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Blacklight2207

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About this mod

Extends the changes made by the SkyValor.ini to make underpowered novice spells added by mods viable when using SkyValor.

The mod currently coverers Darenii's spell mods, Triumvirate, and Elemental Destruction Magic Redux.

You don't need all of these mods for this patch to work.

You can install mid playthrough.

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By default, when using Mysticism or Odin,

  • Flames - Deals 8 Fire damage per second.
  • Frostbite - Deals 8 Frost damage per second.
  • Sparks - Deals 8 Shock damage per second.

When using Mysticism/Odin with SkyValor with the SkyValor.ini deactivated,

  • Flames - Deals 14 Fire damage per second.
  • Frostbite - Deals 14 Frost damage per second.
  • Sparks - Deals 14 Shock damage per second.

When using Mysticism/Odin with SkyValor with the SkyValorSpell.ini activated,

  • Flames - Deals 23 Fire damage per second.
  • Frostbite - Deals 20 Frost damage per second.
  • Sparks - Deals 21 Shock damage per second.

Zzyxzz, the creator of SkyValor, explained in a comment that they increased the damage of novice level spells because they were too weak when used with SkyValor and I agree with that opinion, however, the SkyValorSpell.ini only modified the vanilla novice destruction spells, along with the drain health spell and two offensive restoration spells from mysticism, leaving offensive novice spells from other mods underpowered in comparison.

Thus this patch was born and with it many new ini's were made to balance offensive novice spells added by other mods so that their damage would be in line with the vanilla novice spells changed by the SkyValorSpell.ini.

Currently the ini balances 

  • 3 novice destruction spells from Natura.
  • 1 novice destruction spell from Abyss.
  • 1 novice destruction spell from Bloodmoon.
  • 1 novice destruction spell from Desecration.
  • 1 novice destruction spell from Arcane.
  • 3 novice restoration spell from Stellaris.
  • 1 novice destruction spell from Vulcano.
  • 1 novice destruction spell from Necrom.
  • 1 novice restoration spell from Lunaris.
  • 1 novice destruction spell from Arclight.
  • 1 novice destruction spell from Flames of Coldharbour.
  • 2 novice destruction spells, 1 novice conjuration spell, 1 apprentice conjuration spell from Triumvirate - Mage Archetypes.
  • 3 novice destruction spells from Elemental Destruction Magic Redux.
  • 1 Novice restoration spell from Odin - Skyrim Magic Overhaul.
  • 3 novice destruction spell and 1 novice restoration spell from Arcanum - A New Age of Magic (Fixed).
  • 1 novice destruction spell from Abyssal Tides Magic.
  • 1 novice destruction spell from Winter Wonderland Magic.
  • 1 novice destruction spell from Astral Magic 2.
  • As of v1.2 Staves associated with these spells are now also balanced.

- You are not required to have all of these mods download for the ini to work and you can install this ini to an existing playthrough so no new game is needed.

- Right now all of the destruction spells deal about 23 damage and the restoration spell deal about 25 damage.

If you would like to change the damage output then you need to edit the ini file or files which is easy, look at the sample entry below for the SkyValorSpell_Natura.ini,

;NAT_StoneDamageConcAimed00 "Stone Damage" [MGEF:FE000AB1] (Natura)filterByMgefs=Natura.esp|FE000AB1:mgefsToChange=Natura.esp|FE000AB1~null~null~null~1.7

All you need to do to change the damage is to change the 1.7 at the end of the second line of an entry to a different number.

  • Setting the number to 0.5 will decrease the spell damage by half, which for this spell would be 7 (It may actually be 8, haven tested this setting).
  • Setting the number to 1.0 will revert the spell damage to the default damage, which for this spell would be 14.
  • Setting it to 1.5 will increase the spell damage by half, which for this spell would be 20 (Which isn't actually half for this spell! You'd need to set it to 1.6 to get half which would be 21). 
  • Setting the number to 2.0 will double the default spell damage, which for this spell would be 28.
  • And keeping it at 1.7 will keep the damage at 23.

I recommend that you only modify the entries with 1.7 at the end of the second line on an entry as the entries with a 2.0 - 4.0 are spells that require special attention because they don't do the same default damage as the rest of the spells.

- There are 2 ini files for each mod covered, a SkyValorSpell ini and a SkyValorEnchantment ini, whatever changes you make to one ini you must carry over the other other ini. 

The SkyValorSpell ini's cover spells and the SkyValorEnchantment ini covers the staves.

- I recommend that you change the number for the first three entries of the SkyValorSpell.ini to match whatever number you wish to use for the majority of the spells covered by this patch. If its 1.7 change the numbers for the first three entries in the SkyValorSpell.ini to 1.7, if its 1.5 change all the numbers to 1.5. Depending on what mods you are using you may want to leave the Vampire Drain entry in the SkyValor.ini alone, but if you want to change it then change it to match the number of the previous 3 entries.

- If you chose to modify the Triumvirate - Mage Archetypes entry numbers you need to know that the first 2 entries connect to the Draining Touch spell and thus need to have the same numbers attached to them, while the last 2 entries connect to the Solar Ray spell and need to have the same numbers attached to them.

I recommend leaving the first 2 entries for Triumvirate - Mage Archetypes at 2.0 as Draining Touch spell does damage over time so while it only absorbs 6 health and stamina a second the spell lasts 10 seconds so you should drain an enemy of 60 health and stamina points.

- I also added 2 entries for Stellaris' 2 healing restoration spells; I felt that they were very underpowered given that the novice healing spell heals you for 18 points per second while the Stellaris healing spells healed far less and are fire and forget spells.

So I increased their healing output for the spells by setting Astral Reconditioning to 4.0 which heals you for 29 points and by setting Astral Hand to 3.0 which heals you for 33 points, given their secondary effects I felt this was balanced. If you'd like to lower the healing output you can set DAR_AstralRestoreHealthFFSelf00 "Restore Health" [MGEF:FE0008FC] to 3.0 so Astral Reconditioning will heal for 22 and set DAR_AstralRestoreHealthFFAimed00 "Restore Health" [MGEF:FE00095B] to 2.2 so Astral Hand will heal for 24.

- As of the v1.2 update Staves associated with the balanced spells will now also be balanced, staves are goverend by the SkyValorEnchantment ini files. Staves do a bit less damage than the normal spells, but since they don't cost magic I think that's an fair tradeoff, you can always tweak the settings to make them more powerful if you like, say from 1.7 to either 1.9 or 2.0 will have the staves do the same damage as the normal spells. 

- That's it for now, but if you want a mods novice spells added to the mod please feel free to leave a suggestion.