Trucidation Posted November 18, 2012 Share Posted November 18, 2012 (edited) Running Warzones and Immersive Creatures - among other things, I find myself needing more crowd control; direct damage gets old after a while, plus if you need to fry everything with magic at once, you run outta mana fast. It's also kinda lame that enemies can charge you even when you're dual-casting offensive magic right in their faces. 1.Has anyone modded a whirlwind / small tornado-like spell that basically picks enemies up, whirls them a bit, then drops them (+knockdown)? That's the basic idea of what I'm looking for. Damage can be negligible, I'm just interested in the crowd control applications. Would be useful for melee/bow players as well, throw this in front of you and scatter the crowd so you can back off or take them out one at a time. 2.How about a quick and easy localized quake? When cast, the dragonborn stamps a foot, causing a limited radius quake that causes knockdown (maybe just stun to large targets). Would be very useful for melee characters uninterested in offensive magic, as well as for general defensive purposes. Also, since switching weapons to cast a spell and then switching back is a hassle, it might be a good idea if this lasts for a short while, like say maybe 3-5 seconds, with the knockdown and stun lingering a bit longer. That way you don't need to spam the spell and it wouldn't be so short as to be useless if your enemies simply get back up immediately. 3.What about a general pointblank aoe blind spell, kinda like a flashbang grenade? No damage, just inflicts a blinding flash around you that blinds enemies for a short while, giving the player enough time to get out of a tight corner. Granted, I can see how annoying it would be to need to recast this, so how about making it a kind of contact defense? Like say if something hits you in melee, they get blinded. -I haven't looked at all the individual spell mods but many of them seem to be all about inflicting damage. That's all fine and dandy, but if I pick mod X, there's no reason to pick mods Y or Z since their "new spells" all basically do the same thing. We need more variety. Edited November 18, 2012 by Trucidation Link to comment Share on other sites More sharing options...
azile0 Posted November 18, 2012 Share Posted November 18, 2012 I agree. Killing stuff is fine, but there are only so many different colored ways to shoot damage before they start getting slightly old. Would add some utility into combat, not just 'kill this guy, then the next guy' Link to comment Share on other sites More sharing options...
Deleted1308005User Posted November 18, 2012 Share Posted November 18, 2012 @1.Unrelenting Force, Fear, Calm, Fury, Impact, disarm, dismay :biggrin: Think a bit further, I've played mage a lot and it is pretty hard sometimes, and just spamming direct damage spells is not fun after some time.Or if you tried those methods, I'd recommend you mention it in the first post. Anyhow, maybe combining Ice Storm and Unrelenting Force? Someone could test what happens if you use first Unrelenting Force and then Ice Storm, it might move them a bit or maybe not. @2. I saw one spell mod which added quake, basically it was the giant's slam thing but it was edited into spell form, it looked like really nice, but I can't remember which mod added it.But as for the custom animations? It's not really simple.That mod used the master spell animation, and it fit very well.Maybe with really fast casting time and setting it at as lesser power (So it can be used with Z key) would make it nice? @3Aye, Agreed with the spell variety thing. Have you checked Forgotten Masteries? http://skyrim.nexusmods.com/mods/23625It adds some really well made spells, and you can even level them up, gain special "perks" for them and so, and seems to be totally bug free.Apocalypse spell pack is nice too, it has much "useless" spells (Damage enemy with element X for Y damage during time Z), but not as much as Phenderix.Apocalypse spell pack also has some good general spells, immunity to fall damage, open lock, and such.Also:http://skyrim.nexusmods.com/mods/11139Best magic overhaul I've seen. Allows spell scaling, edits perks, makes illusion actually useful, really much different stuff. I recommend checking it out.I've been using it for long time and can't live without it :biggrin: Link to comment Share on other sites More sharing options...
Trucidation Posted November 18, 2012 Author Share Posted November 18, 2012 (edited) Thanks for the tips. Btw forgot to mention I'm already rolling with some spell/magic mods, see if any of these interest you: - "Conjure Rideable Ethereal Horse Spell" ( http://skyrim.nexusmods.com/mods/9534 )Say goodbye to temperamental suicidal flesh beasts, say hello to summon-anywhere-anytime magic horses! I even use this in town, the speed is just so nice. The following four from the same author, he didn't get around to packing them.- "Earth Prison" ( http://skyrim.nexusmods.com/mods/14629 )- "Summon Meteor" ( http://skyrim.nexusmods.com/mods/12441 )- "Summon Ice Wall" ( http://skyrim.nexusmods.com/mods/13130 )- "Summon Ball Lightning" ( http://skyrim.nexusmods.com/mods/13971 ) To scratch that summoning itch, I got this pack:- "Sinister Summoner" ( http://skyrim.nexusmods.com/mods/15811 )It appears to have all the summons one could need, within lore/reason. I did also load a large mod that makes substantial changes to existing spells. Picked it after going through the spell mods; originally I was gonna choose between Better Magic or Empowered Magic (the one you linked to last), but the former hadn't been updated for the DLCs, and the latter wasn't much better judging from the latest comments. Which is why I ended up with this one:- "Mighty Magick Skyrim" @ MMSk ( http://skyrim.nexusmods.com/mods/13166 ) On top of those I also have ACE ( http://skyrim.nexusmods.com/mods/10037 ) and ASIS ( http://skyrim.nexusmods.com/mods/18436 ). However, aside from some spells from Mighty Magick Skyrim, it does feel like I'm still running around with a vanilla game repertoire, albeit with some new summons. Forgotten Mastery does look interesting. If it's just all new spells I suppose I could add it if I decided to. Not sure why I overlooked it before. I remember the Apocalypse spell pack ( http://skyrim.nexusmods.com/mods/16225 ), problem is there's just so much stuff in it. More likely than not I think people will just stick to a handful of favourites; you can't be pulling up the full spell list every time you want to cast something, nor would it be practical to favourite everything either. I've already got an uncomfortably large favourites list as it is. I don't really have a problem with the existing spells, they're okay - especially when you throw in fixes like Empowered Magic or Mighty Magick Skyrim. I just need a few extra crowd control options, not more additions to things like Destruction and Conjuration, which have been well covered and imho don't need that many new additions. Edit:Maybe the quake spell is in one of the spell packs? I'd prefer to have it as standalone though, or maybe as part of a small pack of new spells. Edited November 18, 2012 by Trucidation Link to comment Share on other sites More sharing options...
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