Skyrim Special Edition

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LazyClown

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LazyClown

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27 comments

  1. yeetornot
    yeetornot
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    Sadly, this mod boosts the whole restoration school instead of only the restoration spells, which incorrectly boosts apparel enchantments, etc. (the restoration glitch).
    Running it together with the USSEP would probably fix the problem, but I won't test it  :)

    On the other hand, great idea boosting the magnitude of alteration and conjuration!
    So many scaling mods boost their duration instead, which does nothing to address the weak armor spells (ebonyflesh, etc.) and annoying lvlcap on reanimation spells in late game.
    1. Cineromantic
      Cineromantic
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      Hey there! 

      Don't know if you're still interested in this mod, but you can edit the perk to not boost restoration very easily. Edit the new part of the novice perk to have the condition "SpellHasCastingPerk" followed by the corresponding restoration perks (Novice, Apprentice, Adept, Expert, Master) with the condition OR so they only need one of them.

      If you can't figure it out, message me and I'll upload my version, since the mod author was nice enough to open permissions.
  2. cuddm
    cuddm
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    Does this need to be updated for newer versions of Adamant?
  3. vilefoot
    vilefoot
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    Would this also work with vokrii - minimalistic perks of skyrim/better vampires? it's the perk overhaul I enjoy the most but unfortunately doesn't have power/magnitude scaling in magic schools only magicka reduction scaling per level.
  4. Karlionn
    Karlionn
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    Great addition to Adamant. Thank you!
  5. xenon4ever
    xenon4ever
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    Is this OK to use with the mod Adamant with Vanilla Perks?
  6. avorona5678
    avorona5678
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    can i ask, will this also increase the damage of bound weapons, since they already scale with their respective skills so having them scale with conjuration as well would be overpowered
  7. knightblade24065
    knightblade24065
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    This mod looks great, and I'm certainly considering swapping it with a different mod I have at the moment - but I have a couple of questions if anyone can answer them.

    If I were to use the x2 version, would that mean at 100 Destruction, Flames would deal 24 damage?

    How does this function with perks like Augmented Flames or Regeneration, that increase the spell effectiveness?

    Does this affect all spells or just the Novice ones? And, since most skills start out at 15, does this mean we have a minimum 15% boost?
    1. LazyClown
      LazyClown
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      Once you get the first perk, you get the immediate boost and then +1% with each skill level until its 100%, and yes it affects all spells in a particular school. So with Novice Destruction even Master spells will do double damage, the rest (Apprentice/Adept/Expert/Master) perks work as vanilla to reduce mana usage. x2 Version gives 2% increase so everything, Vanilla Flames are 8 dps, so at 200% Flames will deal 32 dps. Augmented Flames and Regeneration are additive, so it will be 130% and 150% respectively in 1% version.
    2. yeetornot
      yeetornot
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      LazyClown, 200% (for the 2% version) should be added to the base unmodded 100%, resulting in 300% or 3 times the magnitude, so Flames should deal 24 DPS, not 32.
      It's just math, tho - I haven't actually tested it.
  8. nexususer01
    nexususer01
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    Does this mod only affect the player or enemy mages as well?
    1. LazyClown
      LazyClown
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      Enemies don't have perks in base game, so unless you give it to them with some mod, it will only affect you.
  9. Captainradish
    Captainradish
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    So now I can finally one-hit-kill those obnoxious Draugr Deathlords. Nice! My 100-skill destruction mage was feeling a trifle underpowered against those behemoths.
  10. deleted92280353
    deleted92280353
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    Hello, your mod is great bro, can you make a version for Adamant for 0.5%?