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.
Great mod that honestly should've been baked into the Remaster. Without secondary effects, the differences between Elements are virtually purely visual. Thanks!
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.
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!
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.
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?
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.
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.
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.
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.
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.
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?
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.
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It has to be one or the other. I believe this was causing crashes for me.
Always irked me. This mod is criminally underrated, should be a first-page shoe in.
Or you get this flavour for "free" ?
Love the idea - vanilla spells are so bland
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.
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?