Due to time constraints and the sheer number of mods to keep track of, I may not be able to reply to all posts. The Enairim community can probably help you out faster!
personally love this mod, always use it. no clue how to improve it but i have a question? this is the only spell mod i have, i dont have any magic (or general damage) altering mods and no difficulty mods, im wondering if your mod changes how much damage spells like flame does? (or whatever the beginner spell is called) its melting through enemies which i dont like as it ruins the difficulty. it does not melt through enemies on an unmodded ps5 skyrim game
Really no idea how to improve the mod besides make more creative spells (very hard i guess) or make a clever way to reduce the amount sold by merchants... But it is really nice of you to ask that after so many years that you made the mod.
Litteraly, i don't see how you can improve this mod. Maybe by adding some spells additions when you have an idea lol.
I would like to point out the fact that spells like Mind Control, Mirror Spirit or spells that make you control something other than your character are "half" compatible with camera mod. I mean that if i try to mind control someone, i have to be in 3rd person or the cam will be stuck in my character and i will see the thing that i control through the eyes of my character.
I don't really know who can be the culprit, I have True Directionnal Movement, Improved Camera, Better Third Person Selection
My only issue with this mod is it too easy to get Ghost Walk at beginning of the game wish it was an expert or maybe master spell since it better than regular invisibility. Beside that I do agree with everyone else more creativity will make this mod even better for RPing purposes
Forgive me if some of these are already included, but I would love to see some "utility" spells such as:
* Conjure food and/or drinks * Conjure shelter * Create Campfire * Bound tools (pickaxe, woodcutter's axe, shovel, hammer) * Protect/Ward area (A long lasting spell for camping: it could trigger with a loud sound effect if an enemy entered the perimeter and cause certain debuffs/effects such as paralysis, slow, weaken, etc.) * Conjure crafting stations (Conjure shelter could have different versions that include these) * Polymorph other/self
One bit of feedback. Probably has been mentioned before but the combination of 2 restoration spells basically is a bit overpowered; "Finger of Death" + "Nature's Balance". You can practically kill any boss regardless of their HP with the combination of these 2. The synergy between these 2 is actually quite enjoyable but only up to the point that it makes the enemies irrelevant.
I'm playing as a mage on Legendary difficulty. Enemies have lots of HP. I cast Finger of Death on the enemy. That reduces my HP to 1. Then I cast Nature's Balance and swap my HP with the enemy. Then I kill them in 1 or 2 hits.
This is a fun synergy no doubt, but maybe some percentage-based cap needs to be applied to Nature's Balance, as in, if you're swapping your HP with something while your current HP is very low, the target's HP can't get lower than say 25%; or something like that. Just a thought.
+1 to the Polymorph Other/Self. There are already a few mods that let you shapeshift, but there are none that I can find to transform NPCs or other actors into different things (indefinitely until you revert it, plus keep their AI, unlike the Wabbajack). I'm all for spells that let you embody that kind of chaos.
If I had to make a small suggestion to improve this mod, I would like the ability to tweak the Longstride spell in the MCM.
For a novice spell, I find the +60% movement speed when out-of-combat to be way overtuned as it defeats the purpose of sprinting and energy management.
Decent magika and regen builds can abuse this spell as it doesn't cost much to use and it's also faster than sprinting. I'm finding myself over-relying on this spell with little to no downside for traveling around the map or getting out of a deep cave/dungeon in no time.
If I could tweak this spell in the MCM, I would either remove entirely the additional out-of-combat effects or reduce the out-of-combat movement speed to be no faster than sprinting.
The spell Bombardment would make more sense if it weren't dmg/s but dmg/hit. I don't know how complicated that would be to make, but It would improve the spell imo
magias para poder alterar o seu corpo como magias de druidas , se transformar em urso, lobo magias de aprisionamento um escudo que revida a magia para os inimigos magia para absolver a mana dos inimigos e quando estão sem mana começara a sugar a vida uma magia que localiza os inimigos próximos e dentro de 30 sec eles recebem mais 10% de dano
The spell Bombardment would make more sense if it weren't dmg/s but dmg/hit. I don't know how complicated that would be to make, but It would improve the spell imo
Concentration spells with instant duration are broken and do a fraction of the damage they should.
i would love to be able to set the type of bed spawned in fabricate object, to either a nicer quality bed and/or double bed for traveling with a romantic partner!
First thing, thank you for all you incredible mods.
I think you you could tweak the xp gain for some spells in apocalypse, some of them gives almost no xp compared to vanilla's or odin's spells.
Some spells like perilous path are pretty usless (sorry), oh and the level scaling of summons equal to odin's on apocalypse summons would very nice.
There are some spells like Enslave the weak that can only be cast by your right hand and I think would be great to be able to cast with the other hand too, especially for my character that use a staff :)
Could you work with the Skywind and Skyblivion teams to add the spells to this mod if they aren't planning to create a separate mod themselves but I want to see all the missing spells that existed on Morrowind and Oblivion. If you could do that, this mod would be perfect. I do use DCO which adds some spells but mostly shouts that technically are meant for the dragons but of course the console enables the player to fetch and use those spells and shouts for themselves. I would like to ensure spells like Mind Control work seamlessly with follower mods like EFF (my personal favorite) and ASIS for others.
You could balance it, there are a few very over powerd spells / combos that make me uninstall the mod, I like my game fair and or hard : )
Finger of Death + Nature's Balance for instance
One shot ANYTHING. Fun...
Does anyone actually play like this in a real game? You still need another spell to actually kill, and you have to survive at 1 health for a bit. If you get away with this consistently, your game may be too easy overall.
I think you you could tweak the xp gain for some spells in apocalypse, some of them gives almost no xp compared to vanilla's or odin's spells.
You didn't say which spells, saving you 10 seconds while costing me several hours to rediscover something you already know. :P
I would like to ensure spells like Mind Control work seamlessly with follower mods like EFF (my personal favorite) and ASIS for others.
Mind Control doesn't make the target a follower technically.
The AI can't handle most spells beyond simple damaging projectiles, reanimate and self buffs and it never will, unfortunately.
I think more spell types (such as staggering in alteration, or targeting summons in conjuration) would benefit from having a version of the spell at all spell levels.
I think more spell types (such as staggering in alteration, or targeting summons in conjuration) would benefit from having a version of the spell at all spell levels.
I'd like to see weaker and lest costly variants of master destruction spells,
I'm hesitant to just give the player duplicate spells because it results in non-progression where your numbers get higher and their numbers get higher so nothing changes. I would rather have spells that fill the same role but work differently so your gameplay experience changes noticeably.
This sort of spell padding only became fashionable because Mysticism does it, and Mysticism does it because you can balance anything with a spreadsheet as long as it is straightforward enough and Simonrim takes a page from the Arrowhead school of PvE game balance. It is not an unreasonable approach in Skyrim where some part of the community seems to think if you don't cast 500 thunderbolts at a dragon you didn't really beat the game, taking the Dark Souls "git gud" approach and applying it to tedium
But I still don't think inflating the spell pool by giving you 5 copies of the same spell of which you only ever use 1 at a time is better than giving you spells that "scale" by having their own niche that doesn't get obsoleted by the next spell level so you can just keep using them. You don't need multiple variants of 80% of the spells in this mod because they don't have planned obsolescence built in where they become useless right about when you get the next level spells. Bolide doesn't start to suck by expert level, it just becomes more specifically about long ranged combat. Etc.
such as staggering in alteration
The problem is that Bethesda has since added Arcane Accessories to the base game, which includes AoE paralysis for a trivial mana cost at adept level. This is a huge power level boost that has obsoleted mere stagger spells and just about any other form of CC. You don't need crowd control at novice or apprentice levels, and by the time you start needing crowd control, you get one that is very near the physical upper limit of how powerful a crowd control spell can get. So stagger is now useless on both sides of the curve.
If you disregard Arcane Accessories, you have the opposite problem where single target paralysis is expert level so any lower level CC needs to be weaker than a single target paralysis, which ends up being so weak (and used against such weak enemies) that you might as well use your mana to just kill them instead. Undermine sits in the narrow gap between being "you don't need CC this early in the game" and "you have paralysis instead", but it is a narrow gap indeed and there is basically no room to scale up or down. Make it any weaker and there's no point in casting it; make it any stronger and it needs to be higher level and promptly gets overshadowed by Paralysis.
i am messing about now with longstride and i must say, i am a bit disappointed that it does not increase in efficiency with fortify alteration. i know there is no ay to increase alteration "power" in the base game. but i am running a mod that also increase the power of magic schools along side cost reduction with its enchants. i was kina hoping i could be a speedy boy and just skip horses.
A reanimation cloak spell, much like the soul trap cloak. I was expecting to see one but was a bit sad when I saw there were just minions. For balance it could not bypass the zombie limit.
My necro 2 cents is that you don't necessarily have to consider current vanilla content (such as your 22 May 2024 comment regarding paralysis). I have no idea how many people play complete overhauls versus just highly modded setups, but at least those that play Requiem as an example have unbalancing content either removed or heavily modified, and most cheesing methods curtailed. So many enemy types are outright immune to paralysis, others are highly resistant to many forms of CC due to conditions based on magic resist, etc. I've played your mod about as long as it's existed, and done the same with Requiem. I find the CC options in your mod to mesh nicely with a Requiem modlist as it gives additional options for difficult encounters, and certainly wouldn't scoff at additional creative ways to mix things up.
Introduce a new spell called "Magicka Shield" that works like "Mana Shield" from Diablo 1. This shield drain your magicka instead of health on any damage taken. It last until magicka runs out.
Introduce a new spell called "Magicka Shield" that works like "Mana Shield" from Diablo 1. This shield drain your magicka instead of health on any damage taken. It last until magicka runs out.
Not even close. The way "Mana Shield" works in Diablo 1, it uses your total mana as a shield for ANY damage taken not just magic. While the shield is active your mana is depleted when you take damage, it basically "extends" you health. For example: if you have 100 health and 200 mana and something does 250 damage to you, your "Mana Shield" absorb 200 damage and the rest deals to health, you remain with 50 health and 0 mana. This shield last until canceled or out of mana.
In this case for Skyrim replace the word "mana" with "magicka" to get the idea. This skill can help for pure Mage players that don't want to put points into Stamina or Health and want to have a high Magicka pool.
Not even close. The way "Mana Shield" works in Diablo 1, it uses your total mana as a shield for ANY damage taken not just magic.
Where would you get the idea that it only affects magic damage?
While the shield is active your mana is depleted when you take damage, it basically "extends" you health.
Applying this to Skyrim would make health completely useless for warriors because you could just get magicka instead for the same HP and constant regeneration, and you won't be spending magicka anyway. There's a reason sorcs in D1 are stupidly OP. So it works like the D2 one instead, which is actually balanced.
That's so wrong. You just made up your own "definition" for this. There is a good reason why the term of "absorb" or "reduce" damage was used separately for years in gaming. But someone like you is not capable of understanding the reason for it.
You just made a sad pathetic attempt to reinforce your stupid point of view.
What is the paralysis spell called that makes them invincible? The one with the greyish effect. It's very annoying when followers keep spamming it so I need to exclude it.
This mod does not add a paralysis spell that makes them invincible. You are talking about the vanilla Ash Shell. This mod also does not distribute vanilla spells to NPCs.
Am I misunderstanding how master destruction spells work? Looking at the records many of em are hand specific? not "both hands" some are "either hand" while other are left or right hand only? such as volcano and twister being right hand only... static dome is left hand only?
Conjure Avenging Wraith seriously. I summon this in front of the strongest enemies and got it killed and the next summon Avenging Wraith is in God mode.
I used the search function from my browser to be sure I wasn't blind, but I still can't find such patch. Unless it's under a different name, it's simply not there. I looked before making my original comment, and looked again just now. Is it perhaps an archived/removed download? edit: you meant in the Adamant page, not here. Got it.
Hey Enai! Just curious but how hard/easy would it be to isolate a few select spells to add to the game? Would it be as simple as deleting the spells and their references in XEdit? I've always wanted to make a LITE version of this mod for myself but didn't know where to start. I want to use all the best utility spells unique to this mod but slim it down for balancing reasons.
Pls add an optional file that makes the "Mind Control" spell different in a way that makes it possible to have FULL control of an npc... talk to others,attack,interact with objects and open doors etc PLSSSSSSSSSSSSSSSSSSSSS
3366 comments
Due to time constraints and the sheer number of mods to keep track of, I may not be able to reply to all posts. The Enairim community can probably help you out faster!
Discuss this mod on /r/EnaiRim or the Enairim Discord
Thank you for your attention :)
I would like to point out the fact that spells like Mind Control, Mirror Spirit or spells that make you control something other than your character are "half" compatible with camera mod. I mean that if i try to mind control someone, i have to be in 3rd person or the cam will be stuck in my character and i will see the thing that i control through the eyes of my character.
I don't really know who can be the culprit, I have True Directionnal Movement, Improved Camera, Better Third Person Selection
MORE MILESTONES PLEASE
* Conjure food and/or drinks
* Conjure shelter
* Create Campfire
* Bound tools (pickaxe, woodcutter's axe, shovel, hammer)
* Protect/Ward area (A long lasting spell for camping: it could trigger with a loud sound effect if an enemy entered the perimeter and cause certain debuffs/effects such as paralysis, slow, weaken, etc.)
* Conjure crafting stations (Conjure shelter could have different versions that include these)
* Polymorph other/self
One bit of feedback. Probably has been mentioned before but the combination of 2 restoration spells basically is a bit overpowered; "Finger of Death" + "Nature's Balance".
You can practically kill any boss regardless of their HP with the combination of these 2. The synergy between these 2 is actually quite enjoyable but only up to the point that it makes the enemies irrelevant.
I'm playing as a mage on Legendary difficulty. Enemies have lots of HP. I cast Finger of Death on the enemy. That reduces my HP to 1. Then I cast Nature's Balance and swap my HP with the enemy. Then I kill them in 1 or 2 hits.
This is a fun synergy no doubt, but maybe some percentage-based cap needs to be applied to Nature's Balance, as in, if you're swapping your HP with something while your current HP is very low, the target's HP can't get lower than say 25%; or something like that. Just a thought.
Other than that love this mod. Cant play without.
Cheers
If I had to make a small suggestion to improve this mod, I would like the ability to tweak the Longstride spell in the MCM.
For a novice spell, I find the +60% movement speed when out-of-combat to be way overtuned as it defeats the purpose of sprinting and energy management.
Decent magika and regen builds can abuse this spell as it doesn't cost much to use and it's also faster than sprinting.
I'm finding myself over-relying on this spell with little to no downside for traveling around the map or getting out of a deep cave/dungeon in no time.
If I could tweak this spell in the MCM, I would either remove entirely the additional out-of-combat effects or reduce the out-of-combat movement speed to be no faster than sprinting.
Some immersive random events can be added
magias de aprisionamento
um escudo que revida a magia para os inimigos
magia para absolver a mana dos inimigos e quando estão sem mana começara a sugar a vida
uma magia que localiza os inimigos próximos e dentro de 30 sec eles recebem mais 10% de dano
Read the mod description.
Concentration spells with instant duration are broken and do a fraction of the damage they should.
Finger of Death + Nature's Balance for instance
One shot ANYTHING. Fun...
Otherwise an amazing mod : )
First thing, thank you for all you incredible mods.
I think you you could tweak the xp gain for some spells in apocalypse, some of them gives almost no xp compared to vanilla's or odin's spells.
Some spells like perilous path are pretty usless (sorry), oh and the level scaling of summons equal to odin's on apocalypse summons would very nice.
There are some spells like Enslave the weak that can only be cast by your right hand and I think would be great to be able to cast with the other hand too, especially for my character that use a staff :)
I use both Odin and Apocalypse
Sorry for my poor English.
Does anyone actually play like this in a real game? You still need another spell to actually kill, and you have to survive at 1 health for a bit. If you get away with this consistently, your game may be too easy overall.
You didn't say which spells, saving you 10 seconds while costing me several hours to rediscover something you already know. :P
Mind Control doesn't make the target a follower technically.
The AI can't handle most spells beyond simple damaging projectiles, reanimate and self buffs and it never will, unfortunately.
I'm hesitant to just give the player duplicate spells because it results in non-progression where your numbers get higher and their numbers get higher so nothing changes. I would rather have spells that fill the same role but work differently so your gameplay experience changes noticeably.
This sort of spell padding only became fashionable because Mysticism does it, and Mysticism does it because you can balance anything with a spreadsheet as long as it is straightforward enough and Simonrim takes a page from the Arrowhead school of PvE game balance. It is not an unreasonable approach in Skyrim where some part of the community seems to think if you don't cast 500 thunderbolts at a dragon you didn't really beat the game, taking the Dark Souls "git gud" approach and applying it to tedium
But I still don't think inflating the spell pool by giving you 5 copies of the same spell of which you only ever use 1 at a time is better than giving you spells that "scale" by having their own niche that doesn't get obsoleted by the next spell level so you can just keep using them. You don't need multiple variants of 80% of the spells in this mod because they don't have planned obsolescence built in where they become useless right about when you get the next level spells. Bolide doesn't start to suck by expert level, it just becomes more specifically about long ranged combat. Etc.
The problem is that Bethesda has since added Arcane Accessories to the base game, which includes AoE paralysis for a trivial mana cost at adept level. This is a huge power level boost that has obsoleted mere stagger spells and just about any other form of CC. You don't need crowd control at novice or apprentice levels, and by the time you start needing crowd control, you get one that is very near the physical upper limit of how powerful a crowd control spell can get. So stagger is now useless on both sides of the curve.
If you disregard Arcane Accessories, you have the opposite problem where single target paralysis is expert level so any lower level CC needs to be weaker than a single target paralysis, which ends up being so weak (and used against such weak enemies) that you might as well use your mana to just kill them instead. Undermine sits in the narrow gap between being "you don't need CC this early in the game" and "you have paralysis instead", but it is a narrow gap indeed and there is basically no room to scale up or down. Make it any weaker and there's no point in casting it; make it any stronger and it needs to be higher level and promptly gets overshadowed by Paralysis.
Could you make it more visible, please? I always use it to look for my keys and I can't find them!
u have my thanks!
This is an Ordinator perk.
In this case for Skyrim replace the word "mana" with "magicka" to get the idea. This skill can help for pure Mage players that don't want to put points into Stamina or Health and want to have a high Magicka pool.
Where would you get the idea that it only affects magic damage?
Applying this to Skyrim would make health completely useless for warriors because you could just get magicka instead for the same HP and constant regeneration, and you won't be spending magicka anyway. There's a reason sorcs in D1 are stupidly OP. So it works like the D2 one instead, which is actually balanced.
Where did you get the idea that "absorbing" damage or "reducing" it means the same thing?
You just made a sad pathetic attempt to reinforce your stupid point of view.
Shouldn't these be "either" or "both" handed?
Editing the global variable under "Global" to any number does no changes in game - remains at 5.
edit: you meant in the Adamant page, not here. Got it.
edit: you meant in the Adamant page, not here. Got it.
talk to others,attack,interact with objects and open doors etc PLSSSSSSSSSSSSSSSSSSSSS