For anyone having issues with the Hogwarts Addon, just download “Hogwarts In Skyrim” Version 3.1 (under that mod’s “Old Files Tab”) that way, the addon will be able to overwrite the files correctly. That being said, I’m still having issues with the Charged Attacks. Pressing and holding the attack button will execute a normal and a power attack in quick succession, and oddly enough, I can still use charged attacks if I were to remove the addon altogether. (So just regular Howgwarts in Skyrim) So anyone figured how to make the charged attacks work? I am using OCPA
For some reason Astral Crash and Astral Strike do not scale it's damage with destruction magnitude, which makes them useless in Legendary. Are they intended to have a fixed damage?
Incredible mod ! However, sometime bcs I use True Directionnal Movement, I die by my own spells. There's a way to don't get dameage by my spells and don't do damage to my NPCs followers ?
I'm having a similar issue. Astral Spear (my favorite spell in the entire game) doesn't act well with True Directional Movement. The spell kinda hovers over the target and misses it completely when aimin with TDM.
Not working, Hogwarts updated to OAR and the addon isn't replacing the required files since it's stuck in DAR file structure. Is there gonna be an update to the addon?
Have you ever thought about expanding your Astral Sap and Astral Bite Mechanic to other elements? Vanilla magic gameplay is stale because essentially its spend your mana and then passively wait for it to regen. No action. No aggression. Spend bar, and wait. Especially in the early levels. What I love about Astral Bite and Astral Sap, is that it gave you a tool to use to proactively regen magicka when you have no mana. Completely changing the way you interact with magic and gameplay flow.
I honestly think, a mod that contains say 7 spells of various elements that operated exactly like Astral Sap/Bite, that allows you to generate mana in a proactively way could be great.
seeing your beautiful spell fx makes me wish you could overhaul the vanilla conjuration fx (the 100yr old purple, pickled egg with flushing toilet sound fx); with dissipating clouds of smoke and etc. or anything. Even the vanilla creatures with your effects (after seeing the wisp in video2 with blue sparkles coming off). Thanks for all your mods :)
Thank you very much!!.... your spell mods are incredible!!!. A small request if possible, 3 spells that launch a meteor of each element (fire, frost and shock) on a target, nothing very beastly but something like for the expert level, since the vanilla expert spells are quite poor, even adept level ones are better. It would be fantastic. Greetings and thanks for your great spells!!
For some reason most of these spells don't increase my Destruction skill at all, the only ones that do are Astral Bite & Astral Wave & there stronger variants.
Pure Astral Blitz isn't doing any damage for me. The animation goes off, the enemy is hit, they even have the glow effects applied, but they don't take any damage.
174 comments
EDIT: Adding keywords to the spells using Ascension 2 gave them the damage boost i needed.
Have you ever thought about expanding your Astral Sap and Astral Bite Mechanic to other elements? Vanilla magic gameplay is stale because essentially its spend your mana and then passively wait for it to regen. No action. No aggression. Spend bar, and wait. Especially in the early levels. What I love about Astral Bite and Astral Sap, is that it gave you a tool to use to proactively regen magicka when you have no mana. Completely changing the way you interact with magic and gameplay flow.
I honestly think, a mod that contains say 7 spells of various elements that operated exactly like Astral Sap/Bite, that allows you to generate mana in a proactively way could be great.