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jimkaiseriv

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jimkaiseriv

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226 comments

  1. jimkaiseriv
    jimkaiseriv
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    I realize that there are a few bugs in this version of the mod (generally of a fairly inconsequential nature). There are also a few missing features that were present in the Oldrim mod but haven't made it into the SE version. These issues mostly arise because Awakened Magicka for SE was released prior to many of the dependencies that the advanced features rely upon (When I uploaded the file, SKSE, SkyUI, FISSES, and other related files were not yet available for Skyrim SE). I integrated features that were intended to be future-proof, and work out of the box when these mods became available. But, due to differences between the Oldrim and SE version of these mods, and because I couldn't test these features at the time of release, not everything ended up working as I'd hoped.

    That said, I've recently started modding Skyrim again and plan on revisiting and updating Awakened Magicka. I have no eta on when updates will be available, but it will hopefully happen sooner rather than later.
  2. jimkaiseriv
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    I hope you enjoy this new version of Awakened Magicka for Skyrim Special Edition! When I published the original version of this mod almost 2 year ago, I wanted to share my vision for magic in Skyrim. After my first playthrough of the game, I felt like the magic system lacked a sense of progression. The only feeling of increasing power came from learning new spells or unlocking the occasional perk, but these didn't always feel satisfying. I was also particularly dismayed that spell costs could be virtually enchanted away in the vanilla game, making my investments in Magicka feel like a waste. My goal was never to make drastic changes to the magic system: I wanted the the game to feel like Skyrim still. But something needed to be done to fix these two problems. While browsing the Nexus I discovered both Simple Magic Rebalance and Mastered Magicka, and realized how both of these fundamental problems with Skyrim's magic could be addressed by making Magicka the key element in a Mage's progression. I decided to create a modern version of Mastered Magicka and to incorporate Simple Magic Rebalance's changes to enchantments into the mod. From this effort, Awakened Magicka was born.

    Over the past few months I've been updating this mod so it will work in Skyrim SE. The main focus of my efforts has been on updating the code so it can work without the previous SKSE dependency. However, I also added a new configuration menu that is accessed via spell or by activating Shalidor's statue. I realize that this menu isn't perfect, however: In some places the options are too vague and even confusing. I wanted to write the menu's text so that it was immersive, in the sense that it didn't take you out of the game when you used it. Unfortunately, this meant that the function of some of the menu options is not as clear as it should be. I will be writing a FAQ which I will post here, that will better explain the menu and other details about the mod.

    I welcome any suggestions and all constructive criticism. And again, I hope you enjoy using this mod in your playthroughs of Skyrim SE!
  3. Rainbowrider10
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    one complain i have about the mod is the confusing language in the  config menu. same deal with spellsiphon tbh, keep the wizard lingo out of config, please!
  4. CourierSixOG
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    Just found this gem, sounds really cool, I see you made a post in 21 about a possible update, I assume it is not coming but was wondering if this is still planned? If so I may hold off on re-starting and wait for it, thank you for the mod in any case.
  5. SuperDaddyD
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    Will AM conflict with this --> Controlled Casting? Although this mod only affects casting times but I'm not sure if it will affect AM.
  6. Undeadknight64
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    The mod is a really good and lightweight solution to the issues of Skyrim's spellcasting. Unfortunately, it requires the infamously overreaching USSEP made by that stuck-up jerk Arthmoor. Purist Vanilla Patch includes the same fixes, but without enforcing the author's arbitrary views of how the game "should" be.

    I suggest using the uncapper to make Health give 5 carry weight so that all three attributes will have a secondary effect for each investment.
  7. mkdeaven
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    what did you balance? im looking for over tuned gameplay to match with the stronger and more enemies, did you nerf this mod or buff it with the balance tweaks?
    1. Undeadknight64
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      The mod itself is a strong buff overall. The Balance Tweaks patch consists of a few buffs and nerfs to make the mod's overall balance much smoother. I would recommend using the patch with the mod.
  8. CovenantTurtle
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    An excellent mod, with equally excellent documentation.

    Regarding NPCs, the description says that "some of the tools needed to make this work are not yet compatible with Skyrim Special Edition," and that "once the required tools have been updated, NPC buffs will be available." Is this system already implemented and and waiting to be enabled (e.g., uncomment some lines and recompile), or is it in need of more work?

    EDIT: An earlier post from jimkaiseriv says:
    nearly all of the NPC related parts of the mod are present and functional. I believe I disabled the menu entry in the MCM, but it would be a minor thing to reactivate it.
    So, presumably, that means it's as simple as installing Enchantments and Potions Work for NPCs, and recompiling the mod with whatever changes are needed to enable the NPC stuff.
  9. tefaz
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    Does staff damage power also increase with more magicka like magic made by hands?
    Otherwise this mod renders staves useless.
    1. jimkaiseriv
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      I believe it does. I don't use Staves, and don't have any intention of testing it right now. If you try it out, you should post your results.
    2. starwyrm1597
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      Not really, you still get the advantage that they use soul gems instead of magicka.
  10. rheadog
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    Thank you so much for this great mod.  Really looking forward to the update.  Would love to see MCM menu added.
  11. unacceptableviews
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    I'm guessing no but will this work with Ordinator?
    1. angeldemon667
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      I know I’m one month later, Awakened Magicka works with Ordinator and other perk overhauls. The balance patch probably doesn’t work, but the base file doesn’t touch anything Ordinator does

      This mod is kind of absurd though as it makes magic really powerful if you don’t turn magicka scaling off. Which it’s fine if you want that power fantasy, but it does turn combat, especially between magic users, into a game of rocket tag.

      edit: I’m stupid, this mod doesn’t affect NPCs. Ignore that last line.
  12. shunpro
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    Will be nice if this is affect npcs via spid