That's a whole different kind of mod, much bigger than this. If loaded after M, this mod may still affect vanilla spells, or it may not. This is a mod for playing close to base games while M is a game-changing mod, I would suggest choosing one or the other depending on how you want to play, or making a hard save before trying them out together. I don't mod any more and have hidden most of my mods other than simple useful stuff, tbh, I'm too busy trying to pass my uni course. Anyhow, have a great new year!
Older mod I know, but would it be possible for you make a version that just does just 2 times extra damage? 3 seems like just a bit too much for me and I cant find any other mods that quite deliver what I'm looking for, if not I understand. Great mod regardless.
Minor issue. When using the creation club survival "mod" in association with this mod the flame cloak spell no longer stops freezing damage when in water. I don't know but is it possible to fix this problem?
It's probably overwriting a record that's been changed in survival mode. Using xEdit to create a patch should fix it. I haven't looked at it yet, but will post back here after I do.
EDIT: Yup, that's exactly what it is. Drop this in your load order below this mod and it should fix the problem-
Wonderful Mod, Now you are feeling powerful mage as it's should be, for destruction mage that is. I used full magic scaling mod and not feeling powerful, but it's better than normal original gameplay rule. Magic is felt underwhelming in original game, it's not right archer and melee is more powerful than magic, it's otherway around, glad this mod fixed for destruction of school magic.
I may install this mod at high level when I felt it's take forever to kill enemies that had ton of health point while ran out of mana, that is when magic felt underwhelming.
How many it's take nuclear to take out city? Only need one, not 10 time or more.
Before I give it a shot, I just have to ask - does this work only on Vanilla (or Vanilla replacement) spells, or will it work on new destruction spells such as "Death Flames" (https://www.nexusmods.com/skyrimspecialedition/mods/8317) ? Thanks! if this DOES work, then it's the easiest way to add that much needed "oomph" that Destruction spells are lacking!
This is a minimal impact mod and that's the reason I uploaded it. It just improves destruction spell damage for base game destruction magic spells and will have no impact on new magic ones. I honestly have no idea if it would affect a replacement spell, but if this is loaded after it might if that spell is a direct altering of some aspects of a vanilla spell. If you want a mod that breaks from lore but targets destruction magic as an enchantable variable, I would recommend the Fortify Destruction mod, which I have used and can say is very good.
Not sure if it's because I also have the Ordinator - Perks of Skyrim Mod but NPC mages are way more powerful than anyone else and can take me down easily with 2 to 3 shots. I still think yours was a simple and elegant solution for how underwhelming destruction is in Skyrim and how there's only like 5 spells total per element that don't scale with your level.
If you'd recommend a solution to overpowered NPCs I would appreciate it. Thank you for sharing the mod!
Don't use mods! Seriously though, a mod that gives you high magic resistance would be a good bet for that. I'm sure there's a ring or two in the cheat mod section.
this would have been fun, but I already downloaded Destruction Scaling and if I added this to my lvl 100 Destruction build, plus the mod enchantment that increases destruction damage (I got it to about +200%)... I'd destroy my game with damage numbers of spells. But this one has a nice vanilla feel to it so it would be great in games that aren't relying on enchantments all that much (or just a closer-to-vanilla) playthrough
19 comments
That's a whole different kind of mod, much bigger than this. If loaded after M, this mod may still affect vanilla spells, or it may not. This is a mod for playing close to base games while M is a game-changing mod, I would suggest choosing one or the other depending on how you want to play, or making a hard save before trying them out together. I don't mod any more and have hidden most of my mods other than simple useful stuff, tbh, I'm too busy trying to pass my uni course. Anyhow, have a great new year!
When using the creation club survival "mod" in association with this mod the flame cloak spell no longer stops freezing damage when in water.
I don't know but is it possible to fix this problem?
EDIT: Yup, that's exactly what it is. Drop this in your load order below this mod and it should fix the problem-
https://drive.google.com/file/d/1-tIw7EtT62ZRQO1PORMqGyenNmC6FBzc/view?usp=sharing
I may install this mod at high level when I felt it's take forever to kill enemies that had ton of health point while ran out of mana, that is when magic felt underwhelming.
How many it's take nuclear to take out city? Only need one, not 10 time or more.
If you'd recommend a solution to overpowered NPCs I would appreciate it. Thank you for sharing the mod!