The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Mage's Arsenal - Restoration Overhaul
24 Comments
JormundyrHanshin Dec 10, 2016 @ 7:33pm 
Any newer versions of these mods?
White Blaze Jan 29, 2016 @ 1:12pm 
those of us who use the USKP have the bug fix that disables the player from gaining possative effects on themselves as a vampire while using the necro mage perk, would it be possible to re-release a version of this mod with the second necro mage perk so folks who want to make use of a full restoration build can do soem fairly decent holy based damage to the undead with the sun's fire spell? (one of the only few restoration spells to actually do damage thats added by the dawn guard DLC, and its a novice spell -.-'; and stendarr's aura isnt exactly user friendly for mages, as you have to get up close within a target's melee range for it to do any damage to the undead..)
Nuggwoo Sung Mar 20, 2015 @ 2:05pm 
Thanks, I never ever used wards before but now they're not so useless to me :)
Remu  [author] May 14, 2014 @ 6:52pm 
I'll be honest, been away for far too long to know how much of these actually work currently hehe ^.^;
kulongers Mar 20, 2014 @ 4:27am 
Does this work with patch 1.9?
Remu  [author] Jan 15, 2014 @ 4:43am 
I could set it up through that, but it would end up replacing a few perks. Figured it works well the way it is haha
Don Kitick Jan 6, 2014 @ 7:54pm 
I like it! But one question. Can you make a passive effect of health regeneration or healing spells being 1% more potent per level?
mbarrett90.mb Nov 22, 2013 @ 12:38am 
EXCELLEEEEEEENT mod for playing priest/healer characters
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
REE Nov 16, 2012 @ 12:48am 
Roger that
Remu  [author] Nov 14, 2012 @ 8:37pm 
There are no new updates for now, as I am currently on Hiatus from modding, still keeping ideas around til I can get back to modding, but as it's the Holiday season, my time is centered around work/holiday stuffs for now. As soon as it all dies down I should be able to get back to it. So abandoned? No, on a break, definitely.
REE Nov 13, 2012 @ 5:58am 
Do you have any status updates on where you are with the other perk tree overhaul mods? Have you abandoned reworking the rest of the trees?
Jamescell Sep 25, 2012 @ 8:18pm 
It would be cool if you added spells to your overhauls as well. I don't see why your overhaul mods are rated so low, they're really good in my opinion.
Remu  [author] Apr 29, 2012 @ 6:13am 
@Torinsoul Thank you :) It's a small, but useful mod I find.
Alteration Overhaul is here! Make sure to check it out!
Torinsoul Apr 9, 2012 @ 7:20pm 
Just did some real fast googling and found out the limit was 50 befor update 1.4 now that max is 252 this can be push more use bash program to mesh mods together and im gess for this many mods your better have a realy good pc to run them.I geting close to my limit with the amont of mods i have.I can tell cuz im starting to get fram rate lag
Torinsoul Apr 9, 2012 @ 7:13pm 
great mod comes in handy playing master with advanced game play mod thanx
btw brum you can have more then 50 mods i have 93 mods runing atm 60 ish mods from steam the rest form nexus
Udderlywrong Apr 5, 2012 @ 4:49am 
Alteration Overhaul!
Remu  [author] Feb 26, 2012 @ 9:12am 
Vanilla necromage is still in the game, I just removed my second rank as it could unbalance the game severely.
Gumby Brain Specialist Feb 23, 2012 @ 12:40pm 
Why are people complaining about a 50 mod limit? How can you have over 50 mods and what's the point? It just breaks the game having that many, I only have about 8 at the moment and thats all you really need.
Remu  [author] Feb 23, 2012 @ 8:01am 
Once I'm done creating all 5 magic tree overhauls, I might throw them all into one, but that's up in the air. I definitely want to make sure they are seperate for the people who want certain ones, but not all of them.
AUSGrizzly Feb 23, 2012 @ 3:15am 
Personally I don't see why people are complaining about this 50Mod limit. Fav and Subscribe, Download via Client, Unsubscribe, Open NMM, shift Load Order around, load via SKSE Loader. I have over 50 mods installed via the Steam Workshop and subscribe only when there is an update.

I say keep the Mods seperate cause that way I can fix the load order whenever I want...
Remu  [author] Feb 22, 2012 @ 5:24pm 
@redeux I realized that, but at the same point I had to try to see what I could do. Nothing in this is really permanent until it's completely balance :).
@Mr_Mudkipz The reason I don't have all of my magic overhauls set into one mod is very simple. There are a lot of mods out there for magic, and I wanted to make sure everyone could use whatever mods they wanted, whether it be a mixture of mine and others, or all of mine. I don't claim my mods are the best of their kind, I just try to help power things up and see if I can keep it balanced.
Mr_Mudkipz Feb 22, 2012 @ 2:19pm 
Why don't you put all of the overhauls into one mod? This is crucial considering there is still a ♥♥♥♥♥♥ 50 mod limit, until then i can't afford to download this sorry.
redeux ㅈㅈ Feb 22, 2012 @ 11:36am 
one bit of caution is that necromage actually combines against EVERY aspect of your character if you are a vampire (and considered undead). your spells are more powerful, your shouts have shorter cooldowns, your shouts last longer, your effects are stronger. literallly everything. this in vanilla skyrim is already broken. obviously there are many things that can be broken in vanilla and its up to you to not break the game but even so, 50% necromage takes something broken and makes it completely ridiculous. that said, i'm a fan of vanilla and won't be using this but just something to consider; i really don't think necromage 50% is balanced even without a vampire combo, let alone with it.