Skyrim Special Edition
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radax

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85 comments

  1. almightyk
    almightyk
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    EDIT: Nevermind
  2. onyxryuga
    onyxryuga
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    "Transmute Mineral Ore now prioritises Iron to Silver over Silver to Gold"

    Completely disable transmutation magic
  3. CharlesHenriLeblanc
    CharlesHenriLeblanc
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    Excellent, i love your mod, this is exactely wate i am looking for and is working very good. Thank you friend.
  4. Mallzahar
    Mallzahar
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    Hey I love this mod.

    Really makes the magic in this game amazing, I was a little confused with it though as it didn't seem consistent. So I opened it up in SSEEdit and found that there is no reference for many of the in game spells like any of the rune spells which is why after installing this mod I could no longer double cast flame rune. A little bit annoying. If I was any good I would fix it myself...

    As I see you have not touched this in four years I may have to just get good.
  5. A3Rieil
    A3Rieil
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    great mod, but has untouched destruction wall spells dmg increasing which is constantly 50/s
  6. Unicornphoenix
    Unicornphoenix
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    Hi, first of all, thank you for the great mod!
    This mod made my mage role play much better for sure. I felt like I could finally be a real Arch-mage with this.
    But I have some feedback and a request for the Restoration spells.

    I've recently started to play as a Paladin, so along with the warrior skills, I needed to have Alternation spells, and of course, Restoration spells.
    However, after completing the final ritual quest to obtain the Master spells of Restoration, I just realised that this part was not really properly balanced.
    And I really think this should be adjusted.

    One of the spells, Bane of the Undead's effect is "Sets undead up to level 30 on fire and makes them flee for 30 seconds"  in vanilla which is basically a joke as a Master level spell. It is basically for getting rid of weak Undead like Skelton. And this mod only makes the level limit higher by 10. So it says "Sets undead up to level 40 on fire and makes them flee for 30 seconds" while there are many Undead who are level 60 or higher.

    I mean, this one and Guardian Circle are supposed to be THE Ultimate holy spells against Undead.
    I think it's rather natural to have it work for any Undead no matter which level they are and I personally don't think it would be overpowered or anything as it wouldn't give them hundreds or thousands of damage or those by setting them fire.

    If it would be too powerful to make all of the Undead flee, I think it should at least make them staggered. Like Undead over level 40 get staggered instead of fleeing or so. Anyway, if it's limited like this, the Restoration spells are practically useless while it costs 440 magika in my case... I made my Restoration skill level 100 for Dawnguard, but this one certainly wouldn't do anything...I can imagine that it would just shines and Vampires would just walk into the circle without any problem because of this level limit...

    So I would really appreciate if you could fix this part...
    Hope you're still checking here!

    Thanks! 
  7. Yushik
    Yushik
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    So technically there's max cap on skill? Is for example 100 destruction skill maxed out and cannot be increased anymore? I think it would be even better if power scales to your level instead.
  8. The1TrueEcho
    The1TrueEcho
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    Just installed, checked my spells, and found Ebonyflesh missing...
    WHY!
    Why in the world would you remove one of the more useful spells in the game and replace it with skin spells, which are completely redundant due to the fact that specific resistances are too situational and not flexible enough to be viable in any way!
    I LIKE being able to reach the same stupid OP armor levels as armor pieces, since it keeps magic viable! and the entire purpose of this mod is to make magic more viable!
    Plus, several spells become redundant regardless of scaling, like firebolt. Once you get incinerate, then firebolt is useless.
    A BETTER IDEA WOULD BE TO MAKE THE FLESH SPELLS STACK LIKE THEY SHOULD'VE SINCE DAY ONE!
    1. radax
      radax
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      The flesh spells were reworked in this mod, the armour focused spell wasn't removed. With the flesh spells now scaling with alteration, three of them were changed to provide additional elemental protection instead of having four of the same spell lying around. The flesh spells were changed as follows:

      Ironflesh ---> Frostskin
      Oakflesh ---> Stoneskin
      Stoneflesh ---> Flameskin
      Ebonyflesh ---> Stormskin
    2. jctrc
      jctrc
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      so why all *skin spells are being showed as novice spells ?
      why frostskin and flameskin show the same base armor ?
    3. xMASTURxCH33Fx69x420x
      xMASTURxCH33Fx69x420x
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      It's much later, but to add onto this.

      This change completely ruins any mage follower.

      As someone who uses followers a lot, because all the Flesh Spells were reworked to have different effects, followers that have them (I.E. Basically all mages,) have their AI basically break and they spend 90% of combat just spamming the Skin Spells on themselves because their AI can't comprehend all these different effects.

      I've been mostly enjoying it, but considering even with AFT I can't remove the flesh spells mages come with, it's a dealbreaker for me.
  9. tentanseum
    tentanseum
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    anyone know if this is compatible with Ordinator and/or apocalypse?
    1. Kulharin
      Kulharin
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      Or Vokrii?

      EDIT: in my load order, these mods all conflict with this mod and would require patching.

      USSEP, Vokrii, wildcat, summermyst, immersive sounds, ENB light, cutting room floor, flesh fx, wildcat, sacrosanct and enchanting fixes
    2. Jesse6669
      Jesse6669
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      I use it with apocalypse and it seems to work great. Ordinator is cool but it changes perks that this changes so it will conflict.
  10. Rinnegami
    Rinnegami
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    Sorry if this is a stupid question, but if I install this mod on a save where I’ve already leveled up my magic will the overhaul take effect as if the mod had been installed from the beginning or will there be problems due to the vanilla character progression? Will my character miss out on buffs they should have or not have nerfs they should have due to the mod?
    1. dotheshimmy
      dotheshimmy
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      When I used this mod in LE it applied no problem. Unless the author that ported it over made big changes, it's probably fine.