The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Dawnguard - Restoration Addendum
59 commenti
bentreacypc 30 apr 2017, ore 10:30 
the guy who sells the spells doesnt work... fix??
LizaVet 7 feb 2016, ore 13:43 
Sunder Nerves isnt doing anything to anyone. I've tried casting it on every type of enemy, its not doing anything :(
Hugh de Salle 24 ott 2015, ore 11:07 
thx for the mod but i was hoping for restoration offensive spells you descibe it as a problem but dont include any as far as i can see,
Archevon 23 ott 2015, ore 21:19 
this is a great mod, just what i was looking for. warp doesnt work but everything else is great
Stirling 28 feb 2015, ore 8:26 
This seems absolutely great, definetly subscribing.
Also, a small suggestion;
A novice alteration spell called 'Renew protection' that resets the timer on your alteration spells, and is cheaper than actually recasting.
Greglorious 11 gen 2015, ore 13:55 
warp does not seem to work for me :(
Cid  [autore] 7 ott 2014, ore 7:22 
Updated mod to include new spells for Alteration and Illusion magic.
halleluyah
Lucian SaDiablo 1 ago 2014, ore 0:11 
@Vrael27 In the vanilla game, the only "spell" of cure disease is enacted when you activate a shrine. Other than that, there's only a potion.
Vrael 30 lug 2014, ore 23:36 
what's with the cure disease spell? that's already a spell...
SandMan 5 lug 2014, ore 18:31 
wouldent it just make more sence to make inflict wounds and cause disease spells? cool mod anyways!
Cid  [autore] 24 gen 2014, ore 19:35 
@Snooberry - GlacialFlow is right, it's much like the touch spells in Oblivion.

@TheMinecraftianGamer - The mod shouldn't mess with the Hall of Countenance anymore. I don't know how that happened, but it rotated a portion of the hall for some reason.
schlorp.com 18 gen 2014, ore 20:33 
@snooberry i assume that it is like the touch spells from oblivion, where the target is only affected if you cast it at a melee range
Snooberry 18 dic 2013, ore 7:24 
What is meant by "touch skill?"
evilenterprizez 17 dic 2013, ore 15:12 
I have been wanting somthing like this for ages, thank you. Maybe add a spell that deflects arrows, perhaps a % chance.
Ithronyar 11 dic 2013, ore 0:16 
Probable bug: The Zephyr spells cancel out certain active alteration spells. It didn't happen with Oakflesh, but it did for Candlelight and another mod's spell that increases weight capacity.

Also, there's a small thing I noticed that bothered me, but it wasn't worth a comment: Augment Vitality's spell tome name is missing a space; it says "Spell Tome:Augment Vitality".
Ithronyar 5 dic 2013, ore 17:29 
Bug: This mod really messes up the Hall of Countenance at the College of Winterhold. It creates a large hole in the floor and a wall, sticks a one-sided wall in the middle of a room, etc. It looks like one of the sections of the area has been accidentally moved.
Sadiebubs 23 ott 2013, ore 17:50 
wow those spell look bad ass
Cochran 21 ott 2013, ore 20:02 
i think she had all the novice level spells
Cid  [autore] 21 ott 2013, ore 19:16 
Okay, was that the only spell she had, or did she have a bunch of the custom ones?
Cochran 21 ott 2013, ore 19:15 
i checked the college and the restoration teacher is the only person that holds the spell Redemptive Strike
Cid  [autore] 21 ott 2013, ore 19:10 
Hm... if you just started a new game with this char and can't find spells from the get go, I'll have to double check the mod. If you're using this mod with a character you've already made(even if you JUST started), you have to wait 2 in-game days before they'll appear in the merchants inventory (script is made so that they appear whenever the merchant restocks). Let me know if waiting 2 days fixed it, if not I need to do a full run through of the mod.
Cochran 21 ott 2013, ore 18:40 
i ckecked a few other places and that spell the novice attack spell is no where to be found i hope i dont have to be level 25 to get a low level attack spell it seems silly that i cant start my character at a low level being able to attack with this mode
Cochran 21 ott 2013, ore 18:30 
i tried whiterun court wizard i will try him again
Cid  [autore] 21 ott 2013, ore 12:40 
You mean when you try and buy from a merchant? All spells are apart of a leveled lists now, and each rank will only spawn 1 of the tomes every two days. So if you're level 1, you'll only find 1 tome from the novice spells. When you reach level 5, merchants will start carrying 2 tomes, 1 from novice and 1 from apprentice. This continues until lv25 where you'll get 4 tomes per merchant, 1 from novice/apprentice/adept/expert. If one merchant doesn't carry the spell you want, try the city's court wizard.
Cochran 20 ott 2013, ore 17:09 
i can not find redemptive strike anymore ? is it moved up in the levels ?
Cid  [autore] 16 ott 2013, ore 9:49 
Complete overhaul is now live! Replaced some spells and removed Master level one. Let me know what you all think!
Jannus 8 ott 2013, ore 20:11 
add more new master level spells like Bane of the Damned deals 100 damage to undead does double damage to vampires Bane of the light deals 100 damage to everything but undead does double damage to men/mer/beast races
Rest EZ 14 lug 2013, ore 16:11 
Good evening. I've been trying to locate the spells sold by Lucan, Farengar and Collette. They do not appear to have them in their inventory, and I've already tried to reset. Have there been issues with subscribers regarding this issue?
Black★Rock Shooter 12 lug 2013, ore 20:03 
I think you might want to move Kynareths protection to a higher tier simply because it can stack with the oak,stone,iron, and ebony skin spells to make it as if you are wearing high grade heavy armor. Even if it is limited and costly no mage is suppose to be a tank.
BaneBlackGuard 6 giu 2013, ore 13:26 
each type of magic has a purpose, restoration is spells that restore not do damage. I don't see the point of the mod. if you want to play a restoration only mage then get a companion to do your fighting for you and spend your time as a healer. if you want to do damage with magic then use something other than restoration.
Martin 24 mag 2013, ore 11:22 
the first magic mod that is not over powerd, great jobb! =D
Malaficus Shaikan 23 mag 2013, ore 10:12 
Thank you for making resotration combat viabol.....really i mean it in to many games healing is useless and i am greatfull to see a divine with offence ability
JasparDark 23 mag 2013, ore 5:38 
Ups my bad there - i'd would nor allow me to make my comment in one message.

Nice mod here - I will give it a try and see how a priest is to play - I am currently doing it the other way ( necromancer on killing spree in Skyrim ).
JasparDark 23 mag 2013, ore 5:37 
Fist of Talos: kinetic punch that is only usable if unarmed
Breath of Arkay: regenerate 2.5 health/5 stamine per second for 10 seconds
Mask of Dibella: Mind control one human enemy to fight at your side for 30 seconds
Cloak of Julianos: Spells will be absorbed and reflected back on caster for 5 seconds
Kiss of Mara: Summons a sucubus that will charm enemies - end of spell will free sucubus that will attack you - does not drop loot.
Sigil of Kynareth: Tree roots erups violently and engulf the target holding it in place.
Shield of Stendarr: Bubbleshield that absorbs #% incomming physical damage.
Halo of Zenithar: Creates a glowing halo over your head - illuminates dark places and gives you 2% better price from merchants.
Blessing of Akatosh: your next melee attack disarms and knocks down enemy for 3 seconds
your next magical attack cost no mana and heals you for 30% of damage dealt. You next arrow fired becomes a storm arrow, splitting into 10 arrows each dealing 15% damage.
Near Gravity 22 mag 2013, ore 21:35 
First Spell mod I have some appreciation for. Well balanced, well named, useful, and in good taste. Will download. +1

You don't do other schools do you? :)

I'm not even honestly sure there is a Fireball spell in game as I've never seen one Lightning Bolt, but no Fireball except on scrolls. Some of the other schools could definitely use some adjustment if they are as lacking as they appear..

Disclaimer: I've got hours of gameplay, but I've never leveled past 32 and more often than not haven't repeated or completed much in the way of content over a number of starts. Mostly like to play Permadeath because I never really feel comfortable playing a character after.
VinchenzoTheJackal & Shoon 22 mag 2013, ore 15:34 
I wasn't trying to insult the mod maker or downsize the mod, it is just criticism and explaining it. Kynerath's Protection and Aegis are both spells that never would have been Restoration in this as well as all past Elder Scrolls games, they both would be Alteration. Righteous Smite and Bane of the Condemned combine the schools Restoration and Destruction, but use primarily destruction. Those two are the reason I have not favorited or subscribed at all. All past games kept the spells schools quite strict and simple, except Mysticism from Elder Scrolls 3 Morrowind, my favorite of the Elder Scrolls series. A side note, Bethesda did not produce Fall of the Space Core, Valve produced it. Anyways, it does make perfect sense if some of these spells existed in game.
Cid  [autore] 22 mag 2013, ore 14:31 
@Jensonian

I was about to reply myself and make a point about how "lore" is essentially whatever Bethesda wants, but your arguement is better XD.

Thank you for your kind words and support. It means a lot.
Bomen 22 mag 2013, ore 14:21 
Also excellent work Cid, I enjoy mods like this that give the game a breath of fresh air.
Bomen 22 mag 2013, ore 14:19 
vinchenzojackal&soldier@bay

Only one spell could possibly be considered non lore friendly, other than that the spell list is very solid.

This game was created to play how the player wanted, including whatever minor or drastic changes through modding (hence the workshop). The space core isn't lore friendly at all, but is an OPTIONAL add on given to us by Bethesda for fun.

Fun, what the creator of this mod wanted to give to people who wanted more from the Restoration tree. Honestly this spell set would be perfect for a paladin/priest/zealot build.

Plus, ever since Daggerfall the school of Restoration has had offensive abilities with spells like Vampiric Touch, Absorb Fatigue/Health/Magicka/Skill etc. http://www.uesp.net/wiki/Lore:Restoration

All of the offensive spells in this list (besides Redemptive Strike) in fact take health from someone and give it to somebody else, fitting in perfectly with the lore.

VinchenzoTheJackal & Shoon 22 mag 2013, ore 13:04 
This mod does not follow Elder Scrolls Lore whatsoever in regard to how Restoration works, given over half of the spells. In fact, some of these spells are impossible to be in anything except Destruction or Alteration. I understand Fortify Skill/Attribute Spells and Absorb Spells can and typically are Restoration spells. It's just that, some of these spells focus solely on harm or energy manipulation/transformation, which means they can NEVER be Restoration Spells. I understand if you like playing games other than those made by Bethesda and their Elder Scrolls series, but keep in mind, this is Elder Scrolls Skyrim. Do not transform it into a different game unless it is for comedy reasons and the like. Regardless, I am happy you have some spells as they are and should be in game, which is very good.
DA2Z 21 mag 2013, ore 16:01 
Great mod one of my favs keep up the good work!!
Egirl Seat 20 mag 2013, ore 21:52 
Could I just suggest changing the in-hand effects of the offensive spells to match the projectile? Or vise versa? It just bothers me when (Obviously not directly talking about this mod) you have a green charge and then you fire some red attack. It doesn't really make sense to me, anyhow, thank you for finally giving restoration a bit of kick rather than just heal and run. I'd love to see a few more offensive based ones, maybe a master spell that has the same effect as firing sunhallowed arrows at the sun, and then lesser versions that have the same effect as the arrows themselves just with magic projectiles. Something along those lines would really make this mod one of my favorites. Nice work though.
Cid  [autore] 18 mag 2013, ore 20:58 
@Rest EZ

Thank you for your kind words; it makes me ecstatic to know there are others out there who get as much joy from my mod as I do.

On the subject of Paladins, I created an add-on to this mod. It adds six new spells that are- *supposedly* - very 'Paladin'. I say supposedly because I've no idea how a Paladin plays; the spells were requested by users who wanted more spells for "non-caster Restoration classes". Essentially long lasting spells that worked while wielding a sword and shield.

You can find it on the Skyrim nexus with the files for this mod.

http://skyrim.nexusmods.com/mods/36128/?tab=2&navtag=%2Fajax%2Fmodfiles%2F%3Fid%3D36128&pUp=1
Rest EZ 18 mag 2013, ore 16:15 
Hello, mate! I want to say that I absolutely LOVE this mod. Starting near the beginning of the game with actual USEFUL Restoration spells is a life-saver for someone who wants to play a healer/paladin style character. On your note concerning the Bane of the Condemned spell, it may need some tweaking since I've used it against machinery like Dwemer animonculi even though it's pegged to kill only the "living", other than that, I love all of the new spells and hope you won't remove any of them :) Keep up the good work (assuming you're working on anything else)
tamalane 18 mag 2013, ore 9:53 
I think the reason why vampire like spells and abilities are destruction is because they cause change with the intent to cause harm, usually by stealing vital essence away rather then giving it. Which is why the few offensive abliities restoration has are so focused on the undead. The undead are unnatural and purging them restores the natural balance of life and the world. But I think that one can find a way to toe the line on that one if you really wanted to. For instance, an offensive restoration ability against the living could simply focus the vital essence that normally heals into an destructive overload. Instead of being directed into healing it runs wild through the body causing harm.
UraniumStag 18 mag 2013, ore 3:21 
Aye. I actually think vampire blood magic is closer to restoration than to destruction. Perhaps a fusion of the two, hmm?
Lord Rivendare 18 mag 2013, ore 0:04 
you should try making a spell that siphons the life out of enemies since restoration is a art of the energy in the body ;)
Cid  [autore] 17 mag 2013, ore 13:27 
Also thank you for the sub!
Cid  [autore] 17 mag 2013, ore 13:27 
@ [KhLe]Witchhunter

Restoration mages already have Bane of the Undead, which damages all undead. I didn't want to replace it, just add to the arsenal. If someone made spell like Firestorm, but more powerful, would you ever use Firestorm again? I wouldn't, so I made a spell that HAS uses, just isn't COMPLETELY useful. Think of Bane of the Condemned as the Yin to Bane of the Undead's Yang.