising in an elemental class and replacing the initial weakness to enemies resistant to that element with slightly weaker secondary spells and the need to actually seek those spells)
I would be tempted to asociate wind with fire perks (both gaz) and cold resistance, earth with ice perk (both solid) and electric resistance (as the astronach) and water with lightning perk (weather) and fire resistance (hot water ?), though that would lock the forms to the resistances.
I think I know how to do that on Xedit, it is reseting the lists and placing the spells that I dont know how to do.
edit : also are the three elements aligned to the vanilla ones ? I just saw vanilla astronach getting damaged by the element I though were the same one , despite expecting an immunity or a good resistence.
stalagmite OS killing a flame astronach and tornado finsihing a half health storm astronach, specifically
First of all I should say that the og EDS mod was the reason I started modding my Skyrim, I just love the mod.
I have a problem with it though. Earth and water mage npcs won't use destruction spells at all. Wind seems fine though. What do you guys think the problem is? They keep trying to block with the ward spells and attack me with their daggers :/