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Skyrim spell making mod
Skyrim spell making mod




skyrim spell making mod

Having each act add a five, ten or fifteen percent bonus to the strength of the spell would add an additional strategy element to spellcasting.That's what I had envisioned but for some reason could not articulate it in my previous post. ViroGlacia wrote:I would like to see a system in which the player could super charge a spell by holding it down longer, or use both hands to the same effect, as in Skyrim.

skyrim spell making mod

(I'm using spellbook and grimoire because that's what they used in Daggerfall and it makes sense, from my perspective, to have all these spells written down somewhere for you to use). Plus, with due training and practice, one can learn on their own how to cast the same spell at different durations and magnitudes without having to pay to have almost the exact same incantation written in their spellbook. Still, I imagine myself with my grimoire full of spells and wanting to cast the same spell but at a different magnitude should be fairly similar to the same incantation I have written down already. Realistically, if I make a Levitation spell at 30 points for 30 seconds and I'm relatively successful at casting it, why would I have to pay the spell maker again to scribble in my grimoire how to cast a spell at 30 points for 40 seconds? Once I learn a spell, making it stronger or last longer should just be the Player concentrating more, or whatever it is that is going on during spell casting.Īlthough the argument could be that the caster has to chant different incantations for different magnitudes or durations of certain spells. I wanted to address the issue of spellmaking. If you do this, you can even add a note which discribes the unbalance and suggest better magic costs/chance.Īgain, I'm not sure whether this has been researched, but I'm hoping somebody on this forum will clarify this. You could check our wiki research pages to see where we stand at this.

skyrim spell making mod

I'm not sure of it but I think that the formula's of the spell effects haven't been tested out yet, so if I'm correct, you could help us out by finding out what the connection is of magic cost/chance in terms of time/quantity of dmg,drain/touch,projectile in the original morrowind engine. This is an open source project and that means that if you suggest something it has to be generally approved before it will be implemented and worked on. You probably heard this already but for the 1.0 version we are trying to resemble the original morrowind engine in terms of gameplay formula's etc. I understand what you mean and if this indeed is an improper balance issue it could be changed, but i would probably be a post version 1.0 feature. I don't know if it's discussed yet, but I can tell you this:






Skyrim spell making mod