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dann1c

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dann1c

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16 comments

  1. hoskope
    hoskope
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    • 5 kudos
    This combined with magic rebound you’re in hell of a ride 😮‍💨🔥
  2. Kolagon
    Kolagon
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    • 17 kudos
    Any chance you could make it so that the spell gains extra damage the longer you charge it?
    1. dann1c
      dann1c
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      It's outside of the scope of this mod. Probably would fit nice in another magic overhaul mod.
    2. VoidGenon
      VoidGenon
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      • 1 kudos
      You might wanna get Spell Charging
  3. RicoJumpy
    RicoJumpy
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    • 6 kudos
    The conditional magicka costs for "holding a charged spell" do not work when dual casting (I use mysticism, not sure if important).
  4. RicoJumpy
    RicoJumpy
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    • 6 kudos
    As a mage the only issue is the lack of regeneration when you have your spells unsheathed.

    I understand the logic of having an effect therefore you use mana but in the practical scenario of gameplay, it doesn't work as it totally forbids regeneration.
    If possible there should be an impact without stopping the regen, as it is, I just have to turn the function off totally to be able to play.

    This would call for a broader magicka regen overhaul (and I just got my archmage reliquary set and am finally able to stop drinking potions all the time, let me enjoy it ! :)
  5. messoud99
    messoud99
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    Can someone confirm that this works for SE? since the author stated that he plays on AE.
    1. dann1c
      dann1c
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      It is, please try to understand what the Compatibility section tries to convey. This is just some conflict free records in an ESL flagged plugin. 
    2. messoud99
      messoud99
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      I didn't understand what you were trying to say there since I don't really understand anything code related. When you added that you play on AE I just assumed that there might be something diffirent than SSE. TThanks for the clarification though, nice and clever mod.
    3. dann1c
      dann1c
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      It's safe to assume that anything that doesn't involve scripts or DLL plugins is compatible with both versions, thus the mention of the mod being script free. AE is just SSE 1.6
  6. julzshooter
    julzshooter
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    I like this idea but just for the charge (holding the spell down til the perfect opportunity).
    The spells on display don't bother me since I use animation mods to account for how they behave. 

    How can I have just that part?
    1. dann1c
      dann1c
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      As of now they are controlled by the same flag. I could enable another flag to allow separate control.
    2. dann1c
      dann1c
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      Done, check the update.
    3. julzshooter
      julzshooter
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      Perfect! Thank you. 
  7. GodsMistake
    GodsMistake
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    • 4 kudos
    This is a very interesting idea. I will keep my eye on it
    1. dann1c
      dann1c
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      It is actually an extension of an idea that I implemented first on Conditional Stamina Costs. You can think of both mods together as Immersive Calories