[RELz] Better Spell Mastery

Post » Sun May 20, 2012 4:43 am

http://www.skyrimnexus.com/downloads/file.php?id=4374

If you're looking for a slight rebalance to the magic system that won't change tons of game files, this may be for you. Better Magic is a multi-part mod that seeks the improve magic, but with a minimalist feel so that it doesn't conflict with as many mods. The download page has all the information you need. I've also included links to other mods you might like.


Message to moderator: If a moderator could please change the topic title to "[REL] Better Magic" I would really appreciate it. It doesn't look like users can change our own topic titles.
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Floor Punch
 
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Post » Sun May 20, 2012 4:07 am

I like this. Much prefer this minimalistic method to the overhauls that are out currently, as each overhaul I've looked at right now makes some changes that I don't really want, at least not in this stage of the game.

Will give it a shot. Thanks!

I will probably check out one of the overhaul mods once the CK is out and we have a better idea of how this all interacts. :biggrin:

EDIT - Quick question, how will this interact with saves where one already has one or more of these perks? Will we still get the bonus to damage? Or will we have to reset our perks and take the perk again?

EDIT2 - Update: Tested on my character, who isn't a mage, but has some alteration perks. Can confirm the durations on my spells are longer now. So no need to re-apply perks it seems.

Awesome mod! :)
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Ellie English
 
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Post » Sat May 19, 2012 5:25 pm

Yes, minimalism is what I was going for. I'm only editing the mastery perks, but I've still made a large enough impact that I think it really improves magic in the game. And yeah, this plays fine with saves made before it was added. Removing it won't screw up saves made when you had it on, either.

I've updated the mod to version 1.02. This fixes an issue with the perks increasing the power of weapon enchantments from their spell school.
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Matt Gammond
 
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Post » Sun May 20, 2012 1:28 am

Seems like a good and simple improvement. I'll try it out.
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John N
 
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Post » Sun May 20, 2012 6:18 am

This looks really neat! Does it conflict at all with tSSSSS?
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Steeeph
 
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Post » Sat May 19, 2012 5:18 pm

This looks really neat! Does it conflict at all with tSSSSS?

Well the author recommends in the first post to use both mods together so...
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le GraiN
 
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Post » Sun May 20, 2012 3:51 am

It doesn't conflict with the mods I list in the Advertisemants section on the download page. I use all of them and I've looked at them in TESsnip to be sure. It will conflict with the two mods listed in the Thanks section.

In general, I've tried to be extremely minimalistic in what I changes I made with this and http://www.gamesas.com/topic/1322860-rel-better-mage-armor/. Both have a nice effect on gameplay without changing very much in the game files.
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Penny Wills
 
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Post » Sun May 20, 2012 4:22 am

This is basically exactly what I wanted. Thank you SushiSquid.
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joeK
 
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Post » Sun May 20, 2012 3:07 am

That's always nice to hear (or read, I guess). I make mods for myself, but I like to know if others appreciate them too.
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Britta Gronkowski
 
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Post » Sun May 20, 2012 1:22 am

I haven't had a chance to play around with this much yet, but I'm liking my experience so far. Good job!
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michael flanigan
 
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Post » Sun May 20, 2012 2:46 am

That's weird. I searched and couldn't find a single bugfix for Aspect of Terror, even though it's such a simple fix. I've included this as an optional download.
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meg knight
 
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Post » Sun May 20, 2012 4:41 am

Would it be possible to extend the duration increase to destruction spells with durations (e.g. cloak spells; that might be all, maybe walls as well?)?
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Riky Carrasco
 
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Post » Sun May 20, 2012 12:01 am

I already do increase their damage, though, so it would seem unfair to increase both. I don't increase both magnitude and duration for illusion or restoration.

But that's not really an answer to your question. You asked if it was possible, and it is. Really, I could just apply a duration increase to all destruction spells. It wouldn't do anything to the majority of them which don't have a duration anyway.
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Robert Jr
 
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Post » Sat May 19, 2012 8:55 pm

I've started using this instead of mystys. While I like hers a lot, I find that yours does more of what I'm looking for. Good job so far, I look forward to seeing what else you come up with :)
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Bird
 
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Post » Sun May 20, 2012 6:30 am

Just like to mention that this + tssss (or however many s's it has) works great for me, and in my opinion, makes playing a mage pretty rewarding and no more challenging or easy than a warrior if played correctly, which is how it should be. :)
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helliehexx
 
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Post » Sat May 19, 2012 11:02 pm

^ Where in your order do you have tSSSSS? I would assume it goes after this one, but I want to make sure :)
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brian adkins
 
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Post » Sun May 20, 2012 3:33 am

I already do increase their damage, though, so it would seem unfair to increase both. I don't increase both magnitude and duration for illusion or restoration.

But that's not really an answer to your question. You asked if it was possible, and it is. Really, I could just apply a duration increase to all destruction spells. It wouldn't do anything to the majority of them which don't have a duration anyway.

I guess I don't think of the other schools in terms of magnitude XD

Maybe you should increase it for other schools too? I dunno, magic just seems really underpowered compared to physical weapons, and destruction and restoration are the only schools I really make use of as a melee-magic hybrid character.

I don't really consider this a "request"... more a hypothetical-idea-thinking-about-process-thing. Which is actually a clinical term. That I just made up.
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Hayley O'Gara
 
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Post » Sat May 19, 2012 11:06 pm

^ Where in your order do you have tSSSSS? I would assume it goes after this one, but I want to make sure :smile:

It doesn't matter. On the download page, I suggest using this, Better Mage Armor, tSSSSS, Scaling Elemental Runes, and Conjuration and Summoning Fixes. None of those mods change the same files, so they can be loaded together in any order.


Maybe you should increase it for other schools too? I dunno, magic just seems really underpowered compared to physical weapons, and destruction and restoration are the only schools I really make use of as a melee-magic hybrid character.
I've been using this for a while now on a spellsword. Even without using dual casting at all (due to the sword taking up a hand), I've found magic to be quite useful now. I'm really loving being a badass who walks around in just pajamas using his mind to deflect damage while throwing lightning and swinging a sword. Oh, and screaming. Making enemies fly backward by screaming at them isn't always useful, but you've just got to do it anyway. http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool and all. Anyway, I really think boosting magnitude or duration like I have already fixes a lot of the balancing problems. I might just think that because I also use tSSSSS, though, so my pajamas are like extra capacitors or something for my lightning bolts.
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Hella Beast
 
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Post » Sat May 19, 2012 4:10 pm

Thank you Sushi, even better.
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Kelly Osbourne Kelly
 
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Post » Sun May 20, 2012 3:36 am

I've now rebranded the whole thing and given it a new logo. I'm working on a change to dual casting right now, but I'm still deciding what numbers would be fair.
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Emma Copeland
 
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Post » Sat May 19, 2012 5:08 pm

I've now rebranded the whole thing and given it a new logo. I'm working on a change to dual casting right now, but I'm still deciding what numbers would be fair.
Your mod has gotten me interested. What're you planning currently for dual casting?
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Justin
 
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Post » Sat May 19, 2012 3:28 pm

Your mod has gotten me interested. What're you planning currently for dual casting?

[DELETED]

EDIT: And... my plans have changed. Those numbers were not working well. I'll try to get something that's fair, making dual casting useful but not too powerful.

EDIT 2: With the changes I've already made to the mastery perks, I don't feel like a large modification to dual casting is necessary anymore. Sometimes the simplest answer is the best, so I'm going with a very conservative change. Dual casting will change from x2.2 power and x2.8 cost to simply x2.5 for both. I've also dropped Impact's chance to 50%, because that perk was just stupid before. As always, Better Dual Casting is a modular part of this series, so only grab it if you want these changes.
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maria Dwyer
 
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Post » Sun May 20, 2012 6:49 am

I'm using this mod, it's exactly what I was looking for, thank you :smile:
But my friend would like it in Polish. You wrote you can make an alternative language version if provided with translations. How do I go about it? What exactly do you need translated?
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Taylor Thompson
 
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Post » Sun May 20, 2012 5:37 am

I'm going to download this as well as a few of your recommended mods. This looks like an excellent compromise to an overhaul. I plan on not using the spell finishers part though as I feel that is a bit over the top. Playing on Master I find the bad guys heal up a lot when below 10% if I don't hit them with a quick spell.

Making blizzard and firestorm different the way you did is quite brilliant and I really like that. I would recommend keeping the dragonhide spell change with the mage armor part though as it fits better. I intend to use both the master spells and mage armor parts myself though.
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scorpion972
 
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Post » Sat May 19, 2012 2:26 pm

I tried Balanced Magic before, didn't like it. I will give your mod a shot.

Are there plans to create a compatibility patch for Better Sorting or is it unnecessary?
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Scott Clemmons
 
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