The Elder Scrolls V: Skyrim
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Magic Skill Scaling
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Category: Magic
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0.023 MB
Nov 15, 2012 @ 10:40am
Dec 12, 2012 @ 11:15pm
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In 1 collection by Michael
Mage Power Shift
6 items
Description
This mod adds magic scaling. Specifically, your spells power and/or duration improves based on the skill level of its school. It uses the same method vanilla Skyrim uses to reduce spell cost per skill point.

This affects the player and all NPCs. NPC mages are deadlier too.

Every Skill increase adds 0.5% to your spell power. So, if you got your magic skill to level 100, your spells would be 50% more powerful.
Alteration skill increases duration of most spells.
Conjuration skill increases duration, and increases the range you can summon at.
Destruction skill increases damage, and increases the range that you can place runes.
Illusion skill increases Illusion spell duration.
Speechcraft skill increases Dragon Shout damage.
Restoration skill increases amount healed and power of wards.

Updated to exclude more enchantments from being scaled.


Fixed bug: Restoration skill no longer increases power of enchantments.

This mod is part of my Mage Power Shift Collection. These are all intended to work together to create fresh and exciting spell casting gameplay compared to vanilla without becoming overpowered or stale.
http://steamcommunity.com/sharedfiles/filedetails/?id=108218417
76 Comments
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Herbivore Mar 26, 2013 @ 3:39pm 
I second rrubright
rrubright Feb 4, 2013 @ 12:35pm 
Illusion should probably affect higher levels as well.
Michael  [author] Jan 21, 2013 @ 9:09am 
Bug reports are useless without working steps to reproduce them. If the problem is unique to your system, then the problem is on your end. (mod conflict, or something worse)
I've tried doing what you said, I added the perks and used the spell, but the purple glow on detect life is still working.
lujin1983 Jan 20, 2013 @ 8:58pm 
Cheers, mate. I don't have any mod effecting any perk. You could look into other's comments, they may explain better than me. One of them mentions that he fixed the problem with the creation kit, and he'll re-subscribe once you fix the bug, etc. To be more specific, the perk affects the corresponding level of alteration magic, only alateration, others so far are fine, e.g. Adept Alteration bugs Detect Life; Expert Alteration bugs Detect Dead, etc. This is a good mod, and now I got rid of the two perks, and it's running fine. All I'm trying to do is to provide valuable feedbacks, to counter potential bugs in your future mods. Cheers. I won't be bothering fixing it with CK, but you may want to browse through the comments section, see what other people think. Great job, hope to your other mods coming out!
Michael  [author] Jan 20, 2013 @ 8:17am 
Start by not having any other mods running. Try an older save too. You may have a bad mod that had lingering scripts or something.
Michael  [author] Jan 20, 2013 @ 8:16am 
You need to give me step by step details on how to reproduce the bug if I have a chance at figuring it out.
Michael  [author] Jan 20, 2013 @ 8:16am 
Remove any other mods that affect that perk. This mod makes no changes to it. I can not recreate the problem you are having.
Michael  [author] Jan 20, 2013 @ 8:10am 
I'll take a look.
lujin1983 Jan 20, 2013 @ 2:44am 
Hi, mate, I guess a couple of other people have already pointed out the question. It's the "Adept Alteration" perk causing the fact that: the magic animation and magicka comsuptions are fine, but the magics have no "effects", means the detect life has no "purple fog" around the people, etc. I used the consel to remove the perk, and the magics are now fine. Could you please fix this in the next update, many thanks.
Michael  [author] Jan 12, 2013 @ 8:07am 
@lujin1983 I double checked with your theory. I used the console to increase my alteration skill all the way to 100, and detect life still works.

How many mods are you using?
If you disable all of them, does your detect life work?
If you disable all of them, and only use mine, does it work?

How exactly is it not working? What happens.