at first many thanks for this wonderfull mod and sorry for my bad english :-). The mod ist for what im looking a long time. Technically it works perfect, the staffs has really a usefull amount of charges and does not brake any changes from Usleep (for example: Staff of Magnus absorb fix) . I have only a little problem. Some staffs (best example: gadnors staff of charming) has a broken enchantment-describtion after equip or went in the inventory. If i put the broken staff in a chest the describtion change back to normal. I use skyrim legendary (last officiel patch) + usleep (3.0.13a) + improved staff use (DG+DB) and have no other mod that change the staffs in any way. Is there a chance to fix the issue or a way i can do it myself (the forsworn staff is not affected by the mod) ? I have never use CK or other modtools.
Hmm, that is strange, I'm not active in modding Skyrim right now but I don't think my mod should be responsible for that issue.
I would advise you to give the creation kit a shot, there are a lot of great tutorials and you might be able to figure out what the problem is. All my mod ever did was change the enchant value though. Not sure why it would break a description on any items but who knows. TES can work in mysterious ways.
Any chance you could make a mod that does the same thing to weapon enchantments. I should not have to recharge Chillrend or my Daedric Sword of Leaching every 3-4 battles. I agree that it is quite immersion breaking to have to refill them mid combat!
Looking forward to seeing what this mod can do with my followers! I've tried used autorecharge for them but some followers are too stubborn in using the soul gems too lol. I disagree with whoever said "hassle" and definitely agree with "immersion breaking" when you have to stop after a battle with a freaking bear just to recharge the staff!
This will definitely be handy because I've been wanting to try a character who uses only staves (and maybe scrolls) in combat. Will be back to endorse Keep up the great work!
I'm 99% sure staff enchantment power / number of uses, etc. responds to your skill and cost reduction in the relevant school, by default. So, Destruction staves are crap if you're crap at Destruction, but with high skill they get more charges and with cost reduction perks and enchantments they spend fewer charges per use.
This makes sure that someone with little to no skill in magic can make use of them in a pinch, but won't be basing a playstyle on them (in this way they're similar to scrolls) but a talented mage will make very good use of staves in schools they're trained in. Just something to consider when balancing them.
A destruction staff's damage etc will be boosted by your destruction skill, but number of uses ONLY changes if a perk makes casting those spell types cheaper.'
having played a mage and tried to use staffs with 100% destruction(in the past), it doesn't make a large difference as far as play style, damage certainly yes. I'm not saying these have no effect, but I just haven't noticed them having a very game changing effect. That is, the staves still suffered from the same down sides as before. So they never felt like a viable weapon even with max destruction skill. ( as far as number of uses is concerned )
The perks in question are these
Novice DestructionCast Novice level Destruction spells for half magicka. Apprentice DestructionCast Apprentice level Destruction spells for half magicka. Adept DestructionCast Adept level Destruction spells for half magicka. Expert DestructionCast Expert level Destruction spells for half magicka. Master DestructionCast Master level Destruction spells for half magicka.
So depending on what your staff is classified as, these may apply.
its important to note that this would make a staff use from say... 100 enchant per use to 50, with this mod or without, the trade off though is with this mod your staff's "enchant" reservoir if you will, holds more enchant thus increasing the total number of uses.
So as far as balancing goes, those measures taken by the original game still apply. Including soul gem uses. ( so one soul gem still provides the same number of uses as before, however to fill the new larger reservoir you would then need more soul power ) - This actually makes using higher soul gems much more efficient as less power is wasted due to "over filling"
its also important to note that each staff is not "balanced" separately by this mod rather all of their original "enchant" levels are multiplied by the same value. This insures Bethesda's Original balancing goals remain in tact.
That is to say, Staff A will always have more uses than Staff B.
Brilliant idea! This is my kind of mod. Just a little tweak to how the staves are charged. Makes using them more practical in a battle, a thus makes the weapon more practical. No lore breaking whatsoever. This is the kind of mod that turns up in GEMS.
Now I can be Gandalf with a sword in one hand and a staff in the other. lol.
This is great, and staffs should have more uses to them then just a few kills, its one thing when it come to spells and magicka usage, but staffs, they need to have more to them, and im sure that no one can level magic with a staff(i don't really know), i think staffs are only useful if a mage did not have a powerful enough spell to take down an enemy and needed a staff, staffs need to be better, thanks for this mod, endorsed.
[Edit} so those pictures are showing the usage after one shot?
I suppose its a matter of opinion, but for me and some others I've talked to stopping all combat to fill a staff immediately is slightly immersion breaking. (this really just depends on the person playing and how they play)
[ Its the fact that time stops just for you, during combat. That is what one may consider immersion breaking ]
But as I said all to their own I suppose, its hard to calculate " immersion breaking" as an absolute.
20 comments
at first many thanks for this wonderfull mod and sorry for my bad english :-). The mod ist for what im looking a long time. Technically it works perfect, the staffs has really a usefull amount of charges and does not brake any changes from Usleep (for example: Staff of Magnus absorb fix) . I have only a little problem. Some staffs (best example: gadnors staff of charming) has a broken enchantment-describtion after equip or went in the inventory.
If i put the broken staff in a chest the describtion change back to normal. I use skyrim legendary (last officiel patch) + usleep (3.0.13a) + improved staff use (DG+DB) and have no other mod that change the staffs in any way. Is there a chance to fix the issue or a way i can do it myself (the forsworn staff is not affected by the mod) ? I have never use CK or other modtools.
Many Thanks !
Endorse
I would advise you to give the creation kit a shot, there are a lot of great tutorials and you might be able to figure out what the problem is. All my mod ever did was change the enchant value though. Not sure why it would break a description on any items but who knows. TES can work in mysterious ways.
Best of luck.
Edit: Use this mod a while now. (Its now 8 dec) Good mod
Thanks!
If you have any questions don't be afraid to ask.
( sorry it took a week, went on a mini vacation with the family and then got sick
This will definitely be handy because I've been wanting to try a character who uses only staves (and maybe scrolls) in combat. Will be back to endorse
Enjoy your new character! I think you'll find that play style to be very fun.
This makes sure that someone with little to no skill in magic can make use of them in a pinch, but won't be basing a playstyle on them (in this way they're similar to scrolls) but a talented mage will make very good use of staves in schools they're trained in. Just something to consider when balancing them.
having played a mage and tried to use staffs with 100% destruction(in the past), it doesn't make a large difference as far as play style, damage certainly yes. I'm not saying these have no effect, but I just haven't noticed them having a very game changing effect. That is, the staves still suffered from the same down sides as before. So they never felt like a viable weapon even with max destruction skill. ( as far as number of uses is concerned )
The perks in question are these
Novice DestructionCast Novice level Destruction spells for half magicka.
Apprentice DestructionCast Apprentice level Destruction spells for half magicka.
Adept DestructionCast Adept level Destruction spells for half magicka.
Expert DestructionCast Expert level Destruction spells for half magicka.
Master DestructionCast Master level Destruction spells for half magicka.
So depending on what your staff is classified as, these may apply.
its important to note that this would make a staff use from say... 100 enchant per use to 50, with this mod or without, the trade off though is with this mod your staff's "enchant" reservoir if you will, holds more enchant thus increasing the total number of uses.
So as far as balancing goes, those measures taken by the original game still apply.
Including soul gem uses. ( so one soul gem still provides the same number of uses as before, however to fill the new larger reservoir you would then need more soul power ) - This actually makes using higher soul gems much more efficient as less power is wasted due to "over filling"
its also important to note that each staff is not "balanced" separately by this mod rather all of their original "enchant" levels are multiplied by the same value. This insures Bethesda's Original balancing goals remain in tact.
That is to say, Staff A will always have more uses than Staff B.
Now I can be Gandalf with a sword in one hand and a staff in the other. lol.
Edit: Endorsed.
[Edit} so those pictures are showing the usage after one shot?
Thank you for commenting, I hope you enjoy the mod
"Immersion-breaking"? A hassle maybe, but immersion breaking it is not.
[ Its the fact that time stops just for you, during combat. That is what one may consider immersion breaking ]
But as I said all to their own I suppose, its hard to calculate " immersion breaking" as an absolute.
Thanks for your opinion though!