The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Mage's Arsenal - Destruction Overhaul
104 Comments
Mr. Popo's Hole Mar 11, 2017 @ 1:20am 
I understand you are not going to update and I respect that heavy. Just curious if this works with Special Edition. Because i loved using this mod on my skyrim playthrough in 2013! Cheers guys.
Remu  [author] Dec 9, 2016 @ 10:51pm 
Oh no, I could read it fine haha and yes, it is kinda funny that everyone waits for someone to update their mods before updating thiers xD These mods have really been unsupported for about 2 years now without anything happening to them, and that's one of the main reasons I probably won't bother making sure they work for SSE- outside of I don't really see the point to the SSE either haha
KampfTomate007 Dec 9, 2016 @ 9:19am 
Sry if the Wall of Text is unreadable but 1000 Units are way les than needed
- first world problems :D
KampfTomate007 Dec 9, 2016 @ 9:17am 
Well the mighty modding community never falls asleep ;D
So "Dr. DOOM's DOOM ray... of DOOM" is a lie huh? :D
I also didnt planned on switching to SE soon because the lack of an actuall workshop/mods
And to be honest idc about an relatively improoved basis if all the "upgrades" u can get on the "outdated" basis which bring much more benefits to the game compared to the "improoved" version (in my opninion) arent avaiable on this one
Btw is it just me or does anybody else think that its hilarious that even modders1 wait for modders2 to update their2 mods before they1 start switching to the SSE version of the game before they1 update their1 own mods? X'D
dont take this as a criticism but the amount of comedy in these situations is insane :'D
the "1" and the "2" are for those who dont understand who is waiting for whom and so on
Anyway i think youve done a great job with this mod even tho u may not support it anymore (hope i didnt got u wrong) and i wish you a happy day sir ! :)
Remu  [author] Dec 9, 2016 @ 4:28am 
Actually shocked I'm still getting comments three years after I released some of my mods- been out of the modding community for a while buuuuuut the "Rank" Destruction perks overwrite each other- each rank is disabled if the next rank is applied(you still get the equivalent bonus through addition). They DO however stack multiplicatively with the Augmented "Element" perk- as stated. It all just ends up being Damage * 2 * 2 with maxed perks. As for wether or not it still works with the Special Edition- I can't say as I haven't started playing it due to the lack of SKSE and mods I'd rather not play without up to this point. That being said- I do not plan on rerelasing or updating any of my mods for the Special Edition, nor am I planning any updates. Last I had checked them- all the mods were working fine(~2 years ago mind you). Cheers!
KampfTomate007 Dec 8, 2016 @ 7:00pm 
Do the several "Rank-Destruction" Perks just "overwrite" each other so u only get like 200%(overall multiplicator) damage if u reached the master destruction Perk
or do they work mulitplicative on each other aswell as they do with the augmented perks?
That would mean that its actually: 1*1,25*1,5*1,75*2(*2 Augmented perks)=656,25% Damage...(1312,5% if you count the Augmented perks )

...im not sure whats the case but 400% already is a solid statement and i think it would fit nicely into the Game because the current sparks spell is basically more of a tickling to death...
As if the Imperator would spend some time with his grandson or something like that :'D

But if the "Rank" Perks dont override each other and work mulitplicative instead ...
that would actually reach the power level of "Dr. DOOM's DOOM ray ... of DOOM" X'D
Faolan99 Oct 26, 2016 @ 9:31pm 
Will this be available for the special edition?
Faolan99 Oct 19, 2016 @ 2:38pm 
This is a good mod, it doesn't add in spells that I don't want to use and let's me be a supreme mage using daedric/dragonbone armor.
r3 Feb 3, 2016 @ 12:42pm 
Is this still working or is it patched/broken? And how much different will it be? I don't want the game to be too easy. Right now it's so difficult that I have to use meele... which makes mage really lame.
literally puppy :3 Jun 28, 2015 @ 12:13pm 
♥♥♥♥♥♥♥♥♥, this makes magic actually worth using *ode to joy plays*
Nuggwoo Sung Mar 20, 2015 @ 2:08pm 
omg such a simple solution! Now I can actually use destruction on legendary difficulty without having to chug fortify destruction spells every encounter! I am loving your mods so much and they're a decent alternative to perkus maximus as I'm not allowed on the nexus because of my parental controls :)
Remu  [author] Oct 29, 2014 @ 4:17am 
This simply enhances the perks already present, aside from adding a few more ranks to the <Augmented> Elements part. So this is safe to use with an existing game.
Dagoth Ur the False Daddy Oct 26, 2014 @ 2:56pm 
does this mess up perky you allready have
Pr.Jitterskull - best bug fixer Oct 9, 2014 @ 3:29pm 
So could you please teach me how to do this?
Pugshots Aug 21, 2014 @ 8:34am 
ehm i think this mod is doing so there's no range for spells like flames and other hold to use spells,
so as far as i know theese spells got unlimted range
vamp drain.
flames
frost
sparks.
and if there's more spells that use this kind of range they now have unlimted range -.-
could you fix this?
Pr.Jitterskull - best bug fixer Jun 13, 2014 @ 1:14pm 
I'm completely noob in creation kit, and there so many god freaking damned abbreviations that I do not understand at all, or words I'm completely unfamiliar with... If you would be so kind as to add me to friend list and explain to me step by step move, I'd be thankful lot for you. :P
Remu  [author] Jun 13, 2014 @ 12:58pm 
So the only real different between a scripted effect and a basic perk effect is the script would give you the perk for free, verses the base perk costing a point. Hence why I'd suggest you add it on to a perk that is almost essential, such as Novice Destruction.
Remu  [author] Jun 13, 2014 @ 12:56pm 
You would have to use a script to make this happen without using a perk. Which I don't know a whole lot about in the Creation Kit anymore scripting wise. Using a perk is your best bet. Also, if you -did- use a script, it would probably just add an invisible perk to your character the first time you load it up.
Remu  [author] Jun 13, 2014 @ 12:55pm 
Granted, if you -REALLY- want to see the damage skyrocket based upon your Destruction skill, you could always simply just add 1 point of damage to Fire/Frost/Shock based Destruction Spells for every level you have in the Destruction Skill.
You go through the same steps, but when you get to the part where you would choose Multiply Actor Value Mult, select Add Actor Value Mult instead. Choose Destruction and set the number it's multiplied by to 1 if you want 1 point of damage per skill level, 2 for 2 points, 0.5 for 1 point every 2 skill levels so on and so forth.
Pr.Jitterskull - best bug fixer Jun 13, 2014 @ 12:51pm 
is it possible to make without a perk???
Remu  [author] Jun 13, 2014 @ 12:23pm 
"Mainstream" opinion or not, it's all just that- an opinion.
Regardless, to make it scale with level you would set it based on a perk(Novice Destruction is the simplest option); and adjust the damage according to that.
How you would do it is enter into the perk menu, right click to create a new entry in that perk.
Choose Entry Point in the upper bar then Mod Spell Magnitude.
Here's where I might choose the wrong option, but I -want- to say it's Multiply Actor Value Mult. Choose Destruction and set the amount multiplied by to 1.xx to choose the % you want it to go up by.

That is how you would go about making it scale with Destruction Skill.
Pr.Jitterskull - best bug fixer Jun 13, 2014 @ 11:06am 
I was simple point out at you that I disagree that my concept is not balanced and that your statement was wrong, or atleast it's your own purely subjective view on things based on a very mainstream opinion, so I simple provide your argument in order to defend my viewpoint and even prove to you why it's legitimate. I didn't force you to make it, however I was curious if you could make it, OR atleast teach me how to make it myself. I have a big trouble understanding creation kit as I'm not native english speaker and most of those words aint familiar to me at all... Plus, I can't be exactly sure if I want it to do +1% more damage, +2% more damage, +1.5% more damage or even +5% more damage per level, so I was curious how to create that in first case, so I could adjust it myself.
Remu  [author] Jun 12, 2014 @ 10:58pm 
There's one thing you have to look at through all of this though: and that's who is making the mod. I can completely see your viewpoint, hence why most of my mods at least attempt to give the illusion of scaling; and some of them do it quite well if I might say so myself. It makes it so you feel like you're getting better, within reason.
That being said, asking someone to make a mod and getting a response of them not liking the concept; there's not a whole lot you can do. Outside of learning the Creation Kit and making it yourself.
Pr.Jitterskull - best bug fixer Jun 11, 2014 @ 8:26pm 
But anyway, I really hate all this "perk" scalling system, I'd rather increase the power by level you gain, that would make it be more interesting. In perk, i'd rather have some new abilities added to magic instead.
Pr.Jitterskull - best bug fixer Jun 11, 2014 @ 8:25pm 
For the second, only because the mass mindset has been convinced itself with time after all other annoying rpg games where leveling is rather life-wasting process that the leveling supposed to be raised massively in geometrical progression with each level, yet have same +10hp buff (for example) other than health increase goes in geometrical progression and exp request for next level goes the same +10% exp increase with each level. So why not break this annoying "rule" that rpg players with close minded created for themselves and force us to look on things the same way as they are??? After all, Skyrim is not technically an "RPG", but rather a 3D action FP(S) game. Same goes in real life, when you try to learn playing piano, it's really hard in the begining, but once you learn the basic, you start to learn much quicker, and once you mastering it, it became really easy to learn futher, and so there it is. And I say this, because I actuality play some piano. :P
Pr.Jitterskull - best bug fixer Jun 11, 2014 @ 8:25pm 
I'm fully and completely disagree that it's not balanced. First of all, all most fun spells are concentration one, and concentration spells in unique ability of Skyrim that wasn't in any other TES games, yet there only novice spells that have them, so even with overbuffed flares, playing it at high level against really tough enemies, on hardest possible difficulty or an real once, is still will be do meh damage (though, I bet having constantly burning your face or have 60.000 megawatts constantly shotting at you, wouldn't just scratch your back...
Remu  [author] Jun 11, 2014 @ 8:11pm 
To be honest, that is not quite something I'd be interested in making, just due to the complete lack of balance at that point. To do such a thing though, you would have to set it based on a perk. As I've not worked on making anything scale with skill level, I can't quite say I'd know how to do it.
Pr.Jitterskull - best bug fixer Jun 11, 2014 @ 7:33pm 
I want an overpowered scalling, the higher level you are, the higher scalling you get, something that depends on the destruction and restoration level. For example, I wish with every destruction level I got, I'll get +2% more damage, that does adds to preveous level, using this simple formula - MagicDamage * 1.02 ^ destruction level. So, with this simple formula, an spell that does 50 damage at level 50 destruction will do 50*1.02%^50 = 573.369.......... And, maybe some other things to scale. :P
Remu  [author] Jun 11, 2014 @ 7:25pm 
Thaaat would depend on what you're looking for there Jitterskull.
Pr.Jitterskull - best bug fixer Jun 11, 2014 @ 7:19pm 
Can you please make an magic scaling mod for me, or teach me how to do it??
Carl!!!! Feb 17, 2014 @ 4:23am 
And it remains balanced, because even without mods, by utilitizing a few known glitches/crafting techniques, weapon damage can be insane, while spell damage had no way to get better. This makes destruction fairly on par with weapons end-game, at the cost of extra perks, instead of just giving you free damage. Granted, perks are super easy to get free...but still.
Vaxovillion Jan 5, 2014 @ 8:43pm 
Just wanted to say, your block and destruction overhaul mods were exactly what I was wanting in skyrim. There may be lots of perk mods and such out there but I think yours are very well thought out without breaking the game. Thanks again.
Art Nov 19, 2013 @ 3:10pm 
Cool thx man !
jukan66 Oct 26, 2013 @ 10:00pm 
Einer der besten modi für skyrim. Sehr gute arbeit. Es macht spaß zu zaubern. Hatte schon einige modis ausprobiert, aber entweder waren sie zu stark oder zu schwach oder haben nicht richtig funktioniert. Aber dieser ist genau richtig.
phildaze1 Oct 14, 2013 @ 10:11am 
i love the rune max increase!
ElCroquetero98 Oct 10, 2013 @ 9:55am 
Thank you!!
Remu  [author] Oct 10, 2013 @ 7:09am 
As long as they are set up to use to vanilla Elemental Potency Perks(basically they need to have specific keywords in the spell window), then it should absolutely effect them. If not, thennnn no.
ElCroquetero98 Oct 6, 2013 @ 12:34pm 
Does this mod afect the damage of mods like midas magic?
Remu  [author] Oct 2, 2013 @ 5:53am 
I've not been keeping up as much as I ought to.. Also I'm hesitant to force a requirement for DLC's.
Hexerin Oct 1, 2013 @ 1:55am 
i went ahead and put all 5 magic overhauls into a collection
http://steamcommunity.com/sharedfiles/filedetails/?id=182605420


also remu, are you still still keeping these mods up to date with the latest versions of skyrim? i only ask because as far as i can tell, you're the only one who has a comprehensive magic system overhaul. without these mods, i don't think it's possible to play as a mage.
Remu  [author] Sep 15, 2013 @ 4:35am 
Why thank you haha ^.^
Beef Wellington Sep 2, 2013 @ 5:29pm 
If I can't have this mod, I won't bother playing a mage--this may be the best mod ever to happen to skyrim!!
Thank You.
Pickle Rick May 27, 2013 @ 8:01pm 
love it but can u update it to make the number of runes higher then just three? like 10?
Drack May 18, 2013 @ 8:53am 
just the mod i was looking for, thank you
GiggleFairy May 12, 2013 @ 9:41pm 
wanted to just say, great job on the damage. its not stupidly OP where it just 1 shots a dragon or other high ranked creatures. this is one of the better destruction mods out there. thanks for making it. ^_^
Remu  [author] Apr 11, 2013 @ 1:52am 
Well, the adding of three was my workaround to being able to add in a perk. I am still looking around for a way to mod it through a perk, if I can, I will be adding in additional traps; but for now this is the best I can do sadly.
megetian Apr 10, 2013 @ 12:13am 
i actualy like doing traps but i realy wanna do it like crazy unlimitedly three well that seems short term and only if you know someone is going to be walking there but crazey is like no telling when an animal might stumble in the mine feild of ruines and there should probly be a teleport ruine transporting all to a specified trap or cave or house of your choice that would be cool
Remu  [author] Apr 4, 2013 @ 9:37am 
Ahhh okay, thanks for the clarification. ^.^
r.helmick Apr 4, 2013 @ 8:02am 
Its the enhanced leveling mod that does it. once I removed it, destruction levels up the same as all the other skills.
Remu  [author] Apr 4, 2013 @ 4:22am 
Hmm. Slowed down? That would make no sense with the Mage stone and this mod, as I didn't touch the experience table at all. I can't say I've used Enhanced Leveling before, but that would be my first guess as to what's messing with things.