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Why do all my spells cost 1 to cast? And can I fix it?


dpcollier128

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Hello. It's been a while since I've modded Oblivion, and I wanted to try out a bunch of mods I might have missed. Several mods I've been using adjust how magic, skills, and enchanting get done in the game. I'm trying to figure out which one or ones are to blame for my most recent problem: making the game too easy for my heavily maxed-out mage. All my spells, custom or store-bought, have somehow gone down to 1 Magicka per effect for casting cost, no matter the magnitude, area, or duration I use.

 

Over the past several characters (I start over a lot) I've noticed one particular detail: all the spell effects of a school cost 1 once that skill reaches 200, not before. Before that one skill level, spell costs were drastically reduced... but not so severely that I could cast it thousands of times without breaking a sweat. My 1000+ Magicka spells at skill level 199 in Restoration (or any other relevant skill) became 5 or 6 once I gained skill level 200 in that skill. This is ridiculously overpowered... and I want it to stop.

 

Also, I've been playing with some adjustments to my enchantmentsetting_config.xml which allows me to create spells with magnitudes over the normal limit. The results of this adjustment are able to expand the Magicka costs of my spells in a reasonably balanced manner, but not when my skill in an effect's school is 200. I can make a 1000 magnitude, 1000 area, and 1200 duration Restore Health spell which only costs 1 Magicka to cast... It makes the game a bit pointless to play as a mage.

 

I have installed the following, seemingly relevant, mods: Fundament, Elys Uncapper, FEA, Kami Leveling, Magic Magnitude Multipliers, MigMaster, Migck Miscellaneous, and Magic Effect OBSE Tweaks. I cannot figure out which one is causing this problem or how to adjust it so it won't anymore. If you have some ideas on how I can make my massively overpowered spells actually cost something significant again, please reply.

 

I would like to avoid adding a new mod to my eclectic mix and avoid having to start another character once again for more than brief testing. Thanks in advance.

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Thanks for the suggestion. I had to uninstall elys uncapper, but it wasn't doing me many favors on its own, not exactly feature rich. I made sure to turn my iavuMagicCasterSkillCostUseDR on, and now, my spellmaking isn't as insanely overpowered as it was... I'm gonna have to delete my old spells and start over, though. I turned my magnitude and other limits down to 300 or so; so my 1000 mag spells are all uncastable without ludicrous magicka buffs. Oops. Eh. Most of those actually crashed my game a few times anyway.

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  • 2 weeks later...

Forget uninstalling uncapper, just set it up so that the effect in calculations is not the same as the actual level. Uncapper has the ability to let your skills go to 200 while only using the formulaic values as if they were 100, 125, 150 or whatever you decide to set it to, under the section [skillFormulaCaps] (or whatever it uses in Oblivion, I am looking at my Skyrim version file atm because I don't have Oblivion installed).

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