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AndrealphusVIII

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AndrealphusVIII

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About this mod

This mod makes healing spells deal damage to undead instead.

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Description

This mod makes healing spells deal damage to undead instead.

Looking at other games, healing spells often deal damage to undead. I wanted to have this in Skyrim as well and as such I made this mod.

If you cast any healing spell, be it targetted or self-based, it will cause half of its healing damage to undead. This amount is reduced by the affected actor's magic resist.

This includes self-healing spells in case you're a vampire or lich. To compensate for this, I've added necromantic healing spells that target yourself. These can be bought at Ronthil in Castle Volkihar. (distributed through CID.) Beware though, casting necromantic healing spells on living targets will damage them, including the ones cast on yourself, if you are not a vampire or lich!

The same applies to any healing consumables, like potions. However, if you're a vampire, you can use potions of blood to heal yourself instead.

Requirements


Compatibility

In the optional downloads section, there are patches available for:


Note: patches for Vokrii and Vokriinator Black require all sub-patches. This is done to force LOOT to load them correctly. So for instance for the Vokriinator - Odin patch, you'll need the patches for Vokrii, Ordinator, Odin, Vokrii + Odin, Vokriinator and Vokriinator + Odin.

Note: As of April 24th 2024, I'm no longer be updating, or providing any support for any of these patches.

I'd also recommend the following mods, which go well with this one:


This mod is an alternative to mine. It only affects spells that target others, so no self spells or potions. I'd recommend checking it out, if you prefer a lightweight alternative.

FAQ

Q: <insert patch> doesn't work? Help!
A: As of April 24th 2024, I'm no longer be updating, or providing any support for any of these patches. If you find anyone willing, have them take care of the patches. They have my permission.

Q: ESPFE?
A: Yes.

Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: No, I'm done making patches for this mod. The mod itself took me a few days to make, but the patches took me well over a month. As such, I'm burned out and will no longer make any patches for the forseeable future. Feel free to do it yourself though. (see permissions)

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.

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