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71 comments

  1. KaiLight
    KaiLight
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    Sneak attack spells doesn't appear to be working in my play-through. Is it supposed to give an indicator when you successfully sneak attack with a spell? Is it in one of the optional ESPs? 
    1. SMUnlimited
      SMUnlimited
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      Sneak attacks are not listed on the main page, so they haven't been ported yet. 
  2. Bevier
    Bevier
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    • 9 kudos
    Supreme Magicka! What a blast from the past! Good luck on the port!
  3. 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.?
  4. Sasquatch678
    Sasquatch678
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    Could you do something to make spamming invisibility less overpowered, similar to your changes to chameleon? Right now you can just spam a basic invisibility spell and it's basically like an infinite radius calm spell, and you can keep doing it forever since magicka will regen faster than the spell costs. There's also functionally no difference between spamming a low duration invisibility spell many times vs using a long duration one once or twice, in fact the cheaper, lower duration spell is generally more useful since it enables you to continously dance in and out of stealth more often which means more sneak attacks. In Av Latta Magicka, invisibility used to make it so your magicka wouldn't regenerate if you were moving while the effect was active and this definitely helped balance it a lot better. Of course the ideal solution would be a not completely busted detection system for the game but I understand that's out of scope for this mod and easier said than done.
    1. SMUnlimited
      SMUnlimited
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      That should be simple to do.
  5. nixornator
    nixornator
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    Is there any way to disable the ability to summon 2 creatures?
    I want to use Dynamic Multiple Summons (https://www.nexusmods.com/oblivionremastered/mods/2589?tab=description)
    Where the quantity of summoned creatures is based on your conjuration skill. 
    But it seems like this mod is overwriting the Dynamic Multiples.
    1. SMUnlimited
      SMUnlimited
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      That mod already should override any mod as it is just running the console command in game. If its not then it may be a bug or you haven't installed that mod correctly?
    2. nixornator
      nixornator
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      hmm yeah you seem to be right, UE4SS isn't working - tried reinstalling it a couple times but just can't get it to work so ill just stick to this

      -edit: nevermind i'm an idiot. fixed it - i only installed the optional file and not the main file lol durrrr
  6. ludachris
    ludachris
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    Must-have mod, I always used it in the Oldblivion version. Thank you for bringing it over to the Remaster! I especially love the changes to telekinesis and moving absorb to the Mysticism school.
  7. Maegfaer
    Maegfaer
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    What about increasing the base cost of "Weakness to Magic" and moving it from Destruction to Mysticism? The magic school change mostly because when you have spellmaking unlocked and Destruction level 100, casting a spell that combines for example Weakness to Shock with Weakness to Magicka for 2s will multiply each other, giving 4x shock damage after just one cast, 9x shock damage after the second, 16x damage after the fourth.

    It's rather exploity, and if it's moved to Mysticism at least you need to master two schools to do this effectively. Also, since Weakness to Magic counts for almost all spell effects, it's not really necessary to have it in Destruction. The base cost increase is just to make it a little harder to keep repeating this on multiple enemies in short order.
    1. SMUnlimited
      SMUnlimited
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      Its an interesting idea. Could also consider for weakness to normal weapons, poison and disease to.
    2. Maegfaer
      Maegfaer
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      Making the Destruction skill less dominant is a good idea in general.

      Weakness to Poison and Disease might fit better with Restoration perhaps. Or maybe Poison to Illusion, for gameplay reasons? It would match well with the whole stealth assassin archetype. Weakness to Disease could also fit Conjuration.

      Weakness to normal weapons for Alteration?
  8. Schiffy94
    Schiffy94
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    Aw yeah, one of my old favorites is back. Now I just need BIE and Sorcerys Toll...
  9. TheRunescholar
    TheRunescholar
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    If I understand, you moved mark and recall into the wildspells esp. I do not have the wildspells esp loaded or in my plugin text list and I still have the mark and recall from this mod. I did update from the previous version, so that could be related.
    1. SMUnlimited
      SMUnlimited
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      If you have the spell already, it will persist. Plugin only affects being able to buy it or not. 
    2. TheRunescholar
      TheRunescholar
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      Ooh, that makes sense.
  10. KalMakal
    KalMakal
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    Hi, will there be a configurable Sneaking and Magic section added?
    1. SMUnlimited
      SMUnlimited
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      At present it is looking difficult to port. I'm keeping my eye out of options.