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RibcageReagent aka SkyrimIsUnfixableUploaded by
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About this mod
In an effort to make it analogous to power attacking, dual-casting now consumes stamina, cannot be used with a depleted stamina pool, and receives a damage buff. Mages now benefit from investing in stamina instead of only pouring into magicka.
- Permissions and credits
This mod was formerly "[Re]AlteredDual-Casting", but it’s been renamed and rebuilt from the
ground up.
v4.0 Summary:
•Dual-casting receives a damage increase (vanilla multiplier is x2.2, modded multiplier is x3)
•Dual-casting concentration spells will drain stamina while firing (in addition to magicka cost).
•Dual-casting fire-and-forget spells will damage stamina by 30 after firing (in addition to magicka cost).
•After casting a spell, stamina regeneration will be halted for 3 seconds.
•If character stamina is fully depleted, your ability to dual-cast will be locked until you have
more than 0.
•If character stamina is fully depleted while dual-casting a concentration spell, a notification
will appear at the top left of the screen reading: "You don't
have enough Stamina". This is to better integrate it into
vanilla mechanics as a counterpart to the vanilla message: "You
don't have enough Magicka".
In the interest of dev/user transparency, I’m making a note here about a bug I don’t know how
to fix. Very, very rarely dual-casting can become inaccessible even
with stamina remaining, in my experience this doesn’t last more
than a few seconds.
Meta/Technical Info:
The purpose of this mod is to balance mage build stat allocation; as a mage, stamina is obsolete. With this
mod, dual-casting becomes a bit like power-attacking for
spellcasters. If you dual-cast frequently (which the damage increase
is meant to encourage), you'll want to invest in a larger stamina
pool.
Under the hood, [Re]AlteredDual-Casting was a mess, and didn't use papyrus like it should have.
This update tightens the mod up significantly, and changes or removes
mechanics that seemed out of place (i.e. draining stamina while
holding a charged f&f spell).
I thought this would be an easy process when I started tuning it up, but the update turned out to be a small
debacle without use of functions offered by SKSE (using SKSE would
mean discontinuing support for xbone users, so that was a nonoption).
What should have been a simple update took me probably 30+ hours to
complete.
All that being said, it’s done and I stand by the concept (even if pre-v4 was made of sticks and mud).
Alert me to bugs in DMs or comments and I'll try to fix them.