So, hypothetically, if you killed Shady Sam because there's only room for one Skooma dealer in Cyrodil, where would you buy these new toys? Asking for a friend.
Oh...does his inventory respawn? So, again totally hypothetically, with this mod someone could trap Shady Sam in an endless 3 day time loop that culminates in his death and a +1 on Skooma??
May i suggest when you cast a summon, it cost mana and puts that mana on hold/lock. Like, you have 300 mana, you cast a skelly that cots 100 mana which then locks that mana so it cant be used leaving you with 200 mana making it where gaining more max mana means you can summon more which balances it making you need to think if you want more summon and less destruction spells. Just an idea, no biggy if you do not like it.
Sorry if its already like this. guess ill find out and input my idea now.
That's almost how it works. Just flat rate reserves based on spell skill level.
I thought this was a comment on my Toggle Spells mod. I didn't add mana reservation to this one, as not everyone loves that. I don't want to force it on anyone.
Is this mod making it so there are no level requirements (expert, master, etc.) for casting stronger spells? Or do I most likely have something else causing this?
Was troubleshooting and just came back to say that lol. It was the better enchanting. Saw the post about the "dur" misinterpretation and put it together. Really cool how immediately dedicated the community is I love it. Great work so far!
Hey, those effects shouldn't be visible and haven't been added to any spells in this mod. If you're seeing them, you likely have another mod trying to make use of them being overwritten by mine.
Oh, awesome! For multi-summon, I'd suggest something like 2 Skeleton Archers, 1 Skeleton Guardian. Or 2 Skeletons, 2 Archers. 3 Ghosts, or 3 Wraiths. 4 Scamps. 2 Dremora. 2 Dremora, 1 Dremora Lord.
Generally, I would argue against the "1 summon each of the family" sort. Like 1 of every Undead type, 1 of every Daedra, 1 of every Skeleton. Because the weaker ones become irrelevant and crowd the place. Summoning 3 or 4 beings is enough and lower leveled mobs are easier to use and have fun with, while the bigger badder ones would steamroll too much.
Unfortunately the script function to check the players equipped spell is OBSE only. Maybe if the team there can figure out how to add back the old functionality.
Hi! First, I'd like to thank you for sharing the mod :)
That said, I can't seem to make use of the Lock spell (the version from Sam or in custom spells), no projectile or spell effect plays, and the door or container shows no change.
I did a quick test and had it working fine. I didn't add an effect to it because it doesn't come with one, but next update I will just so it's easier to aim. Try a custom spell with an area maybe?
"All magic effects will be available for spellmaking/enchanting, assuming you have the effect as a spell already." - So its worthless mod? You can go to Frostcrag at lvl1 and have house with altairs xD
Dude you're more than capable of providing actually meaningful feedback and criticisms and doing it without sounding like an ass. Read the last bit of the description, some spell effects which aren't normally available are added to a vendor. You can't create any spell effect without knowing it first so if you can't acquire a spell effect you can't recreate it, also you can craft spells and enchants with two of the spells so from wherever meaning you don't have to fast travel to do so. maybe not everyone will find this useful but that doesn't make it worthless. please try to be a better person.
In the base game, you can't make restore enchantments. Like restore health, restore magicka, etc. You can't enchant weapons with paralyze. You can't use certain summons (like saints or seducers) in spellmaking. This mod removes those kind of restrictions, and those are just a few examples.
And that's just the first part. It also adds several completely new spells, removes the summon limit, and adds easier access to rare or unavailable magic effects.
163 comments
Like, you have 300 mana, you cast a skelly that cots 100 mana which then locks that mana so it cant be used leaving you with 200 mana making it where gaining more max mana means you can summon more which balances it making you need to think if you want more summon and less destruction spells. Just an idea, no biggy if you do not like it.
Sorry if its already like this. guess ill find out and input my idea now.
That's almost how it works. Just flat rate reserves based on spell skill level.
I thought this was a comment on my Toggle Spells mod. I didn't add mana reservation to this one, as not everyone loves that. I don't want to force it on anyone.
The rest works fine
sorry, i don't have capture
From BA01 to BA10. Bound Armor Extra 01 ect...
Back to the 1.1 and my game is ok again.
Thank You!
If you have any suggestions for what those multi summons should be, feel free to DM me.
3 Ghosts, or 3 Wraiths. 4 Scamps. 2 Dremora. 2 Dremora, 1 Dremora Lord.
Generally, I would argue against the "1 summon each of the family" sort. Like 1 of every Undead type, 1 of every Daedra, 1 of every Skeleton. Because the weaker ones become irrelevant and crowd the place. Summoning 3 or 4 beings is enough and lower leveled mobs are easier to use and have fun with, while the bigger badder ones would steamroll too much.
We need a remake of this mod on the remastered version
That said, I can't seem to make use of the Lock spell (the version from Sam or in custom spells), no projectile or spell effect plays, and the door or container shows no change.
Is it a general issue or is it a mod conflict?
And that's just the first part. It also adds several completely new spells, removes the summon limit, and adds easier access to rare or unavailable magic effects.