0 of 0

File information

Last updated

Original upload

Created by

Sasquatch

Uploaded by

Sasquatch678

Virus scan

Safe to use

Tags for this mod

26 comments

  1. RipCityOR
    RipCityOR
    • supporter
    • 1 kudos
    From what I am seeing, More Damage (https://www.nexusmods.com/oblivionremastered/mods/269?tab=posts) is not compatible with this.

    It has to be one or the other. I believe this was causing crashes for me.
  2. Maureeseeo
    Maureeseeo
    • premium
    • 1 kudos
    Great idea, thanks!
  3. Nexussecond
    Nexussecond
    • member
    • 0 kudos
    Custom spells do not show any of these effects unfortunately. Is it possible to make it work for them too?
    1. Sasquatch678
      Sasquatch678
      • premium
      • 64 kudos
      No, as noted in the description. This mod edits the spells directly, it cannot edit magic effects. You can include these same effects when creating a custom spell if you wish.
  4. Kakoiloginsuka
    Kakoiloginsuka
    • member
    • 0 kudos
    Does this mod would work against me too? NPC also get these "passives"?
    1. Sasquatch678
      Sasquatch678
      • premium
      • 64 kudos
      It edits the spells themselves, any entity using these spells will cast them as they are here.
    2. TankyCrobat
      TankyCrobat
      • supporter
      • 0 kudos
      I was wondering this too. Mod would feel more balanced if what you use is used against you as well. I'm all for this.
  5. wonszlol
    wonszlol
    • premium
    • 4 kudos
    Great mod that honestly should've been baked into the Remaster. Without secondary effects, the differences between Elements are virtually purely visual. Thanks!
    1. weijiesen
      weijiesen
      • premium
      • 1,228 kudos
      100% agree, you nailed it.
      Always irked me. This mod is criminally underrated, should be a first-page shoe in. 
  6. Acleacius
    Acleacius
    • supporter
    • 72 kudos
    Thanks for your work and sharing, Kudos given and Endorsed!

  7. mallard7
    mallard7
    • supporter
    • 3 kudos
    does this automatically mean the base spells are more expensive too? (magicka cost wise)
    Or you get this flavour for "free" ?

    Love the idea - vanilla spells are so bland
    1. Sasquatch678
      Sasquatch678
      • premium
      • 64 kudos
      Nope, originally a few of the spells did get hit with a higher cost but I fixed that as soon as xedit was available for the remaster and could more easily compare to the original spells.
  8. winterwinds19
    winterwinds19
    • premium
    • 4 kudos
    I love this idea, was wondering if you could just alter the damage magicka in shock spells to instead "Drain magicka" and to change "drain speed" from frost to "drain fatigue". I really love the idea for this mod!
    1. Sasquatch678
      Sasquatch678
      • premium
      • 64 kudos
      Draining would be a bit useless as it only reduces the maximum attribute, and after the duration expires the full amount is immediately restored. But I will do a version for frost that uses Damage Fatigue for more parity/consistency.
    2. winterwinds19
      winterwinds19
      • premium
      • 4 kudos
      my worry is damage magicka is a permenant effect to the overall, or maybe im misunderstanding it? because if your attributes are damaged its permenant unless you got the right restore attribute spell or potion. is it different for magicka? can magicka still regen to normal if you use damage magicka?
    3. Sasquatch678
      Sasquatch678
      • premium
      • 64 kudos
      Yes both magicka and fatigue regenerate when using a spell with a Damage effect, Damage is only permanent on attributes like speed, strength, endurance, etc.
    4. winterwinds19
      winterwinds19
      • premium
      • 4 kudos
      ok thank you!, wasnt sure. i really appreciate the clarifcation and thank you for the mod <3
    5. gormat22
      gormat22
      • premium
      • 0 kudos
      I like the way it's current implemented. Reducing base speed is what you want for a slow effect. Reducing available magicka is what you want, not draining the total. 
  9. weijiesen
    weijiesen
    • premium
    • 1,228 kudos
    This mod is my favorite so far. 
    What tools do we use to change values?
    I'm looking to edit some probability values and timers etc, but not sure where to find or edit them.
    1. Sasquatch678
      Sasquatch678
      • premium
      • 64 kudos
      It's a bit hacky, but I'm using an install of oldblivion with the construction set and construction set extender installed. I copied all of the plugins from the remaster into the data folder there, load up Oblivion.esm and AltarESPMain.esp in the construction set and it just works.
    2. Vrolok
      Vrolok
      • supporter
      • 9 kudos
      Have you tried adding new NPCs, changing leveled lists or placing items? Does any of it work?
    3. Sasquatch678
      Sasquatch678
      • premium
      • 64 kudos
      Changing leveled lists should work, placing new objects into the world works as seen by several mods already uploaded by other authors. It's kind of just a case by case basis.
    4. Vrolok
      Vrolok
      • supporter
      • 9 kudos
      Great! Thank you! Looking forward to implementing something along the lines of Morrowloot, if someone doesn't beat me to it.
  10. Maleficus04
    Maleficus04
    • premium
    • 7 kudos
    Just for clarification:
    The increase in effects based on mastery level - does that also only apply to the pre-made spells, or is that baked into destruction for all spells of those elements?
    1. Sasquatch678
      Sasquatch678
      • premium
      • 64 kudos
      The mod only touches premade spells, it does not (and cannot) edit the base magic effects which are what would be used when crafting a spell.
    2. Maleficus04
      Maleficus04
      • premium
      • 7 kudos
      Understood - thanks! I may try this out later. Aside from making things a bit more fun early-game, this'll give a reason to actually use base-game spells rather than just making everything yourself, as I imagine trying to recreate the same spells would end up costing more with spellmaking.