0 of 0

File information

Last updated

Original upload

Created by

testiger2

Uploaded by

testiger2

Virus scan

Safe to use

Tags for this mod

About this mod

Adds a new level of depth to magic combat by letting the player adjust spellstrength and cost through hotkeys.
Also adds a HUD widget that gives a visual indication of the current status.

Requirements
Permissions and credits
Changelogs
Donations
What it does:
-------------------


This mod aims to make the magic combat of skyrim a little more ineresting.
You can now cast spells with whatever magnitude you desire without having to change to a different weaker/stronger spell

Ever sneaked through a dark dungeon and needed some light but didn't want to blow you cover for a whole minute?
Now you can just scale the power down and cast a candlelight spell that only last a few seconds.
The reverse is also true. If you need some extra power just crank the magnitude up and cast something more powerful.

The general idea is that Magnitude/Duration and Spell Cost scale 1:1.
So a 50% strength only costs 50% magicka while 200% strength costs 200% magicka.
Its simple but it makes magic combat a little more dynamic.

How it works:
--------------------


You change the spell strength by pressing a hotkey.
Whenever you press one of the hotkeys a little icon shows up at your HUD to show you the current spell magnitude in %
The icon and the hotkeys are configurable through an MCM menu and offer a decent amount of customization.

How the spells are affected is oriented on the vanilla fortify-X portion effects.
So for each school of magic the Power/Percentage scales these attributes:
Alteration -> Duration
Conjuration -> Duration
Destruction -> Magnitude
Illustion -> Magnitude
Restoraion -> Magnitude

Known Issues:
----------------------

BUT the above also means that this mod is affected by the alchemy - enchantment loop/exploit
To remain balanced it is strongly advised that you use a mod that removes the restoration skill from armor enchantements
such as USLEEP
Weapon enchantements are also affected but also scale the charge-cost accordingly so this stays balanced in my opinion.

The Scaling mechanic is governed by a perk that uses the players Actorvalue "Waitingforplayer".
It is supposed to be an unused AV on the player but if you happen to be using a mod that also abuses this AV then they might interfere with each other.
  翻译: