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Dank Rafft

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DankRafft

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81 comments

  1. Inconspicuousnes
    Inconspicuousnes
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    Can you make a version where all creatures have eternal summoning? either until death or banishment? also have the angels of mania and dementia from the trembling isles dlc.
    I'm also interested in whether you can create a spell from the console command - kill.?
  2. alexmastercommander
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    I am conflicted because I love what this mod does and I think it makes sense, yet I have realized that it will make the conjuration and alteration skills level particularly slowly. As I understand, magic skill xp is only gained when the spells are cast, not when the player is hit when using a shield spell or when a summon deals damage. So, if this mod makes it so I only need to cast these spells 1/10th as often, it will make me earn xp for those skills 1/10th as quickly. I suppose there are mods which make skills level more quickly, but they do not do it on a per-skill basis.
  3. ragefanatik50
    ragefanatik50
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    I love this mod, wanted to lead with that! Would there be a way to do the effects instead of specific spells so it would work for custom spells? Or another way to apply it to custom spells?
    1. DankRafft
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      Unfortunately, that's not possible. Magic effects (MGEF) don't have a duration attribute.

      When it comes to spell making (and enchanting), the duration is solely determined by and derived from UI code and hard-coded engine metrics upon creation AFAIK. The UI stuff I might be able to figure out - I'm currently not interested in digging into another rabbit hole though - but for the custom engine code portion I might not be experienced enough. And I currently don't have the will to spend a lot of time in learning it.
    2. ragefanatik50
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      10/4, appreciate the response and condor. 
  4. dvbart
    dvbart
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    Thank you for this mod! short duration utility and defence spells is a headache >.<
  5. kain200
    kain200
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    Anyone know what the specific conflict is between this mod and this other mod - Remove Spell Skill Requirement ?

    The skill removal mod works except when it comes to spells modified by this mod. Since the remover just raises the caps for considering "novice/app/exp/master" etc, I don't get why this would conflict. Its a bummer because I definitely want to use both.
  6. dioxyde0
    dioxyde0
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    can you fix Conjuration Summons scaling? they are really OP with vanilla, almost no point using weapons or destruction as the starting skeleton just obliterates everything
    1. DankRafft
      DankRafft
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      I don't know, I haven't looked into it. But even if, that is totally unrelated to and beyond the scope of this mod.
    2. Dovaknovel
      Dovaknovel
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      Well, your page description speak about time of use not damage of use hahaha xD 
    3. MizzMisery
      MizzMisery
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      Conjuration Damage Fix
      I personal made my own patch for conjuration summons that nerfs them by roughly 30% since i use a config that allows 3 summons at a time. I play with difficulty mods so im always being one shotted and my summons don't usually last a whole fight anymore lol... I advise you look around and do some tinkering yourself to get that sweet spot of whats balanced for summons that fits your playstyle. I always role summoner in rpgs but i can see why you think they are OP. Difficulty modifiers dont touch summons so the player gets nerfed but the summons numbers remain untouched or in some cases turning up the difficulty actually buffs them...
    4. wonszlol
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      The problem with Conjuration is that the damage of your Summons is unaffected by the difficulty multipliers. The same oversight applies to Poisons, which always deal their full listed damage rather than being affected by the difficulty sliders.

      Either way, it's not something this mod addresses, or should address, as the issue stems from something else.
    5. DankRafft
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      This can now easily be fixed with the following mod: Better Difficulty - OBSE
      It includes a separate setting where you can set a summon difficulty scaling value, either one that matches the damage modifiers applied to you as a player, or a completely different one.
  7. doyoume8p
    doyoume8p
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    I like the extended duration but its seems a bit too long. Making things easier as conjurations can be very powerful. Perhaps a version with half of the current durations would be ideal?
    1. DankRafft
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      What spells would you want with half duration? All of those that currently come with the x10 multiplier?
    2. doyoume8p
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      Sorry I have tried only few of them since i am new and early in the game. And at a glance the duration were much much longer with this mod. But I straight up felt that i can live with exactly half of the new modifications. Or a way to dispell or turn off spells would be a good solution as well.
    3. DankRafft
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      Yeah, I was thinking of providing a x5 (half) version as well. Btw, you can already dispel them with any of the vanilla Dispel spells from the Mysticism line.
    4. doyoume8p
      doyoume8p
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      Do please make version with half! I think many would appreciate it as well!
    5. DankRafft
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      Done.
    6. doyoume8p
      doyoume8p
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      Thanks you! Endorsed and voted!
  8. Sohleks
    Sohleks
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    Unrelated; I want to have absorb spells put into Mysticism, like Morrowind or some old oblivion mod :)

    Although... I'm starting to notice... Is absorb attribute like strength bugged even the basic vendor spell versions of the spell?
  9. teprac
    teprac
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    are you able to modify custom spells as well? i would love to see these same effects have 10x duration there as well. 
  10. Fruchu2k
    Fruchu2k
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    Could you extend it to work on the 9 chapel blessings in the future ?