The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Destruction Magic Redesigned
Počet komentářů: 23
[BRE] Faramond 9. čvc. 2014 v 21.11 
Could you add the knockback effects again while dualcasting? I like the changes except for that part.
Doctor Ivo Robotnik 19. dub. 2014 v 1.12 
nice! and, if it isn't to much work, could you make it so the frost resistanses become smaller? havent found a singel mod in workshop that does it and that is the reson not so many uses frost. so please?
Gord0n  [autor] 15. čvn. 2013 v 10.05 
Thanks :)
Tuxu -=JeepC=- 15. čvn. 2013 v 7.27 
nice work, mate. :)
Gord0n  [autor] 14. čvn. 2013 v 22.52 
Yes but because I based everything off of the vanilla balance the change isn't that noticeable. Shock mages will now be slightly more dangerous, Frost will be easier if you are ranged and more difficult as a melee due to the fixed slow effect. Also the change to stopping stamina/magicka regen with frost/shock imo makes fighting mages more enjoyable/fair. Fire mages will essentially be the same.
Tuxu -=JeepC=- 14. čvn. 2013 v 12.28 
Does this also effect NPC spell casting?
Gord0n  [autor] 15. dub. 2013 v 16.15 
I didn't change the values that directly alter leveling of the skill in either mod, it says on the wiki that the base magicka cost determines the XP gain, the only spells where that noticeably differs from the vanilla game would be the Expert line as they do more damage but cost less.

Were you using the Expert spells when you noticed a slowdown with Destruction? Because I didn't notice anything like that with the mage I specifically created for playtesting but I stopped at skill 63 (I already had a high level mage).

With regards to Restoration Redesigned I have no idea why that would be. Which restoration spells are you primarily using? I doubt it though that it is because of my mod.
rodnoron 12. dub. 2013 v 2.59 
i like this mod quite a lot! however, i wanted to ask; is there some way this could be affecting leveling rate? i have both tthis and restoration redesigned, and it feels like it's taking forever to skill up either of them -- alteration's ahead of both and i only use it to cast stoneflesh between fights...
Gord0n  [autor] 18. úno. 2013 v 10.18 
Thanks! Yes I see what you are saying about the delay, initially I wanted to do a lot more with differing casting speeds but quickly noticed that it felt terrible the reason I'm using them on the Expert spells is because I designed them to be used like openers or when you have access to cover. My goal was to not have just a better version of Firebolt but a powerfull spell that adds new options.
Corrik 18. úno. 2013 v 10.12 
So far I'm a big fan, destruction magic feels so much more useful. At first the time delays were a bit offputting, but I quickly adjusted and became a fan. With the better stats the delay really makes magic have some weight and effect, it feels like you are actually doing something now. Haven't had much time to give it a full review so I'll keep at it. Just wanted to give my initial impressions.
Corrik 17. úno. 2013 v 22.42 
Looks interesting, going to give it a try and report back.
Geo 17. úno. 2013 v 8.45 
Always glad to help!
Gord0n  [autor] 17. úno. 2013 v 8.02 
Thank you for your feedback I now know what happened and implemented a fix:

The mod now asks you the first time you load it if you want to regain all spent perks of the perks changed by this mod which I would recommend everyone to do unless they haven't spent anything or use a Skyrim below 1.8.
Geo 16. úno. 2013 v 18.24 
this is also the only mod loaded atm so nothing should be interferring with it.
Geo 16. úno. 2013 v 18.24 
no doesn't seem like it. I just checked with the mod loaded and not, and I'm still missing a perk point when the mod is loaded up.
Gord0n  [autor] 16. úno. 2013 v 8.46 
"Destruction Dual Casting" will be turned into "Sub-Zero" because I've tied the ability to dual cast into those perks so it is no longer needed. I just checked with an old save, it does get transferred over are you sure you are not overlooking something?
Geo 16. úno. 2013 v 8.00 
it seems to be the one that was spent in Dual Casting before loading the mod.
Gord0n  [autor] 16. úno. 2013 v 7.06 
If you could tell me which one was lost I might have a better idea of what is going on, right now unless its Augmented Shock(Rank 2) I can't see why that would happen.
You can always use the console command: player.addperk [insert perk ID here]
The new perks' IDs are:
Convergence1: 000581e7
Convergence2: 0010fcf8
Convergence3: 000581ea
Convergence4: 0010fcf9
Sub-Zero: 000153cf
Wildfire: 000153d2
Overload: 00058200
Geo 16. úno. 2013 v 6.31 
hmm I'm somehow missing 1 perk point. I'm level 10, but only have 8 points that have been invested in my spell perks.
Gord0n  [autor] 16. úno. 2013 v 3.53 
It won't crash your game, I only used existing perk IDs for my new perks which means all spent perks should carry over it might not always make 100% sense though (with requirements). The only perk that is no longer used is Augmented Shock(Rank 2).
Barnaby 15. úno. 2013 v 12.25 
finally! thankyou, I would sub for the silent runes effect alone - playing a destro-themed spellthief was almost impossible without going into illusion beforehand.
Gord0n  [autor] 14. úno. 2013 v 3.18 
Using both mods will work but you will still get some of the Better Magic perks for Destruction which will give your more damage increases than I intended it also makes Dual Casting the go to way of casting which clashes with my more situational Dual Casting design which may or may not be to your liking.

I only want to change skills which actually have problems or do not already have a good mod for it. Enchanting definitely needs work and I couldn't find a mod to my liking I already have the design for it but implementing it would take very long, we'll see.
I've only played mage's so far so I can't really assess most of the warrior skills yet.
REE 13. úno. 2013 v 23.53 
I have subscribed to this, and loads it after "better magic".. I will return when I have tried it out properly :) Will you be making all skill trees?