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.?
if that mod modifies anything vanilla then no it wont be compatible as my mod modifies all vanilla spells but you could try loading that mod after mine that might work because then it should theoretically leave what i changed for the other spells untouched and then modify what that mod is suppose to modify only making my mod not modifying that specific spell if that makes any sense im not sure.
Basically just load it after and see if it works if it does awesome if not then there your answer though i could make a "patch" but that basically means ill just be making a version that implements what ever that mod does to vanilla spells alongside what ive done already in my mod.
I just want spells to be more powerful, or on par with melee weapon damage. Example, I tried a elf, and it took multiple shots with her firespell, I then drew my sword (she is not a melee fighter) and she one shot the next enemy. Oblivion has always had spells so underpowered they really are not worth playing.
I think skills and base stats matter. My lvl 40 destruction flare or fire bolt one shots small creatures, but the sword, which used to do more damage when I started the game in the sewers, does a bunch less damage as I have leveled. I would assume in real life being slashed/stabbed via a power attack of a sword is not as bad as a quick high-degree burn, haha.
Maybe providing some examples in a description (not all spells) would help make people more excited about this mod. Good luck @KaylaD19 !
mindorg9 thats a good idea thanks for suggestion ill do that when i find time and im pretty sure its why i put in description not currently a list of changes rather than wont be so as to if i decide to change mind later and add a list of some degree.
SleepyCuh234 the biggest issue with the game is i cant buff the spells as hard as i would like to because then it would cost like 10k for one master spell and when a lower end spell gets buffed too far it changes from and expert as an example to a master which is a problem if i buffed all spells to exactly how i would like them there would be no novice or apprentice spells because a novice at min would be a journeyman and apprentice would be somewhere between journeyman and expert and many experts would become masters with like 4 times the magicka cost as they originally had
the true solution for this issue, (which isn't really one spells are fundamentally the most broken thing in the game) is to just use an attribute prestige or uncapper mod. higher int = stronger spells, higher willpower= faster regen. its not needed, there are other in game things that make spells broken (self fortify magicka/int/drain magicka infinite spell cast technique and 100% absorption infinite cast technique are the prime examples) at the end of the day a ~40 cost destruction spell that applies 1 sec para does 10 fire damage for 3s 100% weakness to fire for 3 second sand weakness to magicka 100% for 3 seconds can kill anything in the game in a few casts.
If you want to do dmg even enough to one shot on master difficulty you need to do spell stacking, that means first use a weakness to magic plus element of choice ( i use shock) weakness 100% both for like 7 seconds next same spell with different name and only 5 sec all in a aoe of 10 or so then throw a Shock dmg aoe spell in there with a 3 sec duration and like 30 dmg = you will do nopt 90 dmg anymore with it instead it will do a total of 540 dmg and kill almost everything even things that are usually immune to shock like storm atronachs.
Spell dmg does not get up by anything as lvl 40 killing a enemy with a 6 dmg spell is not happening outside of the lowest difficulty especially as enemies lvl up same for firebolt my lvl 36 Mage run ended with all stats and skills at 100 for a mage and even 80 dmg spells didn't kill things 1 hit outside of kobolds who have no different forms later on. the only way to 1 hit above adept expert / master is by stacking weakness spells. Else pls upload you going in anywhere with atleast adept difficulty 1 shotting stuff with flare i would really love to see how this is gonna work if it is not a deer or rat.
If you mean that they're weak, then you just don't know how to play Oblivion. If you know the mechanics, then you can kill absolutely any enemy on "master" difficulty (umbra died from my 26 level character in 3 casts)
There are certain illusion spells like Frenzy that have a level cap of 25. Unfortunately, enemies scale with your level which means when you exceed that level, npcs become immune even to master level spells.
Mind spells (like Ferenzy) have cap of lvl25. Npc`s of lvl 25-100 have spell difficulty of 25. If you use ANY heavy or light armour it will reduce spell effectivness to 95% (plus it will be rounded down, 25-5%= 23.75 = 23 by ingame logic) in best case. Just use cloth robes as true chaos mage. Or quickswap sets. Thats why many armour mods have zero armour cloth versions.
nyahahaololo This mod should still be bennificial regardless as i have done a little testing to see what happens when you mix and match spells and add additional effects to said spells along with making the spells stats stupidly high to see what happens which is basically what led to the existence of my other mod named a gods power spells.
pretty sure nl is something to indicate its modded i dont really know what it is tbh but dont worry about it too much its just a bit annoying having everything say nl all the time but i have no idea how to remove that flag myself.
Are you using Vortex? If the load order is screwed up, you'll get this tag. Had this problem myself. Make sure Oblivion.esm is the first to load, DLC next, then your mods. Hope this helps.
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I'm also interested in whether you can create a spell from the console command - kill.?
Basically just load it after and see if it works if it does awesome if not then there your answer though i could make a "patch" but that basically means ill just be making a version that implements what ever that mod does to vanilla spells alongside what ive done already in my mod.
Maybe providing some examples in a description (not all spells) would help make people more excited about this mod. Good luck @KaylaD19 !
If you use ANY heavy or light armour it will reduce spell effectivness to 95% (plus it will be rounded down, 25-5%= 23.75 = 23 by ingame logic) in best case.
Just use cloth robes as true chaos mage. Or quickswap sets.
Thats why many armour mods have zero armour cloth versions.