This mod should work for created spells as well. If you see that all other spell costs are reduced but not those of crafted spells, maybe another mod is changing how crafted spells scale?
Otherwise if no spells are affected at all it's likely that you failed to install the requirements of the version, this version requires Game Settings Loader, which also has requirements etc.
However, in the optional files there is a standalone esp that should make all spells cost nearly free if you don't want to go through the trouble of adding everything else.
Because of the many possible reasons mods even exist.
My own is that compared to skyrim, max base magicka is heavilly capped, if you don't pick the right race or birthsign, without buffs or enchantments at 100 int you are capped at 200 magicka which is arguably super low for end game mage builds. The idea is that picking a high elf and the apprentice birthsign effectively doubles your magicka at end game, and it's even more op at the start. So what if i don't want to play a damn Altmer and because I play on master I don't want to die because I barely glanced in the direction of a fireball with that 100% magic weakness.
My personal version is close to vanilla most of the game but at high levels effectively doubles your max magicka for the maxed out school, so it still takes the effort and commitment.
And then if someone just wants to spam casts spells at low costs because it's their own way to make magic less annoying in master difficulty, I say let them play however they want. Someone else wants their 30 magicka orc to cast spells? sure, 90% off it is~
The whole point of mods is letting people play how they want, no judgements.
but skyrim is bad and basically just an action RPG. if you're capped at 200 magicka then you didn't make a good build at the beginning of the game. This isn't Skyrim, you cant do everything with one character. You have to make new ones to have new builds. You can easily get over 400 magicka with a proper mage build and only a few enchantments
As opposed to what, the turn-based nature of oblivion? Both are action RPGs, and you absolutely can prefer one over another. Oblivion has, to me, better writing but for me Skyrim still beats it on almost all other aspects. To each their own, that's fine, and I too loved Oblivion before Skyrim existed, and still do, so I understand.
Turn based? I don't follow. This game allows for creativity, something Skyrim does not. But that is not the point of my argument. What im saying is that if you want to be a mage you play a race that is magically inclined and that is by design. You could also pick a less inclined race and choose the mage star sign and supplement with enchants. This game was not designed for a one character do all like skyrm.
What kinda dumb ass question is this? Are you gonna ask this for any other mod you don't like? Nobody is forcing you to download this if it doesn't fit your preference.
Building a character in Skyrim that can do anything is still a player choice, not something forced upon the player. You can still pick a class and only develop skills and perks based on that class and build an extremelely viable and powerful character. I'm downloading this mod just because people are rude and dumb.
I hope you asked this question on the Spider Mommy, spider tits mod and the thiccer than a snicker flame atronach huge ass mod. Mod are optional dude. You aren't forced to install them.
Hyper late response because my notifications are busted. Anyway, regarding Lunikc's original comment-
Sounds like great reasons to make changes like: - Buffing Intelligence to 3 Magicka per point, or - Adding baseline Magicka - Nerfing Altmer/Breton - Nerfing the Apprentice, Mage, and/or Atronarch Birthsigns.
You could also simply utilize Willpower/Magicka Fortification/Restoral via enchantments, alchemy, or Restoration spells. Enjoy being overpowered without any need to HALVE magicka costs at the point in the game when magic ALREADY invalidates mundane Skills.
Because I'm tired of casting a heal that barely refills my health, but takes more than half of my magicka. It's ridiculous. Besides, the scaling version is a perfectly reasonable change and doesn't trivialize the game.
Those are fair points, changing magicka per Int seems possible through 'FPCBaseMagickaMult' but that would actually be much stronger than my intended new scaling since it would provide a considerably stronger initial boost. As for adding baseline magicka, a mod already does it in a very interesting way and I recommend Ayleid Mana Wells for this. Nerfing the vanilla bonuses wouldn't solve the problem either, just worsen it as it removes solutions from the player.
In the end it's always been a vanilla issue but it's only actually ever felt from Expert to Master difficulty where you need an absurd amount of magicka to do anything productive. In Adept and below magicka costs are pretty much already trivial in the first place. This mod is one approach to it, and the many versions are also here for fun if some people just want to completely ignore costs in the first place.
And sure enough, you could argue that if Master difficulty is so poorly balanced, why do I play it just to add a mod to make it playable in the first place? That's just how I roll, you don't have to download or agree with the mod if you don't want to, that's fine.
the mod is great but I seems to have some issue with the spell making part, from the Unofficial wiki stated that if a spell not surpassing 25 magicka the swill will have no level restriction to use(like with 0-24 skill), but after making the spell with less than 25 magicka, it turn out is doesnt actually cost 25 magicka if your skill level is not 100... I am really confused on that part, is the mod affecting it or not?
Sorry I'm not sure I fully understand the comment, but from what I seem to glance from it, you are talking about skill restriction.
Those are calculated from base spell costs, this mod and the affected values do no affect these in any way. This mod only changes the final magicka cost when cast, so you will have the same skill requirements as without this mod for any given spell.
This can be confusing because the game itself won't actually show you the base spell cost, the only way to kind of see it in vanilla is having your skill level at around 33, the actual spell cost is around 100% of the base spell cost then. Otherwise you need to know the formula and the spell effect's base scaling to calculate it per spell each time.
However in the spellmaking altar, the interface shows you the spell cost after reduction by your own skills so it is not an indicator of the base cost, rather, of the final cost for you to cast.
yeah they show the cost on reduction which I can't really calculate them exactly when I use mod like Skill Mastery and reset my skill for a Mastery point
the unofficial wiki doesnt help much either, cuz it doesnt state how the skill cap works if you combine multiple effects(Only count the first ability for the skill cap)
Regardless, this is more a vanilla issue, I personally run with my own mod to greatly increase those caps myself but i'm sure the same exist on the nexus to completely remove the skill restriction for spells if needed. But otherwise to answer the initial question, this mod doesn't affect those at all only the final cost when cast.
Worked fine with Vortex Mod Manager, Switched to Mod Organizer 2 because vortex was having issues and crashing my game with other mods and I can't get the 1 Magicka spells or any other ones to work with Mod Organizer 2 for some reason, If I knew more about modding I'd self install but i dont wanna brick my game again, It was super great for the time i was able to use it with Vortex.Anyone have any ideas?
I'm really unsure what to tell you, I know vortex properly places the files from the downloaded package, however I have no clue how MO2 behaves, I've never used it and despite what some people tell you, while vortex has some flaws but it's predictable enough to let savvy users work around a lot of issues themselves in a very clean way.
Still I'm sorry but aside from manually installing using the instructions at the bottom of the mod's description I can't really help anymore than that.
This mod doesn't affect maximum magicka or magicka at all. This is very likely coming from another source, either another mod, or... you got hit with a drain magicka poison... it happens. Even more so if it works on a previous save, this mod can't bake anything into a save file, it only affects global settings.
I think something is off with the calculation in the new scaling version. I have all magic skills leveled to 100. I made a custom spell that costs 354 without this mod. When I install this mod it costs 175. Thats 50% not 90%. The 90% reduction version works correctly tho.
I can understand the confusion but that's actually exactly what is intended.
From the description:
Slightly lowered overall and at max level costs are halved
Let me explain, in the base game, when a skill is maxed out at 100, you cast spells at only 20% of their base cost, in the new scaling, when a skill is maxed out you cast a spell at 10% of its base cost. It's effectively a 50% reduction at level 100. For example in the 90% reduction version, at max level you cast spells for only 2% of their base cost.
I will try to update the description to better convey the change from Vanilla and the new scaling curve.
Thanks so much! , The new scaling version is god, now the Leveling magic schools are worth . Simply Perfect! when you got 1 or 2 skill levels is usefull !!!! <3
69 comments
Otherwise if no spells are affected at all it's likely that you failed to install the requirements of the version, this version requires Game Settings Loader, which also has requirements etc.
However, in the optional files there is a standalone esp that should make all spells cost nearly free if you don't want to go through the trouble of adding everything else.
My own is that compared to skyrim, max base magicka is heavilly capped, if you don't pick the right race or birthsign, without buffs or enchantments at 100 int you are capped at 200 magicka which is arguably super low for end game mage builds.
The idea is that picking a high elf and the apprentice birthsign effectively doubles your magicka at end game, and it's even more op at the start. So what if i don't want to play a damn Altmer and because I play on master I don't want to die because I barely glanced in the direction of a fireball with that 100% magic weakness.
My personal version is close to vanilla most of the game but at high levels effectively doubles your max magicka for the maxed out school, so it still takes the effort and commitment.
And then if someone just wants to spam casts spells at low costs because it's their own way to make magic less annoying in master difficulty, I say let them play however they want. Someone else wants their 30 magicka orc to cast spells? sure, 90% off it is~
The whole point of mods is letting people play how they want, no judgements.
Both are action RPGs, and you absolutely can prefer one over another. Oblivion has, to me, better writing but for me Skyrim still beats it on almost all other aspects.
To each their own, that's fine, and I too loved Oblivion before Skyrim existed, and still do, so I understand.
Nobody is forcing you to download this if it doesn't fit your preference.
We can all be glad about every single and working mod there is.
If you don't want it, don't use it, simple as that.
Sounds like great reasons to make changes like:
- Buffing Intelligence to 3 Magicka per point, or
- Adding baseline Magicka
- Nerfing Altmer/Breton
- Nerfing the Apprentice, Mage, and/or Atronarch Birthsigns.
You could also simply utilize Willpower/Magicka Fortification/Restoral via
enchantments, alchemy, or Restoration spells. Enjoy being overpowered
without any need to HALVE magicka costs at the point in the game when
magic ALREADY invalidates mundane Skills.
In the end it's always been a vanilla issue but it's only actually ever felt from Expert to Master difficulty where you need an absurd amount of magicka to do anything productive. In Adept and below magicka costs are pretty much already trivial in the first place. This mod is one approach to it, and the many versions are also here for fun if some people just want to completely ignore costs in the first place.
And sure enough, you could argue that if Master difficulty is so poorly balanced, why do I play it just to add a mod to make it playable in the first place? That's just how I roll, you don't have to download or agree with the mod if you don't want to, that's fine.
Those are calculated from base spell costs, this mod and the affected values do no affect these in any way. This mod only changes the final magicka cost when cast, so you will have the same skill requirements as without this mod for any given spell.
This can be confusing because the game itself won't actually show you the base spell cost, the only way to kind of see it in vanilla is having your skill level at around 33, the actual spell cost is around 100% of the base spell cost then. Otherwise you need to know the formula and the spell effect's base scaling to calculate it per spell each time.
However in the spellmaking altar, the interface shows you the spell cost after reduction by your own skills so it is not an indicator of the base cost, rather, of the final cost for you to cast.
the unofficial wiki doesnt help much either, cuz it doesnt state how the skill cap works if you combine multiple effects(Only count the first ability for the skill cap)
Still I'm sorry but aside from manually installing using the instructions at the bottom of the mod's description I can't really help anymore than that.
Even more so if it works on a previous save, this mod can't bake anything into a save file, it only affects global settings.
There are so many
Only if you have installed the Game Settings Loader version.
I have all magic skills leveled to 100. I made a custom spell that costs 354 without this mod.
When I install this mod it costs 175. Thats 50% not 90%.
The 90% reduction version works correctly tho.
From the description:
Let me explain, in the base game, when a skill is maxed out at 100, you cast spells at only 20% of their base cost, in the new scaling, when a skill is maxed out you cast a spell at 10% of its base cost. It's effectively a 50% reduction at level 100.
For example in the 90% reduction version, at max level you cast spells for only 2% of their base cost.
I will try to update the description to better convey the change from Vanilla and the new scaling curve.