Jump to content

spell making magicka reduction


thatic

Recommended Posts

I was wondering if someone has made/will make a mod that makes spell making less magicka intensive. I for one like to do some sandbox things every once in a while, and get really upset when my uber spell can't be cast because I can't possibly have that much magicka, even by using the command prompt in game. I was wondering if there was some way around this on stock oblivion 1.0.

 

I've tried a few mods, and it hasn't worked out too well.

Link to comment
Share on other sites

on stock oblivion 1.0.

 

I've tried a few mods, and it hasn't worked out too well.

On 1.0, no mods produced in the last 4 years will work for you. There is no reason not to update unless you aren't using a legal version of the game... In which case, you're on your own there.

 

As for the question; you probably won't find any mods that do this that aren't mods that revamp magic entirely. The reason being that most of the magic overhaul mods end up changing these values, so any other mod would just have conflicts. Put simply, the overhaul mods exist because the standard magic stuff sucks, and nobody wants to bother making a public mod which just changes spell costs since it would create conflicts. However, for yourself, the process of changing spell costs is fairly simple in the CS, but it will end up changing the costs of some vanilla spells too, which can be a bad thing (IE. NPCs using 100 damage spells at level 1 because you lowered the costs to nearly nothing). The better alternative would likely to just use console "player.modav MagickaMultiplier 10" and continue working in increments of 10 until you think you have enough. (1 unit is 10% more/less of base determined by int).

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...