Plowbat Posted September 14, 2015 Share Posted September 14, 2015 My bad! I got too focused on the duration. Link to comment Share on other sites More sharing options...
steelfeathers Posted September 15, 2015 Author Share Posted September 15, 2015 I need some brainstorming help for illusion. Specifically, I need help coming up with ideas for perks that don't directly relate to mind-aletering spells. I'm setting aside the phantom thing for now, because it's a bit clumsy to execute, and I'm looking for something to fill the gap. Hit me with your ideas! Link to comment Share on other sites More sharing options...
dreamer2008 Posted September 15, 2015 Share Posted September 15, 2015 Your mod looks really cool. Just curious, do you plan to make some sort of compatibility patches for mods that add spells, like Apocalypse Spell Package? Link to comment Share on other sites More sharing options...
steelfeathers Posted September 15, 2015 Author Share Posted September 15, 2015 (edited) You won't need a compatibility patch for Apocalypse, or pretty much any spell mod. The only possible exceptions would be for spell mods where the spells weren't tagged correctly, or that add a bunch of new bound weapons. Edited September 15, 2015 by steelfeathers Link to comment Share on other sites More sharing options...
dreamer2008 Posted September 15, 2015 Share Posted September 15, 2015 (edited) Okay, cool, thanks for the reply :smile: . Can't wait to play your mod. About you illusion perk question, maybe put more emphasis on the invisibility aspects of illusion somehow? I love playing as a mage assassin, and I mostly sneak around, using illusion to hide better. Edited September 15, 2015 by dreamer2008 Link to comment Share on other sites More sharing options...
Plowbat Posted September 15, 2015 Share Posted September 15, 2015 Ignoring the invisibility/muffle part of the illusion tree, there's only the mid-control spells in vanilla Skyrim...Some ideas anyway :-mana (or else) regen boost when you have an illusion spell under effect (self or not)-short movespeed boost on cast for illusion spells Link to comment Share on other sites More sharing options...
AfroGamerNinja Posted September 16, 2015 Share Posted September 16, 2015 (edited) How does the negate damage element of Mage Armor work? Is it something akin to a Dragonhide lite? Edited September 16, 2015 by AfroGamerNinja Link to comment Share on other sites More sharing options...
steelfeathers Posted September 16, 2015 Author Share Posted September 16, 2015 Hm, hadn't thought of that. With dragonhide plus all three mage armor perks, you wouldn't take any damage period. I'll have to change that. Thanks for pointing it out. Link to comment Share on other sites More sharing options...
cike25 Posted September 16, 2015 Share Posted September 16, 2015 looking great steelfeathers. is there a possibility you would release it as modules for each school? i generally stay away from the larger overhauls simply because while i might like 80% of it, the other 20% just doesn't appeal to me in the slightest. Link to comment Share on other sites More sharing options...
steelfeathers Posted September 17, 2015 Author Share Posted September 17, 2015 looking great steelfeathers. is there a possibility you would release it as modules for each school? i generally stay away from the larger overhauls simply because while i might like 80% of it, the other 20% just doesn't appeal to me in the slightest. Possibly. I'd have to see how much untangling would need to be done to separate each school overhaul into distinct units. Link to comment Share on other sites More sharing options...
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