I'm actually looking for a mod that gets rid of magic in the game. Maybe by altering the cost of each spell so that it's too high to be used by all NPC's. Just to make combat feel more realistic.
If you use the Game Settings Loader version you can set the values at the top to : fMagicCasterSkillCostBase = 1000.0 fMagicCasterSkillCostMult = 0.000
Every single spell should cost x1000 of their base cost, regardless of skill level, so even the cheapest existing spell should cost for NPCs (and you) 5000 magicka flat. Though, some created spells like a 1 sec feather would still only cost about 30 magicka to cast with only x1000.
After looking into it, despite magicka being a 16 bit integer and having easy underflow and overflow, magicka costs are a 32 bit int instead so there are less risks of overflow (but after testing they happen on x100000).
Moreover, after looking at the wiki for existing spells, those that are important to story have a base 0 cost to prevent hard locks, but the mythic dawn bound spells do seem to use magicka, so it might make fighting them trivial since their whole balancing was done on them summoning stuff.
This however, is assuming NPCs don't cheat on magicka costs and use the same formula as the player. Otherwise an esp must be made changing the base scaling cost of every single spell (it's a pain).
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.
if i use any of the fixed version, will my skill level still affect the cost of a spell? or does it just lower the spells base cost by a fixed amount and just stay there, without considering your skill level.
if that is the case and the cost only decreases with the scaling version. what values should i change because in your file "[GameSettings] fMagicCasterSkillCostBase = 0.1000 fMagicCasterSkillCostMult = 1.3000 ;Values for -33% ;fMagicCasterSkillCostBase = 0.1333 ;fMagicCasterSkillCostMult = 0.8000 ;Values for halved cost ;fMagicCasterSkillCostBase = 0.1000 ;fMagicCasterSkillCostMult = 0.6000 ;Values for -66% ;fMagicCasterSkillCostBase = 0.0666 ;fMagicCasterSkillCostMult = 0.4000 ;Values for -90% ;fMagicCasterSkillCostBase = 0.0200 ;fMagicCasterSkillCostMult = 0.1200 ;New Scaling Values ;fMagicCasterSkillCostBase = 0.1000 ;fMagicCasterSkillCostMult = 1.3000
i dont get what values to actually change,
because i would like the base spells cost a little less mana than vanilla, but making your skill level have a bigger effect on the cost.
All the raw percentage decreases will lower costs at all skill levels proportionally to your own skill level, so yes it also takes your current skill level into account.
If your goal is to make the scaling of the skill much more important at high skill level while keeping it close to vanilla then I recommend the new scaling I made because it does exactly that (read description), so you can either use the Game Settings Loader version as is, or the 'New Scaling' version, and trust the process.
Idealy only edit the .ini file if you know what you are doing, otherwise use the premade versions or the settings loader version as it already is packaged. If you are interested however in modifying the formula yourself and are ok with math you can use this page to understand the base formula and tweak it yourself in the .ini, which is the goal of this version too, being able to easily edit it.
Also, don't double post literally seconds after the first, it's useless and not cool.
According to UESP Oblivion:Remastered_Leveling the experience is calculated on the base magicka cost of the spell, meaning that a specific spell, regardless of how much it actually costs you to cast, gives a fixed amount of xp.
So I would say that no?
But to be certain it would be wise to test instead. Cast a spell until level up, count the number of casts, try the 90% version then compare the number of casts to level up.
I personally lean on the idea that reducing the cost doesn't reduce xp, otherwise high luck would reduce xp gained and would be counterproductive.
Would it be possible to convert this mod or at least the scaling version to use the Game Settings Loader? https://www.nexusmods.com/oblivionremastered/mods/746?tab=files&file_id=1531
It should affect every single spell that uses the base skill scaling formula, the wiki doesn't mention any spell that doesn't so it's safe to assume every single one, including spellmaking, are affected.
- At 0 skill level : 140% of the base spell cost - At ~33 skill level : ~97% of the base spell cost - At 80 skill level : ~36% of the base spell cost - At 100 skill level : 10% of the base spell cost
Is it the "Altered Spell Costs - New Scaling" one?
That's correct. The other versions are just raw reduction by a percentage. The new scaling is closer to vanilla at earlier skill levels but greatly reduces spell costs at very high levels compared to the others.
30 comments
fMagicCasterSkillCostBase = 1000.0
fMagicCasterSkillCostMult = 0.000
Every single spell should cost x1000 of their base cost, regardless of skill level, so even the cheapest existing spell should cost for NPCs (and you) 5000 magicka flat. Though, some created spells like a 1 sec feather would still only cost about 30 magicka to cast with only x1000.
After looking into it, despite magicka being a 16 bit integer and having easy underflow and overflow, magicka costs are a 32 bit int instead so there are less risks of overflow (but after testing they happen on x100000).
Moreover, after looking at the wiki for existing spells, those that are important to story have a base 0 cost to prevent hard locks, but the mythic dawn bound spells do seem to use magicka, so it might make fighting them trivial since their whole balancing was done on them summoning stuff.
This however, is assuming NPCs don't cheat on magicka costs and use the same formula as the player. Otherwise an esp must be made changing the base scaling cost of every single spell (it's a pain).
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.
if that is the case and the cost only decreases with the scaling version.
what values should i change because in your file
"[GameSettings]
fMagicCasterSkillCostBase = 0.1000
fMagicCasterSkillCostMult = 1.3000
;Values for -33%
;fMagicCasterSkillCostBase = 0.1333
;fMagicCasterSkillCostMult = 0.8000
;Values for halved cost
;fMagicCasterSkillCostBase = 0.1000
;fMagicCasterSkillCostMult = 0.6000
;Values for -66%
;fMagicCasterSkillCostBase = 0.0666
;fMagicCasterSkillCostMult = 0.4000
;Values for -90%
;fMagicCasterSkillCostBase = 0.0200
;fMagicCasterSkillCostMult = 0.1200
;New Scaling Values
;fMagicCasterSkillCostBase = 0.1000
;fMagicCasterSkillCostMult = 1.3000
i dont get what values to actually change,
because i would like the base spells cost a little less mana than vanilla, but making your skill level have a bigger effect on the cost.
If your goal is to make the scaling of the skill much more important at high skill level while keeping it close to vanilla then I recommend the new scaling I made because it does exactly that (read description), so you can either use the Game Settings Loader version as is, or the 'New Scaling' version, and trust the process.
Idealy only edit the .ini file if you know what you are doing, otherwise use the premade versions or the settings loader version as it already is packaged.
If you are interested however in modifying the formula yourself and are ok with math you can use this page to understand the base formula and tweak it yourself in the .ini, which is the goal of this version too, being able to easily edit it.
Also, don't double post literally seconds after the first, it's useless and not cool.
So I would say that no?
But to be certain it would be wise to test instead. Cast a spell until level up, count the number of casts, try the 90% version then compare the number of casts to level up.
I personally lean on the idea that reducing the cost doesn't reduce xp, otherwise high luck would reduce xp gained and would be counterproductive.
Because their base magick costs are so high. It pretty much proves the mod author right.
https://www.nexusmods.com/oblivionremastered/mods/746?tab=files&file_id=1531
- At 0 skill level : 140% of the base spell cost
- At ~33 skill level : ~97% of the base spell cost
- At 80 skill level : ~36% of the base spell cost
- At 100 skill level : 10% of the base spell cost
Is it the "Altered Spell Costs - New Scaling" one?