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Alteration & Restoration Spell Redux
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Mar 30, 2012 @ 9:11am
Oct 24, 2012 @ 6:27pm
5 change notes ( view )
In 1 collection by Aertyr
Minimalist's Skyrim Overhaul and Tweaks
7 items
Description
Wards and Armor spells have always seemed a little off to me... why bother leveling mage armor when you can just use Dragonhide? Why can’t healing spells damage undead? Why are durations so short, and why can't we at least use helmets with mage armor (for dragon masks). If you're anything like me, you've been using many different mods to address these issues, with limited satisfaction. This mod aims to increase usability and make sense of Alteration and Restoration spells so that they are relevant all game long while minimizing the stress of constantly maintaining enchantments, along with an number of optimizations and improvements.

Also availible on Skyrim Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=14013

FEATURES (v1.06):
-Grand Healing now also damages undead.
-Tooltips updated on healing spells to indicate the damage dealt is equal to half the healing amount of the spell to undead.

MOD FEATURES:
ALTERATION CHANGES:
Mage Armor:
- Now gives 2x, 3x, 4x armor rating (instead of 2x,2.5x,3x)

Duration of spells:
-All “flesh” spells are now 2 minutes in duration including Dragon hide(see below for changes)

Dragonhide
-No longer raises your armor immediately to the cap.
-125 armor (500 armor with mage armor - see theory crafting)
-Is now a one-handed spell, 1.5 second cast time.

Stability perk:
-In addition to increasing duration by 50% now passively adds armor based on your Alteration skill
-70% of your Alteration skill (70 max)
-Shows up on active affects like you would expect any other buff to.

Helmets:
-No longer checked with Mage armor perk

RESTORATION CHANGES:

Added "Cure Disease"(Added in v1.05)
-Apprentice skill level, 0.5 second charge cast, 225 base mana
-Can be bought from Restoration trainer(Colette) at the Mages Guild in Winterhold
-Can be found at random places in the world, typically shrines and Mage's books shelves(Some are, Farengar's main side room, Archmages quarters, Whiterun's Temple of Kynerath, and more)
-Note: It is MEANT to be expensive at 225 mana. Cure Disease was not put in the game so that it would make players use the potions more often. 225 mana is peanuts for a mage, but requires at LEAST having 25 restoration and apprentice perk to be cast(96 mana-ish). If you want to be able to cast it in the field as a non-mage, it needs to be hard to cast.

Healing spells and undead
Targeted healing spells will now harm undead for 50% of the healing amount instead of doing nothing. This is a classic RPG element that I felt was missing largely from the original game. Picking up Necromage will further increase this damage.

Necromage perk(Updated in v1.05):
-On top of it's normal affect, it now also reduces the Hp cost of Equilibrium by 33% per second(-8 hps)
-This opens up the ability to play a "Blood Mage" while also giving a little boost to an otherwise underrated perk.
-Fixed gameplay bug where if the PC was a vampire all his enchantments became 25% better(This was in vanilla at the oversight of the dev's. Some of you may be upset by this change, but this perk breaks a lot of game systems and has serious balance issues - 100% Magic Absorbtion being one of them, and ultimately - this mod is about balance as much as it is about choice). (Added in v1.05)

Wards
-All wards now cost 50% less per second (To encourage use but not make fortify restoration obsolete)
-Block perks now affect wards(See theorycrafting for reasoning):
-With the “Deflect arrow” perk, wards make you immune to arrows while channeling the spell.
-You must charge your ward for about half a second before the arrow protection kicks in with lesser ward. Higher level wards will reduce this charge time. This was done to be make it so you couldn't "Catch" arrows that were already in the air just like with spells. (Added in v1.05)
-Main block perk(shield wall) will now increase your wards protection by 10% per level
-NOTE: I updated shield wall’s tooltip to accurately reflect what it actually changes. In game it says it scales as 20/25/30/35/40%. This is not accurate and actually scales at 10% per level. This was not something I changed(you can find the same information on the wiki), I just updated the tooltips to reflect what values they really change.

THEORYCRAFTING:

Armor spells:
Because Dragonhide was an instant 80% this made getting mage armor worthless and it really just didn’t make much sense. Because of this, I changed it to be 150 armor (which can then total to 500 with max Mage armor). This adds a sense of consistency missing from the original system. This coupled with the new stability perk which can grant 70 armor at max level of alteration will put you at the armor cap and back at the 80% reduction. This makes for a more interactive and choice-driven way to hit the armor cap (of 667 for mages due to the "hidden" value of armor granting a bonus 25 to your armor rating - See the UESP on armor rating for more information) that makes more sense and feels seamless. The other 100 armor will most likely come from using a shield(something that many mages did anyways, as it does not affect mage armor in vanilla.)

Helmets:
The removal of helmets from Mage armor is purely an aesthetic one. In my opinion the helmet is the most important aesthetic element of any character and the freedom of choice to dictate how you want to look should trump anything else.

Duration(Updated in v1.02):
Duration increasing mods is not a new or revolutionary idea, but one that demanded to be included in this kind of mod. 60 seconds is simply too often to be wasting magicka on what is essentially armor. 2 minutes is a good sweet spot between usability and the creators original intent and makes those duration perks slightly more enticing.

Wards and Blocking:
Wards were incorporated into the blocking tree simply because it makes sense that wards should be utilized in relatively the same way. Wards are used for projecticle/spells and shields for melee, with the pinnacle of both being the artifact “Spell breaker” which is the best of both worlds. This makes for a seamless transition from shield/ward to “Spell breaker” that feels very natural and conducive to the players sense of progression.

TO DO:
User requests
Bugs if they arise
Balance if necessary

THE REDUX SERIES:
This is a new series of mods I have planned that simply make some of the worse perks more in line with the rest in the tree. These are designed to be small mods that allow the user to pick and choose what they feel needs a little brushing up. These won't be massive overhauls, just very small mods changing one area of gameplay.

CHANGELOG:
v1.02

Added Necromage:
-On top of normal affect(Extra damage to undead), also reduces Equilibrium’s health cost by 10 per second.
-This opens up the ability to play a "Blood mage" while also giving players a reason to pick up a slightly under rated skill. (Especially if you are a vampire)

Flesh Spell Durations:
-Flesh spells now last 2 minutes (down from 5 - made duration extending perks/enchantments useless)

Check out my development blog and other popular mods!:
http://aertyr.tumblr.com/post/19128825167/aertyrs-list-of-all-created-work
62 Comments
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Klay Jul 27 @ 12:22am 
Does using wards with this mod increses blocking perk ?
McQuire May 31 @ 9:37am 
Tried it, like it, keeping it. Thumbs up. Thanks.
McQuire May 30 @ 10:23am 
Wow!! I spent a half hour tweaking the dragonhide spell because it should last longer than it does, and 30 to 45 seconds with a 3 second two hand (no choice originally) cast just isn't practical. So I changed to either hand, reduced magicka cost to 350 and cast time to 1.5. I then increased the duration to 120 second duration(180 with stability) so I could get what I wanted.

Then I find you already did just about everything and more with this mod that answered most (if not all) of the concerns I had with alteration and restoration spells.

Thank you. I'm giving this a try and deactivating my mode to see how I like it. I especially like that restoration spells damage undead.
loathingwalrus Feb 20 @ 1:58am 
Awesome mod. I would really like to see my Restoration skill raise for damaging undead with spells though.. Please look into this. I do not believe this is an interference from another mod, but I could be wrong.
M4t Jan 9 @ 6:24am 
Hi ! remarkable mod !!
Just a little question, i didn't find the answer in the previous comments, How does dual-casting affect armor spells with your mod ?
does it make it stronger ? or increase its duration ?
Grifthin Dec 6, 2013 @ 3:19am 
Hello - I really like the Redux mods. Is there any chance of you adding scaling to restoration based on your skill level ? (I'm talking the spells like Stendar and sunlight bolt - anti undead magic from Dawn Guard)
Skatman Oct 30, 2013 @ 12:00pm 
How about creating a destruction spell that fires like a shotgun and disintergrates wards and shields? It could use a large amount of magika to try and balance it out.
Sacred Caedeus Oct 20, 2013 @ 3:47pm 
Have you considered making Wards actually level the Guard skill? It doesn't seem to from what I can tell, which makes the fact that Guard perks affect wards sort of... odd. Why have the extra effect for Wards but they don't level the skill? A bit counter intuitive there.
Aertyr  [author] Aug 27, 2013 @ 12:05pm 
@Mulqueeny, Load the mods after this one and they will override mine. No need for a seperate version.

@Sacred Caedeus, It is another mod that edits the entry, wether the authout intended to or not. Please ensure this mod is loaded tword the bottom of the list. BOSS can be an effective tool in helping with load order issues.
Mulqueeny Aug 27, 2013 @ 10:44am 
@Aertyr Any chance you can upload just the Ward spells as I already have mods for armor spells and it would conflict with them.