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!
I have a suggestion. I didn't see it anywhere on the main mod page about the soul trap spells having the ability to put the correct soul in a soul gem and I haven't looked through the 1000 plus comments. I'm looking for a fix for this and all the mods I find like Acquisitive soul gems are all buggy. Might I suggest a fix for this included in all the soul trap spells?
Some more poison and sun based damage magic would be nice for Restoration mages, something like sunbeam or spray like magic would be really nice for novice, apprentice, adept and expert.
For Conjuration Bound Greatsword, Bound Warhammer, Bound Shield, Bound Axe and Bound Mace for more weapon variety.
The Latch Crack and Ekash's Locksplitter spell can probably be reworked to work with automatedly opening different levels of locks with out the use of lockpicks for RP purposes for Mystic Thieves. Not sure how that one would work out though since I am thinking from an RP perspective.
Feet of Notorgo should probably be changed from a concentration spell I find the skill practically useless maybe reducing the speed of the skill to something like 10% or 15% movement speed and making it a cast and forget spell would make it more appealing. It will also help with compatibility with other mods that reduce movement speed when casting.
The Latch Crack and Ekash's Locksplitter spell can probably be reworked to work with automatedly opening different levels of locks with out the use of lockpicks for RP purposes for Mystic Thieves. Not sure how that one would work out though since I am thinking from an RP perspective.
Changing the open lock spells to just automatically open the lock instead of reducing its difficulty is a planned feature. Reducing difficulty was meant to be more balanced because it does not invalidate the lockpicking tree, but paid creations contain spells that just open locks at any level regardless of lockpicking skill, so having it in a mod should be fine.
Can you add Mark and recall to alteration and perhaps an ability to craft or buy scrolls of intervention?
Milestones is Mark/Recall but without the risk of trapping yourself.
For Conjuration Bound Greatsword, Bound Warhammer, Bound Shield, Bound Axe and Bound Mace for more weapon variety.
Already planned, except Bound Shield, which breaks when you replace the shield with a weapon.
Feet of Notorgo should probably be changed from a concentration spell I find the skill practically useless maybe reducing the speed of the skill to something like 10% or 15% movement speed and making it a cast and forget spell would make it more appealing. It will also help with compatibility with other mods that reduce movement speed when casting.
It already has a compatibility hook. The issue is that cast-and-forget results in bad gameplay, as you are saddled with an additional buff you have to keep up at all times.
Some more poison and sun based damage magic would be nice for Restoration mages, something like sunbeam or spray like magic would be really nice for novice, apprentice, adept and expert.
More poison and sun spells can be added, but I don't subscribe to the Mysticism philosophy that every spell needs 4 exact copies of it cluttering up your spellbook. Having different spells so your gameplay experience changes as you level up seems to be a much better idea. Sunbeam specifically is already a spell in Triumvirate, but I could add a variant with a different damage type.
More poison and sun spells can be added, but I don't subscribe to the Mysticism philosophy that every spell needs 4 exact copies of it cluttering up your spellbook. Having different spells so your gameplay experience changes as you level up seems to be a much better idea.
This is good to hear — I've never been a fan of the spell tiering in vanilla (e.g. Firebolt and Incinerate being the same functionally with different magnitude, Fireball at least has AoE giving it different use cases), and I'm not a fan of it in mods. Ideally, all spells should remain useful and never be replaced by another, they should just scale to remain viable.
With that in mind, what I think would be nice to have:
Scaling for weaker spells & different effects for similar spells
The scaling doesn't need to be innate, it could be part of a perk ovehaul down the line, for example "Novice and apprentice spells from X school have increased magnitude/duration and cost based on skill level", ending with similar power to adept spells at skill level 100. While in my opinion overall spell scaling at all levels is the domain of mods that increase spell power with base magicka in some way, a perk for each spells school that improves low level spells to be more in line with stronger ones late game would be a nice addition.
As for different effects, the spells that are already repeating could have a small gimmick to differentiate them form each other a bit. Keeping the example with Firebolt and Incinerate, one of them could remain just direct damage, and the other could have a bit of a lingering effect (longer than what fire normally does), or some other small effect that may affect how one uses the spell. And the same for spells from other schools, like one of the frenzy spells could give enemies increased attack/spell power and increased damage taken or something in that vein.
Spell combos
Mainly thinking of something simple, like Fracture from Apocalypse doing additional damage after the caster hits a target with another spell. Basically, if one spell does X and another does Y, casting one after the other does Z instead of Y, or Y + Z.
Interaction with corpses
Apocalypse and Triumvirate have some spells that do this, perhaps Odin could have some more than just the restoration one with its own spin on using dead bodies as an advantage in combat other than just reanimating them.
As for the lock spells, I quite like the weakening effect as it pairs nicely with Detonate Lock from Apocalypse (weaken the lock and then blast it), but I guess as a standalone mod without that interaction, just opening would be more convenient to use. Perhaps just reusing Detonate Lock (in the same way like some other spells are reused, e.g. Milestones) would accomplish this as it scales based on skill level anyway.
While I have Spell-shield builds on the mind, would a set of destruction spells that "retaliate with a burst of X elemental damage when you block a [melee] attack for Y seconds" spells be feasible? Like a shield equivalent of the Blazing/Shocking/Chilling Strikes spells.
I love, love, loooooooovvvvvveeee this mod. Is the Daedric Thrall supposed to just follow me and explode the moment combat starts, because that's all that happens and when I summon it in combat it suicides itself at the summon location.
I guess this is an awful question to ask but...Are there any rough estimation on the next update? I thought this mod is finished and done, really glad to hear that there are new stuff planned to be implemented! Not asking for accurate date, but like before the end of 2025? Before June 2025? If an update is near, I would put a halt to my new save and wait for it!
Hello all and @Enai , respectfully is there a tutorial around here or anywhere on how to remove the Slowfall magic Effect visuals? When I try to google search things related to magic effects all I get are people having trouble with magic effects that are stuck on the player and not so much the "visual" part of effect that I am referring to.
I would like to remove specifically the visuals of the spell. It would be useful to learn this also for I am trying to remove a lot magic effects in general in my skyrim, as it makes first person gameplay very jarring.
Edit: And if anyone has information on how to remove Fake light glows from things such as the spell "Blazing strikes" , that would be awesome.
I would love to try and Synthesis patch all this later.
Thanks for any time spent reading or contributing:
If I had one suggestion, if you do ever update this, maybe consider changing Shield of Sanctuary (blocking restores magicka) to be the apprentice spell with a lower magnitude, and Shield of Daybreak (blocking restores stamina) as the expert spell with a larger one.
This is just minor thoughts coming fresh off a "spell shield" playthrough with Odin and Valravn (among other mods) for context.
My thinking, regarding Shield of Sanctuary:
The idea behind using a shield + spell build is spells are all your offense. Having it available early game, when magicka regen is the biggest issue, would enable these builds much more effectively and encourage the mage to get into melee range to actually block, instead of just killing from range while holding a shield to look cool.
Would be in-line with changes to Conjure Familiar, another spell which helps smooth early game for mages.
As it currently is, by the time my spell-shields have gotten to expert restoration spells (with how slowly Resto levels), magicka is no longer a concern. In practice, even on builds that want to use this spell, I don't use it because I don't need it by that time.
On the flip side, for Shield of Daybreak
Whether Odin is fully integrated into Futhark or not, a lot of us are using it with Valravn. But the stamina changes (rapid depletion and regen) means 10 stamina per block is pretty meaningless even in the early game, and completely meaningless later on.
For people with vanilla stamina, it makes it a little too easy for melee builds to just grab and toss into Ocato's Recital (my favourite spell of all time please don't nerf). It could be that this was the original idea behind making it apprentice, ease of access for non-mages, but considering the above point with Valravn, it might be worth reconsidering.
Making it the expert spell allows it to be big payoff for melee builds who do want to go deep into Restoration (Paladin class fantasy), and allows it to have a BIG stamina regain to make sure it's effective even with boosted stamina regen rates from combat overhaul.
That's just me though, I will admit I am biased because I enjoy early game spells that help ease the magicka curve due to a habit of never using magicka potions lmao. Things in the vein of (as mentioned) Conjure Familiar.
EDIT: My bad, didn't see the pin regarding suggestions. I'd delete and repost there, but you can't delete and I don't want to spam replies so I'll leave this here.
Dispelling yourself is almost never a good idea. You get rid of some lingering fire damage and a 3 second frost slow, in exchange for losing all your potion buffs, perk triggered buffs, minions (risking the permanent loss of your dead thrall and its items), etc. Do you have something specific in mind?
Waterwalking is useless and strictly worse than waterbreathing, which itself has only very sporadic uses.
CC Survival mode makes freezing water deadly, waterwalking is a way for Alteration users to cross it without rely on Flame Cloak. So not strictly useless.
I'm sorry if this has been answered before but the comment search is currently off :(
Does poison damage from spells like Spider Touch get affected by "Cure Poison" potion? Or does it only get reduced by Resist Poison? Been getting killed by Spider Touch a lot lol XD
Love the mod. Any chance you would make a Better Vampires conversion patch? That mod adds some vampire spells, but they are more in line with vanilla Skyrim, like blood ward still giving armor and spell negation compared to wards in this mod.
1447 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
For Conjuration Bound Greatsword, Bound Warhammer, Bound Shield, Bound Axe and Bound Mace for more weapon variety.
The Latch Crack and Ekash's Locksplitter spell can probably be reworked to work with automatedly opening different levels of locks with out the use of lockpicks for RP purposes for Mystic Thieves. Not sure how that one would work out though since I am thinking from an RP perspective.
Feet of Notorgo should probably be changed from a concentration spell I find the skill practically useless maybe reducing the speed of the skill to something like 10% or 15% movement speed and making it a cast and forget spell would make it more appealing. It will also help with compatibility with other mods that reduce movement speed when casting.
Changing the open lock spells to just automatically open the lock instead of reducing its difficulty is a planned feature. Reducing difficulty was meant to be more balanced because it does not invalidate the lockpicking tree, but paid creations contain spells that just open locks at any level regardless of lockpicking skill, so having it in a mod should be fine.
Milestones is Mark/Recall but without the risk of trapping yourself.
Already planned, except Bound Shield, which breaks when you replace the shield with a weapon.
It already has a compatibility hook. The issue is that cast-and-forget results in bad gameplay, as you are saddled with an additional buff you have to keep up at all times.
More poison and sun spells can be added, but I don't subscribe to the Mysticism philosophy that every spell needs 4 exact copies of it cluttering up your spellbook. Having different spells so your gameplay experience changes as you level up seems to be a much better idea. Sunbeam specifically is already a spell in Triumvirate, but I could add a variant with a different damage type.
This is good to hear — I've never been a fan of the spell tiering in vanilla (e.g. Firebolt and Incinerate being the same functionally with different magnitude, Fireball at least has AoE giving it different use cases), and I'm not a fan of it in mods. Ideally, all spells should remain useful and never be replaced by another, they should just scale to remain viable.
With that in mind, what I think would be nice to have:
Scaling for weaker spells & different effects for similar spells
The scaling doesn't need to be innate, it could be part of a perk ovehaul down the line, for example "Novice and apprentice spells from X school have increased magnitude/duration and cost based on skill level", ending with similar power to adept spells at skill level 100. While in my opinion overall spell scaling at all levels is the domain of mods that increase spell power with base magicka in some way, a perk for each spells school that improves low level spells to be more in line with stronger ones late game would be a nice addition.
As for different effects, the spells that are already repeating could have a small gimmick to differentiate them form each other a bit. Keeping the example with Firebolt and Incinerate, one of them could remain just direct damage, and the other could have a bit of a lingering effect (longer than what fire normally does), or some other small effect that may affect how one uses the spell. And the same for spells from other schools, like one of the frenzy spells could give enemies increased attack/spell power and increased damage taken or something in that vein.
Spell combos
Mainly thinking of something simple, like Fracture from Apocalypse doing additional damage after the caster hits a target with another spell. Basically, if one spell does X and another does Y, casting one after the other does Z instead of Y, or Y + Z.
Interaction with corpses
Apocalypse and Triumvirate have some spells that do this, perhaps Odin could have some more than just the restoration one with its own spin on using dead bodies as an advantage in combat other than just reanimating them.
As for the lock spells, I quite like the weakening effect as it pairs nicely with Detonate Lock from Apocalypse (weaken the lock and then blast it), but I guess as a standalone mod without that interaction, just opening would be more convenient to use. Perhaps just reusing Detonate Lock (in the same way like some other spells are reused, e.g. Milestones) would accomplish this as it scales based on skill level anyway.
Oops that's triumvirate but both still true
Is the Daedric Thrall supposed to just follow me and explode the moment combat starts, because that's all that happens and when I summon it in combat it suicides itself at the summon location.
I would like to remove specifically the visuals of the spell. It would be useful to learn this also for I am trying to remove a lot magic effects in general in my skyrim, as it makes first person gameplay very jarring.
Edit: And if anyone has information on how to remove Fake light glows from things such as the spell "Blazing strikes" , that would be awesome.
I would love to try and Synthesis patch all this later.
Thanks for any time spent reading or contributing:
- Skeptic
I don't know what "fake light glows" are?
If I had one suggestion, if you do ever update this, maybe consider changing Shield of Sanctuary (blocking restores magicka) to be the apprentice spell with a lower magnitude, and Shield of Daybreak (blocking restores stamina) as the expert spell with a larger one.
This is just minor thoughts coming fresh off a "spell shield" playthrough with Odin and Valravn (among other mods) for context.
My thinking, regarding Shield of Sanctuary:
- The idea behind using a shield + spell build is spells are all your offense. Having it available early game, when magicka regen is the biggest issue, would enable these builds much more effectively and encourage the mage to get into melee range to actually block, instead of just killing from range while holding a shield to look cool.
- Would be in-line with changes to Conjure Familiar, another spell which helps smooth early game for mages.
- As it currently is, by the time my spell-shields have gotten to expert restoration spells (with how slowly Resto levels), magicka is no
On the flip side, for Shield of Daybreaklonger a concern. In practice, even on builds that want to use this spell, I don't use it because I don't need it by that time.
That's just me though, I will admit I am biased because I enjoy early game spells that help ease the magicka curve due to a habit of never using magicka potions lmao. Things in the vein of (as mentioned) Conjure Familiar.
EDIT: My bad, didn't see the pin regarding suggestions. I'd delete and repost there, but you can't delete and I don't want to spam replies so I'll leave this here.
Could you please add dispel (on yourself) and waterwalking spells?
Waterwalking is useless and strictly worse than waterbreathing, which itself has only very sporadic uses.
Does poison damage from spells like Spider Touch get affected by "Cure Poison" potion? Or does it only get reduced by Resist Poison? Been getting killed by Spider Touch a lot lol XD
Cure Poison is actually totally useless and only seems to work with very specific poisons.