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Spell effects over 100 mod?


RavenMind

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I apologize if this has been asked before (as i'm sure it has..) but I've been searching for several hours and can't seem to find anything.

I'm looking for a mod, ini tweak, or something that would allow me to create a spell with an effect over 100.

My goal initially was to make a drain fatigue spell that would bring the target's fatigue down far enough that they would fall unconscious. I created a spell with a drain fatigue 100 effect but that's not working. My reading indicates the fatigue has to fall below 100, so draining it down to zero isn't working.

I did come across a mod that added a weapon that claimed it would 'knock out' an opponant but that's not really what I'm looking for. The more I think about it, the more I think I'd like to be able to add spell effects over 100 in general, and am thinking about other uses.

I've got COBL, UOP, OBSE, & Elys Uncapper with Legendary Abilities, but they either don't do what I want or I don't know how to properly set them up.

Any help or guidance would be greatly appreciated! Thanks!

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Use Weakness to Magic 100% for 5 or more seconds stacked with Damage Fatigue (can be over time or one second). Unless your character has insane amounts of magicka make the Damage Fatigue part low enough that your character can cast the spell a few times or more. Make sure the Weakness to Magic is at the bottom of the spell effects list.


The way the game works is the Weakness to Magic part of the spell stacks, so on the second cast the weakness becomes 200%, third cast 300% etc. (stacking until the oldest spell hit timer winds down to zero ... each subsequent hit will still stack with any timers still counting down). Fatigue regenerates for NPCs the same as for your player character so each spell hit will drop their fatigue by your spell amount times the current weakness effect. Don't make the Damage Fatigue timer any longer than it takes to cast the spell again (2 or 3 seconds max) but the Weakness to Magic timer can be as long as you feel needed. Balance the size of the damage effect and duration of the weakness effect to get an affordable Magicka cost for your character.


Here's some examples I use with my characters:


Nap Time (Magicka cost 72 for Destruction level 100 character)

Damage Fatigue 50 pts for 3 seconds on Target

Weakness to Magic 100% for 5 seconds on Target


Valium (Magicka cost 108 for Destruction level 100 character)

Damage Fatigue 100 pts for 2 seconds on Target

Weakness to Magic 100% for 5 seconds on Target


Both of these can be made even more effective if you also create a custom Weakness to Magic 100% spell (use a long duration like 15 or 20 seconds). Hit the target with that weakness spell a couple of times and then switch to either Nap Time or Valium. I have two Weakness to Magic 100% spells ... one on target for the first hit and the other an area spell for while they're running toward you (makes targeting easier on the moving target).


For dungeons I use a normal vanilla Invisibility spell followed by this Custom spell:


Sandman (Magicka cost 47)

Invisibility for 3 seconds on Self

Fortify Magicka 100 pts for 3 seconds on Self

Damage Fatigue 50 pts for 2 seconds on Touch

Weakness to Magic 100% for 5 seconds on Touch


If there's more than one target don't stop spamming Sandman until all the targets are down and peacefully napping. The trick with all of these spells is to continue to hit the target after they're down to reduce their fatigue to way below zero. You can put an NPC down for as long as you want with the right spells.

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@Striker: Thanks very much for going so in-depth, that's great information! I've heard of spell-stacking but was never quite sure how to make it work. Will definitely give it a try.

 

@LFact: Exactly what I was looking for! Thanks!! :D

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