Mastered Magicka - Bound Weapons
17 Comments
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Zlorfik [CH] Jan 27 @ 11:22am 
Thank you Eps for making that clear. You definitely earned a subscription now ;)
Eps  [author] Jan 18 @ 2:03pm 
The damage increase depends on your skills and perks. You'll obviously see a higher change if you have +100% damage modifier than if you have +50%. What I've listed in the description is the weapon's baseline damage, as it is set in the editor. And the change is incremental, not linear, so at 29 points spent you will have the same damage as at 20. Then the damage will increase once you hit 30.
Zlorfik [CH] Jan 17 @ 12:52pm 
Am I missing this in the description or is it simply not there?
- By how much is bound weapon damage increased for each spent Magicka upgrade?

Very nice mod idea. Haven't tried it yet and don't know if I'm going to, but still, +1 for your work. It seems fair, not OP, lore-friendly and well tested: Everything a true Skyrim fan needs.

Another +1 for making having much Magicka important. Most players rather enchant to cast cost free, but for me a true summoner (and this is part of summoning for me) does not have skill cost reductions (as he does not use his spells to deal damage) but a high magicka pool with immense regeneration.
Eps  [author] Aug 29, 2013 @ 4:41am 
It means how many times you chose to increase Magicka when you leveled up.
LMFAOcancer Aug 27, 2013 @ 3:41pm 
What does it mean by how many points i've spent in magica? is that like the magica blue tab in bottom left, or just general magic perks?
iUberGeek Jun 7, 2013 @ 12:27pm 
Would you consider updating this to support the Bound Dagger newly added in the Dragonborn DLC?
neogoterra Aug 24, 2012 @ 12:37am 
one question kazms do you have any magika asorb effects on your players? Because there is a bug that makes any conjuration spells get asorbed by the effect negateing the summon.
Kazms Aug 19, 2012 @ 5:23pm 
Yea... That's been my fear. Thanks for the info on it, Eps. It is what it is. Just gonna have to deal with a normal assassin build. /:
Eps  [author] Aug 19, 2012 @ 10:23am 
From what I've seen is exposed in the Creation Kit, we can't fix vanilla mechanics. We can only fix data-based bugs, i.e. item values, script errors, quest triggers, that kind of thing.
Kazms Aug 19, 2012 @ 9:53am 
There isn't. And there's documented cases on the Elder Scrolls Wiki of the issues I'm experiencing being part of unmodded Vanilla Skyrim. It's not somethin' to do with Mods, though I keep hoping to see someone make a mod to, hopefully, fix it. xD
Eps  [author] Aug 19, 2012 @ 3:03am 
Unless there's a repeatable pattern that I can use to identify what's wrong, I don't even know where to start fixing those bugs. It could be a case of load order, too.
Kazms Aug 18, 2012 @ 6:55pm 
This is a great mod. Loved using it with my bound swords. My SpellSin was a ton of fun every time I played it.

But I gotta unsubscribe, and it's nothing you did, Eps.

I've made 2 SpellSins so far, 'cause I've had to restart them continuously. Bound Sword keeps bugging out in one way or another. Works for hours on end, does amazingly well at sneak kills... and then just stops working. Either crashing my system when I cast it, or simply not giving me a bound sword when cast.

I know those Bugs are basically hardwired into the Game, but... Yea.

If you could try and fix them, I'd love you forever. Just sayin'.
Eps  [author] Jul 16, 2012 @ 9:18am 
Always welcome ;)
Zircor Jul 16, 2012 @ 6:28am 
Niiiice, thank you!
Loso3Svk Jul 16, 2012 @ 5:10am 
thank you for making this for me :)
Eps  [author] Jul 15, 2012 @ 2:23pm 
One moment...
Zircor Jul 15, 2012 @ 2:22pm 
So... what's it do?