Adding new spells

Post » Tue May 15, 2012 2:05 am

Anyone got any idea's on how hard it is going to be to mod in new spells?

The spellls that are there are very well implemented.
but compared to oblivion/morrowind very lacking in range.

I'm think modding in proper summons should be too hard. (As far as i can tell you can only sommon 3 elemental atronachs + a fimiliar (I have no interest in reanimating things that exist)
EDIT: i see thereeare more butstill not enough - not unless daedra summons arandom daedra.)
This can prob be done just by moddifying the Attronach script so that it removes the attronach and places whatever else you wanted (make it avariable based on some factor)

Bring in new destruction spells. (Eg Multiple types of damage) looks like it may be alot harder.
What are peoples thoughts?

(I nver saw the Oblivion construction set, so havelittle idea how things worked then - my experience is with morrowind)
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noa zarfati
 
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Post » Tue May 15, 2012 12:44 pm

The current spell system really svcks bad. The necromancy spells are really not useful at all. The point of conjuration is to have something to soak up damage while you fling spells at it. The fact that you have to kill something first goes against what Conjuration is all about..

As for the Atronachs, the Thrall spells are really, really underwhelming. They may be permanent but they die too fast making them a burden to cast (since it requires both hands) as opposed to their expert level sisters/brothers.
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Ells
 
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Post » Tue May 15, 2012 11:59 am

Are there other types of daedra in the game, besides atronachs?
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Alan Whiston
 
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Post » Tue May 15, 2012 10:02 am

Dremora Lord. That's the only Daedra I've seen.
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Jaylene Brower
 
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