The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Mastered Magicka
< >
Meliphis Jul 17 @ 10:06am 
Does starting with an Altmer who starts with 150 magicka and not 100 change anything in anyway?
Depression May 16 @ 8:50pm 
Thanks for the fast response!
Depression May 16 @ 1:36am 
Is it possible to get a source? I'd like to alter some values.
Raizeinbergui Aug 23, 2015 @ 5:59am 
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM
░░░░░░░▄▄▐▌▄▄░░░ SO HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER STEAM
░░░░░░▐▌▀▄▀▄▀▐▄░░ AND THAT WILL TELL VALVE
░░░░░░▐▀░░░░░░▐▌░░ TO GIVE US HALF LIFE 3
AQuick11 Dec 6, 2014 @ 5:04pm 
Has anyone tested this with the Apocalypse magic mod?
Underwatterman Oct 30, 2014 @ 1:20pm 
So does this increase my magicka points.
Merilirem Jul 11, 2014 @ 3:18pm 
Oh and also, is there a reason you didnt just have it use a general buff to your magic with each 10 points of magicka, something like X% per 10, or a users choice deal, so it could avoid the conflicts with user created spells and all those other annoying things? I understand it may have been diffcult to make it dependant on the mages skill without the perks, but then maybe simply adding a secondary bonus for the perks in that school of X% per point would have been enough to differentiate the skill versus raw power component. Though it would be fine without that as the perks are vastly useful if your going to be an actual mage anyway, kinda unplayable without them in any version of skyrim you might have chosen.
Merilirem Jul 11, 2014 @ 3:05pm 
Does this work with mods that change perks like skyre, or really any good mod, because while i like the idea ALOT, i simply cannot use the vanilla perks, they suck.
Pr.Jitterskull - best bug fixer Jun 11, 2014 @ 7:14pm 
Hey dude, can you make my personal magic scaling mod please, or teach me how to make my own?
Eps  [author] Apr 12, 2014 @ 12:24pm 
Yes, they do.
The Dark Lantern Apr 4, 2014 @ 12:48pm 
do the bound swords still scale with one-handed skill? (or two-handed)
I'Rauko Feb 7, 2014 @ 12:54pm 
Does this mod work with Invested Magic ??
TocCo Jan 5, 2014 @ 8:29am 
does this work with Better Magic?
Raven Oct 23, 2013 @ 8:14pm 
I've been browsing for mage enhancements but never thought of this 'till I saw it. Very clever, I like it. :)
alexmurdamurda Jul 29, 2013 @ 8:41pm 
Have you thought of turning the mastered magicka effect into a sort of "overdrive mode"? Like, maybe when it is active, casting costs more magicka, but the spells are more powerful. It'd make this mod more unique, and you wouldn't have to compete with other magic scaling mods. Also, mages need a "berserker rage" cooldown like those orcs gots. :P
Nabudis Jun 16, 2013 @ 12:16pm 
Will do man, I appreciate the response even though its been so long ;).
Eps  [author] Jun 16, 2013 @ 11:33am 
Yes, setAV affects this. There's a delay of up to 10 in-game seconds between when your Magicka changes and the power values get updated. Also make sure you have the appropriate perks.
Nabudis Jun 16, 2013 @ 10:38am 
Any idea if magicka added via the player.setav magicka ### console command counts towards this effect? Im up to about 400 magicka and I havn't noticed much of a change in my spell damage, and the actual menu tooltip hasn't updated at all (Not sure if its supposed to)
Eps  [author] Dec 30, 2012 @ 11:19am 
I'll look into it when I feel like it. For the most part, it's working for everybody and doesn't even so much as catch attention until you turn on that setting you mentioned. Until then, I have another project going.
Also, those are probably not malfunctions, just warnings being written into the log. A lot of frameworks like to do that.
jrsmick Dec 29, 2012 @ 7:37pm 
Pt 2: I'm not trying to get down on you. I'm not trying to 'dis' you. I like your mods and would look forward to re-installing them. I just think you need to get busy and clean up the code so that the system isn't cluttered by functions being called on NONE objects and other side effects from not having done proper testing before invoking functions on objects.
After you read this msg, I invite you to delete it. It is NOT my intention to cast a negative light on your enthusiastic contribution. I, being me, find I can't in good concious use a mod that is generating all that 'noise'. That's just me. Been programming for a long time now.
I hope you can fix what I'm referring to. Or, if the 'noise' is necessary, perhaps you could enlighten me as to why?
jrsmick Dec 29, 2012 @ 7:37pm 
Pt 1: Well, OK, I was being facetious and I thought you'd get it. My bad.
I'm not worried at all about my debug log file. It is merely doing its job by informing me when code is malfunctioning. And your mods (Mastered Magicka, End Levelling, Spell Eraser) are doing plenty of that. I invite you to to open skyrim.ini and change all the debugging and trace options from zero to one. Then you will see what I'm talking about.
I've coded extensively for skyrim and none of my code winds up in papyrus0.log. Additionally, I have many, many mods installed. With the exception of Imp's More Complex Needs none of them adds a single line to papyrus0.log.
Eps  [author] Dec 26, 2012 @ 2:15pm 
I can't see why you should. You can delete a log file at any time to clear it.
jrsmick Dec 26, 2012 @ 1:30pm 
Mastered Magicka is filling up the debug log file. Should I be worried?
Eps  [author] Dec 12, 2012 @ 5:01am 
In theory, it should be the same as with Midas Magic - most spells should work, but some spells could not react to the buff all (because they were implemented via scripting).
Grazx Dec 11, 2012 @ 10:55am 
Does this MOD work with Apocalypse Spell Package (2.05)?
Delacroix Dec 9, 2012 @ 3:39pm 
Alright thanks, sorry for a long reply back, been doing lots of things!
Eps  [author] Dec 7, 2012 @ 2:54am 
My prediction: Mastered Magicka will stack with Invested Magic's Destruction scaling, resulting in crazy-ass damage. Impact and the elemental perks will work as designed in Invested Magic. But that's just a prediction based on what I know about ho scaling is implemented in mods.
Delacroix Dec 6, 2012 @ 4:16pm 
I only ask because of this part of the mod (From Invested Magic)

-- Destruction Perk Tree:
- - - The main perks (Novice, Apprentice, etc.) now allow damage scaling based on skill level. The twist here is that the scaling takes into account the skill levels of all five schools of magic, so the mage who masters all five will do more damage than one who devotes himself entirely to Destruction.
- - - Impact affects Novice level spells (at a reduced rate).
- - - Intense Flames, Deep Freeze, and Disintegrate now affect enemies at 50% health, but they now have a chance to resist. These perks were originally worthless "win more" abilities, because once you get an enemy down to 20% health, you've pretty much already won.
Eps  [author] Dec 6, 2012 @ 2:31am 
Hmm, not sure. Haven't tested that one. It's a given that infinite buffs are not going to benefit at all (because the benefit is increased duration).
Delacroix Dec 5, 2012 @ 4:00pm 
Does this have compatible isues with "Invested Magic{Current}"?
Delacroix Dec 5, 2012 @ 3:21pm 
Congratz on feature on Skyrim GEMS!:)
Eps  [author] Dec 4, 2012 @ 4:02am 
@Materia User - No, this also affects durations in the case of other spell schools, in the same way that "Fortify [Spell School]" potions do.
Materia User Dec 3, 2012 @ 11:41pm 
so is this mostly for destruction? you say damage, so I'm guessing only spells that do damage are affected not durations etc?
Concrete Traveler Nov 12, 2012 @ 3:11pm 
I like your plugin, I think you could imrove the texte desciption, take a look at the steam formating link.
nlborlcl Nov 12, 2012 @ 10:54am 
Best destruction school fix I've seen. Liked the sense of minimal changes and fairness it brought. Before this, I was looking into "Extremely Vanilla Destruction Revamp"
and I was disappointed by the unfair speed of access. This mod definitely slows that down.
Eps  [author] Oct 19, 2012 @ 2:10pm 
No, it only affects you.
Aetharion Oct 15, 2012 @ 7:06am 
Does this change the damage of NPC spells? After subscribing, I noticed that some NPCs with DoT-spells were killing me in just a few seconds.
Eps  [author] Sep 11, 2012 @ 2:18am 
Whoops. Forgot to update the steam page. It turned out to only be partially compatible with Midas. Some of the more elaborate spells don't scale.
Za Sep 5, 2012 @ 7:44pm 
Are you sure Midas Magic is compatible? Love the mod!
Eps  [author] Aug 1, 2012 @ 1:10am 
Niskus Jul 31, 2012 @ 4:25pm 
Can you put this up on the Nexus?
Kazms Jul 31, 2012 @ 1:21pm 
It scales the same for Altmers as it does any other race. The 50 extra magicka is a Fortify affect, which yer Mod ignores in it's calculations.

I figured it worked this way, but I wanted to confirm.
Kazms Jul 31, 2012 @ 12:39pm 
I'll see what happens, and let you know for certain.

It's not a big thing, just something that I hadn't seen asked yet, so I was curious.
Niskus Jul 31, 2012 @ 10:39am 
I've been looking for a mod to fairly fix Destruction for ages, after watching this -

/watch?v=qPCj9zrFXoE (I honestly think you should watch it)

Thanks so much man!
Eps  [author] Jul 31, 2012 @ 4:57am 
I haven't looked into it, but I assume that Altmers start out with their base Magicka set to 150. So it should be that you start out normally, with 0% from the mod, but then when you get your first "Novice [Spell Scholl]" perk the bonus instantly jumps to 12.5%. In this sense, Altmers have a slight advantage with this mod.
Kazms Jul 30, 2012 @ 10:34pm 
How does this scale for Altmers? They have a base Magicka of 150, rather than 100, thanks to Racials. Does it automatically give Altmers a 12.5% boost to their spell damage, even before putting any points into your magicka? Or does it set the base Magicka in the calculations to 150 when playing an Altmer?

This mod looks like it would be a good way to manage scaling, far better than any other attempts I've seen. Prolly gonna be givin' it a shot.
Eps  [author] Jul 4, 2012 @ 11:54am 
This mod - no. Another seperate mod - perhaps.
Loso3Svk Jul 4, 2012 @ 4:34am 
any chance that this mode would increase dmg of bound weapons?
Eps  [author] Jul 3, 2012 @ 11:58pm 
Bound weapons should have increased duration. A while ago xdustmile tested the mod with Apocalypse, but there hasn't been much word since. You can look at the comments at Skyrim Nexus: . I think I'll test it myself sometime in the near future.