faffman Posted June 21, 2016 Share Posted June 21, 2016 (edited) I found this mod http://www.nexusmods.com/skyrim/mods/49095/? that does what the headline would imply. For the fury, fear and calm effects, all projectiles are removed, and instead the spells connect immediately with the target, given that you're in range for the spells (a limited range is reasonable). For the Adept and Expert spells which affect several targets with an exploding cloud, the cloud remains, but it explodes where you aim immediately, which is really great. I'm wondering if anyone could make an even better version if this mod. What I don't need/like about it, is that it adds one spell of each of these three effects to every magic level (Novice, Apprentice etc.), but I find that unnecessary because Path of Sorcery (which is a great perk overhaul, try it out if you haven't) upscales the spells' level limits with the right perks, so I only need the vanilla spells. It also renames the spells into Calm I, II, III etc. (for all the effects of course), but I prefer unique spell names. And finally, Courage seems to have been completely forgotten in the mod, and remains unedited next to it's siblings. So in short: Don't add any new spells, the vanilla ones are enough.Let the spells keep their vanilla names.Make the same improvements to Courage/Rally. Thank you. PS. I did send a PM to the author a few days ago, but he hasn't replied, which is why I request it opnely. Edited June 21, 2016 by faffman Link to comment Share on other sites More sharing options...
Fantafaust Posted June 22, 2016 Share Posted June 22, 2016 Question: Only the spells, or the staves and scrolls as well?If only the spells, I have done every vanilla illusion spell that isn't self cast. Link to comment Share on other sites More sharing options...
faffman Posted June 22, 2016 Author Share Posted June 22, 2016 (edited) And Faustman delivers again. You're becoming my hero at this rate, bruh. :D Well, I suppose it's reasonable that the staves and scrolls receive the same changes, but wouldn't that happen automatically if you alter the spells they're based on? Not that I use staves or scrolls that much, but in case others want to use this mod. Edited June 22, 2016 by faffman Link to comment Share on other sites More sharing options...
Fantafaust Posted June 22, 2016 Share Posted June 22, 2016 (edited) Well, in order not to break compatibility with any other mods and spells, I went the opposite route of that modder you linked to: altered the vanilla spells, but duplicated the magic effects. So in order for staves etc to get the same changes I'd have to edit them as well. I just didn't know if that's the way you wanted it to go, since I figure staves and scrolls were supposed to be the easy version that anyone can use without even having to be a caster. I can change them all easily within 5 minutes though, it's just replacing their effects, so let me know what you decide. Edited June 22, 2016 by Fantafaust Link to comment Share on other sites More sharing options...
faffman Posted June 22, 2016 Author Share Posted June 22, 2016 Ah, I see. Well, in that case you could leave them as they are. Like I said, I won't be using them anyway. Link to comment Share on other sites More sharing options...
Fantafaust Posted June 22, 2016 Share Posted June 22, 2016 Should I put it on the nexus? Link to comment Share on other sites More sharing options...
faffman Posted June 22, 2016 Author Share Posted June 22, 2016 Yes please. :) Link to comment Share on other sites More sharing options...
Fantafaust Posted June 22, 2016 Share Posted June 22, 2016 (edited) I made each "level" of spell has a different range, adding 10 each time from 50.Novice - 50Apprentice- 60Adept - 70Expert - 80 Targeted Illusion Edited June 22, 2016 by Fantafaust Link to comment Share on other sites More sharing options...
faffman Posted June 22, 2016 Author Share Posted June 22, 2016 Alright, I'll test it out. I shouldn't be presumtious, but those ranges seem a bit short just looking at the numbers. If they turn out to be too short to work practically, is it possible to make the range scale with Illusion skill level, with those numbers as a base range? (Assuming that feet is the length unit used) Link to comment Share on other sites More sharing options...
Fantafaust Posted June 22, 2016 Share Posted June 22, 2016 I can easily increase the ranges, but increasing them based on skill would require scripts. If your spell scaling mod doesn't already do that, I'd recommend not going that route.So yeah, if they're too short, let me know, i'll increase them. Link to comment Share on other sites More sharing options...
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