Skyrim Special Edition
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_kmatt_

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AlchemicaMateria

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About this mod

Magic is dangerous. Littered throughout in-game texts and conversation is evidence that magic is a difficult and dangerous undertaking. Spells can fail if you do not maintain focus or have the adequate skill. This mod adds spell failure to the game. Many spell archetypes have unique failure mechanisms. All spell mods are compatible*. NPCs fail too!

Requirements
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Translations
  • Russian
Changelogs
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Hello! Please check out my Patreon for general updates about my mods as well as sneak peaks of future projects (it's free)! 


Overview


Magic is dangerous. Littered throughout in-game texts and conversation is evidence that magic is a difficult and dangerous undertaking. Spells can fail if you do not maintain focus or have the adequate skill. This mod adds spell failure to the game. Many spell archetypes have unique failure mechanisms. All spell mods are compatible*.

*All spells are automatically compatible. The exception is that not all spell mods with automatically have a unique failure mechanism. These unique mechanisms rely on certain vanilla keywords or magic effect data. If a mod changes this or doesn't include the vanilla equivalents, it will not have the unique mechanics. However, all spells will have a basic failure effect that varies by spell school. A change to the scripts (v1.1.0) now makes it so even less patches are required.  As of v1.2.0 Unattuned is compatibility with all mods that edit vanilla spells. Also compatible with all mods listed in the compatibility section. I will continue to add support for spell mods via the KID ini file. Although not every spell has a unique failure effect, all spells should  be able to fail and will have a school specific failure instead.

I highly recommend you use this in conjunction with my other mod: Charged Concentration. Instead, you can use this with Controlled CastingIt is a soft requirement as it makes concentration spells take time to cast, giving them a chance to fail via this mod. Concentration spells may still fail without this mod, though they feel a little less natural. A change made to the scripts (v1.1.0) makes it so spells can fail more naturally with concentration spells even without this mod. 

Requirements

Powerofthree's Papyrus Extender - Hard Requirement
SKSE - Hard Requirement 
SkyUI - Required for the MCM
SPID - Required for NPC support
KID - Semi-hard requirement; mod may work without it, but required for compatibility with most other mods

Installation

Install the main file with your mod manager.
Install any additional patches.
Load your patches after this mod and the patched mod.

I am unsure yet if it is safe to add to an existing game as I did not have any existing games to test on. If you try it and have any issues, please let me know.

Updating to new version (Not necessary for 1.3.1 to 1.3.2)

  • Make sure all failure buffs/debuffs are gone
  • Make a regular save
  • Disable old version and associated patches
  • Make a 'clean' save without the mod and patches active
  • Load this 'clean' save into ReSaver
  • Remove 'Unattached Instances' and 'Undefined Elements'
  • Save the cleaned save file
  • Make a new 'clean' save (likely optional, but may be best practice)
  • Install new version
  • Enable mod and patches
  • Continue playing the game now with the updated version

I have noticed that it takes a moment for the MCM to update. When you load into the game, open the MCM menu, exit the menu, wait a few minutes, and then the MCM should be functioning properly. 

Video Demonstration

Please watch the great demo of the mod put together by Reshift!



You can also watch the following (lower quality) video for an overview of the mod and the unique failure mechanics made by myself.



In the video, I mention that this is all of the the unique failures. I actually forget to demonstrate paralysis spells. However, they operate very similarly to the ash spells.

Failure Mechanics

Failure Chance:


Failure chance is determined by the spell's difficulty (Novice, Apprentice, Adept, Expert, or Master) and your skill level in the respective school.

Failure Effects:

When a spell fails, the consequence will vary depending on the type of spell.

Spoiler:  
Show

Paralysis Spells - Your spell backfires and you become paralyzed for a duration

Elemental Weakness/ Shield Spells - Your spell backfires and you become more susceptible to the respective element for a duration

Ash Spells - Your spell backfires and you become encased in ash and immobilized for a duration

Mage Armor Spells - You don't quite cast your spell properly and you not only increase your damage resistance, by make your body as stiff as oak/stone/ebony/etc. reducing your movement speed

Bound Weapon Spells - Rather than summoning a lesser daedra as your target weapon, you summon it as.... a wooden bucket??? (Please experiment with this in game, it is my favorite failure mechanic haha)

Summoning Spells - The most important aspect of a summoning spell is the binding ritual. Novice conjurers may forget allowing their summoned creature to refuse their commands and attack them!

Reanimation Spells - You fail to bind the reanimated creature/being to your will and it is free to act on its own. It may not be so happy that you resurrected it...

Drain Attribute Spells - Your spell backfires and drains your own attribute instead

Elemental Spells (Fire/Frost/Shock) - You lose control of your spell and it explodes around you, damaging you and creating a hazard of the respective element.

Elemental Spells (Creation Club) - These are the spells that do all three damage types. You lose control and the explosion has a chance to be fire/frost/shock

Influence Spells - You lose control of your spell randomly change the aggression/confidence (respective to the spell type) of those near you.

Healing - You get a cantrip backwards and drain your health rather than restoring it.

Poison - You lose control and a cloud of poison explodes around you, damaging you over time.

Sun - You lose control and solar energy explodes around you, damaging you.

Shadow (Illusion/Alteration) - You displace all of the shadows around you, allowing those near you to detect you more easily

Shadow (Destruction) - Your shadow magic bursts around you, damaging you.

Lunar (Lunaris Support) - You lose control and lunar energy explodes around you, damaging you.

Stone, Water, Wind (Natura Support) - You lose control and the elemental energy bursts around you, damaging you.

I am interested in adding more unique failure mechanics. I have a few idea, but please let me know if you have an idea for any of the spell types I have not yet included. I am most interested in the following archetypes: Invisibility, Light Spells, Turn/Repel Spells

I already have an idea for Transmute, just need to take the time to implement it.

Gameplay Loop - Buffs and Debuffs

After a certain number of spell failures, you will acquire a debuff called Caster's Burn. While this is active, you will not be able to regenerate magicka and you will have an increased chance of spells failing. The goal is to discourage you from casting spells while the buff is active. It only lasts 60 seconds. If you choose to continue casting, you may run out of magicka and be forced to rely on potions. If you happen to fail another spell, the timer will reset as you will have re-aggravated your injury.

Once you recover from your Caster's Burn, you will gain a buff called Renew Focus. While this buff is active, you will have almost never fail your spells (1% chance of failure). However, due to focusing so hard on successfully casting your spells, you limit your spells maximum power by 20%.

My goal with this loop is to not let you fail indefinitely, but instead have a varied combat flow where you get punished for casting spells you should not be able to cast. However, once you struggled for a bit, you have an opportunity to cast spells without the fear of failure, and can improve your magic skills. This could be exploited by letting you cast spells you really don't have the skill for, but I figure your magicka will scale with your skill, so a mage with lots of magicka probably already has the skill to cast high level spells. So I feel its fairly balanced.

NPCs

This mod has built-in support for NPC spell failure. NPCs will fail their spells based on the spell's difficulty and their skill level in the respective school.

SPID is required to distribute the spell that allows NPCs to fail their spells.

Keep in mind that most NPCs in the vanilla game don't use high level spells. As a result, high level enemies likely won't fail spells very often. I recommend that you pair this with a mod that distributes higher level spell to enemies, raising the chance of them failing.

MCM

I have included an MCM that gives you the option to toggle spell failure for the player and NPCs separately. There are also sliders that allow you to add a failure chance modifier to increase or decrease the chance of failure.

Compatibility

This mod should be compatible with any spell - mod added or otherwise - out of the box. As mentioned earlier, the unique spell mechanics rely on vanilla keywords and magic effect data to identify spell archetypes. If a mod does not fit into a certain category outlined above, a default, school-specific failure will occur.

Built-in Support For:
  • Mysticism
  • Odin
  • Triumvirate
  • Apocalypse
  • Lunaris
  • Natura
  • Abyss
  • All CC addons

If there is any question of compatibility, load that mod after this one. You may lose out on some unique failure mechanics, but your spells will still have a school-themed failure and they will most importantly have the expected magic effects from your other mod.

Recommendations:

Charged Concentration or Controlled Casting (recommended)



Thanks and Acknowledgements

Thanks and credit to DalkrBelladona for the mod thumbnail and MCM image!

This mod was inspired by two other spell failure mods: Fizzle and Just Cast It - Magic Rebound

These mods are alternatives to this one, though they have slightly different ways to implement spell failure. Their included source codes served as a model and inspiration for me to write my scripts.

Thanks to all of those in Simon's discord that provided me with information and advice!

Many thanks to powerofthree and the SKSE team. This mod wouldn't be possible without the added scripting capabilities from their work.