The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Adaptive Atronach Birthsign
 
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Category: Gameplay, Immersion, Magic
File Size
Posted
Updated
0.071 MB
Jun 7, 2012 @ 11:33am
Sep 12, 2016 @ 12:18am
6 Change Notes ( view )

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Adaptive Atronach Birthsign

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Description
Makes Atronach more interesting while still keeping it playable, leveling as you do. The Atronach effect now multiplies your base Magicka by 5 (default) and emulates Stunted Magicka instead of -50% Regen Rate. The Spell Absorption is the same.

You can change the multiplier by with a barebones MCM included, and also toggle the sleep regeneration.

I was bored with the original birthsign and how Magicka as a resource works in Skyrim so I decided to remake a mod I made for Oblivion, using the MagickaMult actor value, which I had to emulate for Skyrim using scripts. Putting on Fortify Magicka gear won't multiply since that is not your natural ability. Fortify Magicka Regeneration won't help Stunted Magicka either as that is pretty much cheating the system.

Unlike in Morrowind and Oblivion where shrine buffs could be absorbed to regain Magicka, Skyrim's shrines are simply scripts so I allowed the Player to regenerate a small amount of Magicka per hour slept, resulting in something reminiscent of Morrowind.

Without MCM you can change the settings with "set AtronachMult to " and "set SleepRegen to " (sleep being 0 or 1). The code is set to calculate the needed amount at two events: when you gain the effect and when your base Magicka changes, like when levelling up. Keep this in mind when changing the multiplier.


==On Installation==
Ideally don't have the birthsign on you already, but it should work fine as long as you reapply the birthsign on any characters due to limitations with how Abilities are handled. You can do this by traveling to other Standing Stones or using the console (~) and typing "player.removespell e5f51" closing and opening it again, and typing "player.addspell e5f51"


==On Uninstallation==
Before uninstalling you need to remove the birthsign to end the script. If you fail to do this you'll need to manually undo the changes with these console commands:

player.getbaseav magicka
player.setav magicka (Insert the number you had gotten from the last command)
player.setav magickarate 3
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4 Comments
SuggestedBowl Jan 30, 2013 @ 5:54am 
Wow, the timestamps... I got confused when this appeared in my comment notifications list, after all I had already forgotten completely about commenting here in the first place. This further reminds me that I should play Skyrim again sometime... been a month now.
Kekona  [author] Jan 30, 2013 @ 2:45am 
Thanks! I'll probably give this facelift soon as I'm playing the new DLC.

Along with loading this last the safest way to use this with a conflicting mod would be to remove the birthsign first without this mod active.
syrin_rikishi Jan 29, 2013 @ 5:22pm 
To anyone with the same thoughts as SuggestedBowl, just load this last. It's the best recapturing of the sign I've seen.
SuggestedBowl Dec 2, 2012 @ 3:48am 
First comment :3
Seems like a great mod to me, keep at it and all that, but I already have a birthsign overhaul... Having two would most likely break something.