About this mod
Applies magicka consumption to player and NPCs while having spells on display or on hold. No more relaxed spell hold aim. Script free.
- Requirements
- Permissions and credits
- Changelogs
My immersion breaks when I see shiny fancy fireballs and runes existing on your hand and your magicka bar is chilling. Having equipped spells out is magicka free even though you get benefits like lighting. Casting a spell costs magicka, however, you can hold it forever waiting for the perfect opportunity costing no magicka at all.
Functionality
Applies a small magicka/second drain to the character and the NPCs while having spells on display, or on hold. Each hand is accounted for and staves have half the cost. If the spells are equipped but unsheathed they will not cost, only having them on display (weapons out) will start draining magicka.
Action Cost (magicka/s) each hand
- spell/staff on hand 0.5/0.5
- spell/staff casting on hold 1/0.5
Customization
Use the MCM to enable/disable certain actions cost.
Installation
Standard install. Place in Data folder/user mod manager.
Updating
Spell would need re-distribution, also applies to customizing the values in xEdit.
- Disable mod
- Launch game
- Save
- Clean Save with Resaver
- Enable new mod
- Profit
Compatibility
Compatible with everything and anything. This mod doesn't alter any record. Every record it uses is new, meaning it is conflict free.
FAQ
- ✔️SE
- ✔️AE
- ❓ LE
- ❓ VR
- ✔️Script free
- ✔️ESL
Recommended mods
- MCM Recorder: To save MCM settings and automate new game MCM configuration
- Conditional Stamina Costs: Same concept but for stamina, more actions including spellcasting. Related to movement mainly.
- Realistic Lighting Overhaul SSE: Has an option to enable light/shadowcasting on spells on display
- Strange Runes: Makes fancy runes show on player and NPCs while the spell is being casted