The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Invested Magic - A Better Spell System [Current]
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1,147 Comments
f.c.sauer Apr 22 @ 2:28am 
Well, seems like I will have to learn how to make mods myself. When I have finished it, I will let you know.
NineInchNall  [author] Apr 14 @ 9:40pm 
That's usually a sign you need to run BOSS or LOOT.
Graceclaw Apr 13 @ 11:09am 
I switched it to the bottom of the load order, and the game started crashing right after the Bethesda logo. Oh well.
NineInchNall  [author] Apr 13 @ 6:55am 
@Kalibur: Glad everything's working. Enjoy wizarding. :)

@Spiritborn Lifeform: You're very welcome.

@f.c.sauer: There's currently no Dragonborn patch. You could make one pretty easily, though.

@Graceclaw: No, it should work with Dragonborn installed. You probably don't have the mod at the bottom of your load order. That's always the first thing to check.
Graceclaw Apr 12 @ 2:40pm 
Not working- is it because I have Dragonborn activated/installed?
If so, am I just screwed, or is there a similar mod? I would really like Conjuration and Alteration to be useful skills........
f.c.sauer Apr 11 @ 11:17am 
Beautiful mod!
Does anyone know if there is a Dragonborn patch?
Spiritborn Lifeform Apr 11 @ 8:10am 
Thank you for a wonderful mod...as a spellcaster, I NOW feel like the 'Dragonborn'...peace and prosperity to you and your family
Kalibur Apr 10 @ 5:47pm 
Welp, dunno what I did but the problem seems to have solved itself. Sorry to bother, and thanks again for such a great mod!!
Kalibur Apr 10 @ 12:48pm 
I mean that I can ONLY invest in Novice Destruction. I can't invest any more points to reach Adept Destruction, Expert, etc.. So only Novice spells get the scaling I assume. Kinda nervous about reinstalling the mod just because I've invested a lot into my character, and I'm not very knowledgeable when it comes to this stuff. This is a super amazing mod btw, and I really appreciate that you still support/help people with issues!
NineInchNall  [author] Apr 9 @ 7:31am 
@Hjorthenify: As is mentioned in the FAQ, it can be fixed via console. If there had been a Papyrus function to get the current modified and unmodified magicka totals for the user, I would totally have been able to avoid the issue entirely, but Bethesda hid a lot of critical data from modders. For no good reason, I might add.

@Kalibur: I'm not sure what you mean. Once you select Novice Destruction, your novice-level spells will scale as you increase your Destruction skill (and to a lesser extent, your other magic skills).
Hjorthenify Apr 9 @ 1:55am 
The mana loss due to other creatures stealing your summons is quite dumb I think, especially because its permanant. I can see the idea of taking risks by summoning creatures, but the mana should atleast reset back to normal once you leave the dungeon then. As it is now the loss accumulates too much over time and you end up with practically no magic at all. Had it been more clear that this "bug" existed I guess you could compensate by not using summons if they get stolen, but that its only now when I've reached 100 magica that I realized something is wrong.
Kalibur Apr 7 @ 3:23pm 
So I'm only getting the "Novice Destruction" mastery perk, there's no option to invest any more points into it, leaving me with crappy magic. The mod is at the bottom of my list and all that.. Is this a bug?
NineInchNall  [author] Apr 5 @ 2:17pm 
Did you read the FAQ?
LimeBoy69 Apr 3 @ 1:47pm 
i had alot of magicka and i got this mod. it was buggy with the followers and now my magicka is permanently reduced by over 300. help me fix this please. i uninstalled the mod and still nothing. i reinstalled it and used all the dispel spells provided, still nothing. i even used console command player.dispellallspells and still nothing. and yes i checked active effects and it doesnt say anything is reduced
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Modulok Mar 23 @ 5:47pm 
first i love this mod but can u fix the dual conjuration sword bug
ThinkFaster Mar 23 @ 4:58pm 
This mod doesn't seem to be compatible with the perks from Perkus Maximus, at least from what I can tell. Because of this, I uninstalled Invested Magic. Unfortunately, after going back in to the game I still reserve magicka when I use Oakflesh, and the Invested Magic version of spells like magelight (I think that's the spell, the light that follows you around) are considered the default ones when using spell books. There is no trace of the Invested Magic mod in my Data folder, and yet this problem still persists. LOOT doesn't pick up any issues, so I'm honestly at a loss here.
Joseph Mar 19 @ 9:39am 
The destruction stuff sounds super powerful. I have never tried destruction at high levels so maybe it was necessary. Ironically, if I think it's too powerful, I could just not take the perks and that would fix it, so great job on an in-game choice of increasing destruction magic.
The conjuration stuff sounds wonderful, though. Levelling the summons makes them at least decently useful through the game, and thralls being stronger is a nice touch. I assume this only works for atronochs, but regardless, it is a nice inclusion.
NineInchNall  [author] Mar 16 @ 12:45pm 
@Joseph:

- The mastery perks (Novice Destruction, et al) enable scaling for spells of that level.
- 100 Destruction (if I recall correctly) increases damage 100%. So Flames goes from 8 to 16 DPS.
- 100 in each of the other schools of magic increases damage a total of an additional 100% (I think). So continuing the Flames example, the total scaling available is 8 to 24 DPS. (Not counting Augment Flames, etc.).
- The base level of Atonach/Thrall is increased. Elemental Potency makes their level scale as a multiple of the hero's level. Something like Atronach=Level and Thrall=Level*1.2. Something like that. Level affects raw stats, like HP, speed, damage, etc.
- The elemental resistance of Atromancy depends on whether you summon a regular atronach or a thrall.
Joseph Mar 15 @ 10:40am 
I will ask this here since I can't find anything online: how does this affect the damage of Destruction? How much damage does it add, how do the perks affect that (do they only scale up spells at or below the perk level you purchase)?
Also, how do the summons scale? Is the level simply increased (and how does that affect the summons)? Also, I see in the FAQ that it says the Atronoch thrall spells are not useless because they summon more powerful versions. How are they more powerful- do they have higher levels, or were they reworked to have more powerful abilities?
Thanks for any answers you can provide. I am really excited to try this out, but wanted to know how it will affect my character.
mar100 Mar 14 @ 6:22pm 
CLARIFICATION TO THE COMMENT BELOW: in VANILLA you still gain exp in alteration (ALT) if an ALT armor spell is equipped when jumping inbetween Meridia's light beams, but NOT one level per jump, as with this mod
mar100 Mar 14 @ 6:16pm 
I do not know if this is something to be fixed or not or if this was talked about or not, but while playing with this mod, I went to the Deadric Prince Meridia quest, and when I went there, each time I jumped inbetween Meridia's light thinginy (the light beam that goes inbetween the orbs) with a alteration armor spell (stoneflesh, specifically) I would gain a full level of alteration, meaning if I was level at 67 I would go to level 68 immediately. I would lose a bit of health but gain a full level of alteration. I have tested this in vanilla, and it did not happen the same way.
NineInchNall  [author] Mar 13 @ 3:14pm 
The Mage Armor perk(s) work(s) on my machine.There's probably something equipped that doesn't look like armor (but actually counts as such) interfering with the perk. I'd try some entirely naked casting.
NineInchNall  [author] Mar 11 @ 8:21am 
Probably not, but you can try loading Skydie after this one.
Loreknight Mar 9 @ 5:12pm 
Compatible with the skydie magic scaling?
Loreknight Mar 6 @ 5:54pm 
c:::
ajaxsawdy2 Mar 6 @ 8:41am 
I love this mod so much that I simply cannot play skyrim anymore without it. Just, simply, can't.

If your open to suggestions, I noticed that this "invested" mechanic feels alot like a similar mechanic from Kingdoms of Amalur. However, in K.o.A, when you "invest" your magic into one of their toggles, it greys out a portion of the mana bar. I was hoping that the same could be done with this mod, where an appropriate amount of the mana bar is "grey'd out" so that there was a more visual connection between the cost and the effect of these spells.

Or in other words, it felt super confusing to see a full bar of mana and still get the "not enough magika to cast this spell" when I tried to cast firebolt.

I can see the cost reduction when I open the skills menu, but I'd like to know that kinda thing with out having to open the skills menu time and time again.

P.S.
This mod is AMAZING! Conjuration is finally viable! XD YAY!
Kaz Feb 27 @ 4:44pm 
The undead don't seem to be regenerating, even with the Necromancy perk taken. What am I doing wrong?
Schwaschwal Toarta Feb 25 @ 6:40am 
So after a bit of testing, WITH the mod:

Regardless of Destruction skill or novice, apprentice, adept, expert or master perks, entchantments do NOT get a damage boost from the augmented [element] perks.


However, in vanilla they get a boost from even the bare minimums required, Example being:

Dawnbreaker with its base 10pts fire dmg
Novice destruction
Augmented Flames 1/2
Destruction Skill 30
---> Results in a Dawnbreaker with 12pts fire dmg

Novice Destruction
Augmented Flames 2/2
Skill 60
---> Results in 15pts fire dmg


Other than this issue with Enchantments not getting the boost they get in Vanilla I've had no problems at all with the mod! :)

Is there possibly a way to fix this? I realize it might be a lot to ask of you to start updating the mod after 3 years again, heheh
NineInchNall  [author] Feb 24 @ 3:13pm 
The Augmented [element] perks require the appropriate [Level] Destruction perk.

Example: Fireball is an Adept level spell. In order for it to be affected by Augmented Flames, you would need to have the Adept Destruction perk.

Before I reinstall the game and creation kit in order to check things, could you cheat yourself to 100 Destruction and give yourself all the Destruction perks to see if it still says 10 damage?
Schwaschwal Toarta Feb 23 @ 1:18pm 
oh and i have this mod at the bottom of my loadpage
Schwaschwal Toarta Feb 23 @ 11:47am 
Mod seems to be messing with the augmented flames perk and the equivalents for frost and lightning:

With mod and 1/2 Augmented flames the description tells me i'm doing 10 firedamage with dawnbreaker
Without mod and 1/2 Augmented flames the description tells e i'm doing 12 firedamage..

Mod-description metions spell effect takes the other schools of magic into account; would i, with the mod, have to increase my skill in the other schools to boost my enchanted firedamage?

The above mentioned Problem is kind of a deal-breaker for me.. :/ I'd reallyreally love to play with the mod but if it turns of some of the vanilla perks it suux :(

any fix?
NineInchNall  [author] Jan 30 @ 9:35pm 
There is a penalty for more than one concurrent summon: the cost of investment. If summons provided greater-than-linear benefits, then I could definitely see your point. Perhaps you could try to convince me of that? :)
biltart_clorn Jan 29 @ 11:16pm 
Sorry, but four summons is way too many. Perhaps if there were a penalty for more than one, but not this. I like the basic concept, but this makes conjuration way too powerful. It also profoundly affects the experience system, and that is not to be poo pooed.
Kittin Jan 27 @ 6:28pm 
Fixed it, Looked at the FAQ Section above and there was a fix with the console command player.setav magicka x part!
Kittin Jan 27 @ 10:42am 
Help! My Frost Antroarch is Glitched! It is saying i have one Summoned and my magicka is being invested by it yet it is no where to be found, Summoning in something else doesn't Fix the problem, summoning another one in and then unsummoning it Doesn't Fix it Either! My Magicka is Down a Whole 150 Points because the game thinks i have a Frost Antriarc that i do not have!
DamienKnight Jan 16 @ 5:20pm 
This is amazing, thank you so much!
biltart_clorn Jan 7 @ 5:54am 
You might want to add a few words on how, or if, this effects experience gains. It seems to be different for me.
Queephlosion Jan 4 @ 1:51pm 
Divines bless your kind heart!
Inimicus II [Mr. Jukepler] Jan 1 @ 9:08am 
This gives a much needed change to schools like atleration and illusion, thanks a world.
Chiparik Dec 30, 2015 @ 11:38pm 
Love this mod. I can't imagine playing without it.

I really want to make some custom spells invested but I'm struggling to figure out how. I know the script source code is public, but I'm pretty clueless when it comes to scripting. I was hoping someone could show me an example/walkthrough of one so I can do my own in the future. Teach a man to fish and all that. Any help would be really appreciated!
Zaal'Koris vas slappy pants Dec 23, 2015 @ 10:02pm 
this is fucking sick because i just made a mage character
fallenscion Nov 22, 2015 @ 7:50pm 
Is there a version of this mod that doesn't incorporate perk changes? They inhibit easy use of a variety of really good perk overhauls.
Dancing Spyder Nov 10, 2015 @ 1:46pm 
Aah, okay.
Thank you for clarifying.
NineInchNall  [author] Nov 10, 2015 @ 10:14am 
Because they're not permanent anymore. Permanent duration under this model is kinda pointless. Instead, the thrall spells work like the normal ones, only they're more powerful.
Dancing Spyder Nov 9, 2015 @ 5:38pm 
Is there a reason thralls take invested magicka? If they're permanent to begin with, why is there a magicka investment?
Other than that, amazing mod.
NineInchNall  [author] Oct 29, 2015 @ 12:33pm 
I wish that were possible. I hunted through Papyrus methods for hours trying to find some way to do it when I made the mod to no avail. :(

If I had stuck with the original way I did it, it might have been possible, but that way was clunky and kludgey. The script-based way's just much more elegant and extensible.

Thanks for the interest, though. :)
Lexstrus Oct 28, 2015 @ 11:05pm 
Hmm, is it possible to at least check if the player still has a summon active or if it has been destroyed even when its been stolen? then readjusting the magic values back?

It might not be the best fix but as long as you get your mana back after the summon's death would be better than console fixes.

Either way this is a great mod.
NineInchNall  [author] Oct 28, 2015 @ 8:01pm 
This behavior was already known, and it's even mentioned in the FAQ.

It remains unchanged because of limitations in the scripting engine. If there were a way to tell when control of a summoned creature was taken from you, that would resolve the issue. There isn't, so it can't.
Lexstrus Oct 28, 2015 @ 6:43pm 
*WARNING* There is a bug that occurs when fighting dragon priests (or anyone who can take control of your summons). If you summon an atronach (or any creature whos control can be stolen from you) and it is turned against you, the mana cost for "maintaining" the summon does not disappear when you kill it.

So if you have 300 mana and use 50 for summon, it gets stolen from you and you kill it. Your mana is permanently adjusted to 250 and will show up in red indicating a negative penalty. This will stack with each summon you conjure and is stolen from you.

Only the "player.modav <AV> <+/-#>" console commands can fix this issue.

I like this mod, if you could please fix this bug it would be much appreciated
Falaris Oct 26, 2015 @ 6:57pm 
Nice mod. :)

I've noticed that one of the character options, namely having several summons up at once with the perk in the conjuring tree will royally cripple your mana. Possibly the logic should make maintenance cheaper if you have the perk - with lvl 1, mana upkeep is 75%, lvl 2 it's 50%. If you use it fully you'll still use more mana than summoning one, but it's a bit more manageable at least.