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Restoration Redesigned(Dawnguard)
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Feb 13, 2013 @ 1:07pm
Feb 21, 2013 @ 2:45pm
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Description
The latest version of this mod is now here[www.nexusmods.com] on Nexus. This remains as a completely functional legacy version.

Don't own Dawnguard? There you go.

=Wards=
All ward spells now have unique and useful effects. NPC's wards were left unchanged.

Ward (Novice Spell): Negates all spell damage or effects for 2 seconds but takes time to prepare.
Charge the spell and time the release.

Sanctuary(Adept Concentrated Spell): Negates all spell damage or effects.
No more breaking or charge time, use the ward only shortly to block off a spell for maximum efficiency.

Reflect(Expert Spell): Reflects all spells to the aimed location for 3 seconds but takes time to prepare.


=Dual Casting=
In the vanilla game there was no point to dual casting restoration spells. Healing spells just became incredibly inefficient, Turn Undead spells only had their duration increased instead of their level requirement.

Healing Spells: +45% heal over 8 seconds (+40% over 4 seconds for concentrated spells)

Turn Undead: Increases the level requirement (just like the Illusion spells)

Wards: Doubled duration

Sun Fire/ Vampire's Bane: Vampires that are low on health are instantly turned to ashes


=Healing Spells=
Once I started using Healing spells I almost completely stopped taking health potions, this is still possible but it will require a bit more Magicka.
Healing spell costs roughly by 15% increased (slightly differs per spell).


=Complementary Mods=
Destruction Magic Redesigned: Elements redesigned & rebalanced, unique Dual Casting Perks, one perk to improve all spells, improved finishing perks.
Mage Armor Fix: Mage Armor spells scale in duration, Mage Armor (Rank 3) doubles Dragon Hide duration.


=Credits=
Reflect Ward Script graciously provided by Sjogga[skyrim.nexusmods.com] from his Reflection Ward and Reflecting Spellbreaker[skyrim.nexusmods.com] mod (compatible!).
6 Comments
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Gord0n  [author] May 27, 2013 @ 10:53am 
Those all sound like great ideas but they are quite different to the kind of mods I made so I wouldn't exactly know at this point how to do those things. To what it boils down to however is that I'm not really interested in this kind of modding. I really enjoy game design so if you think there is a boring or contradictory system in the game I'd definitely consider that.
Mysterious-Ree May 25, 2013 @ 11:32pm 
Is there any way you could make it possible to heal those wounded soldiers on either side of the civil war? I really get frustrated with the game for not allowing it. Try to heal them and they will just not change and continue to sit in scripted-but-not-necessary-agony. Same with the wounded and sick in the temples. It would also be really cool if there were random encounters in dungeons and out in skyrim where you can help someone in need. You could enable me to be the good samaritan I have been dying to be!
SSP-UnLuCkY Mar 8, 2013 @ 6:04am 
ok thx i will try soon so ;)
Gord0n  [author] Mar 8, 2013 @ 5:55am 
It should be self-explainatory once you have the spell but to clarify: Ward and Reflect are now cast the same way Firebolt is except that their casting time is longer, once you release the spell you will be given a ward for the duration.
SSP-UnLuCkY Mar 8, 2013 @ 4:57am 
can you make a short video? i don't really understand how wards work now... :/
i'm like you i use restoration against potion and food so this mod could be nice :3
ImagoMors | RGQT Gamers | Mar 6, 2013 @ 2:50pm 
Omg, actually might use wards now!