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  1. The forum you have been waiting for! Welcome to the first ever pagan forum game made up of mythology and magic combined! You may post anything relating to the various pagan mythologies such as Hellenistic, Heathenry, Celtic, Slavic, and many many more, or post things about the pagan belief of Wicca and Magic. Try to keep true to the facs such as using real books of magic from the dark ages instead of using a book for magic from Harry Potter. lol I have a pole that will ask whether or not you believe Magic is real. If anyone knows how to really use magic please do tell!
  2. I make videos heres my link https://www.youtube.com/channel/UCBtE4pMXhuuVz8EPWZIrUmQ Hope you like them let me know if i need improvements it would be greatly appreciated
  3. can someone add undead summoning spells for mage, mystic spearhand and sorcerer? i absolutely love necromancy and undeads being in the game, i think it should be doable. there could be a cost to stamina regen while the undead lives like for spellhold or by making them really fragile or making the cast time long to balance things out.
  4. A neat little mod idea in which plenty of various ritual sites would be scattered around Skyrim. Some being near standing stones, others at daedric shrines and abandoned forts/ruins, with the ritual varying in terms of complications, pros, and cons. For example, maybe in a Necromancer's layer there could be a circle of Soul-Gem holders (The little cup-things) in which you have to place a few filled soul gems in the holsters, bring an undead minion to the center, and cast an Area-Effect spell (think; blizzard). The end result would be all the soul gems becoming black (to simulate the Necromancer's Moon), but at the cost of your undead becoming hostile. (The necromancer's moon doesn't work like that. I know.) That, or maybe some sacrificial forsworn rituals, like bringing a living follower to an altar to lay them down, removing their heart and burning it, then replace it with a Briarheart to give your follower more magicka and spells. Maybe this could be a cool way of promoting your minions into officers of your dark army? Maybe have a chance of the Briarheart turning hostile. There are tons of cool rituals that an evil character can do as the side. This mod idea isn't even really that far-fetched. Maybe add some other mechanics lore-friendly and not lore-friendly. Maybe add some rituals from other games as subtle Easter Eggs (Dead space markers, anyone?) Make it tiered, too. With the later OP god-creating rituals being reserved for high enchanting, alchemy, and magic skills. Not having the skills could result in death or worse. Make these rituals start out easy, but end up requiring complicated and important steps to take, with some of these steps being illegible or contradictory, being found only in ruins as books, or being extremely hard to obtain. Make the costs for failing in these rituals be as mild as blacking out, waking up in a cave... Dying... Being sent to the soul cairn as a ghost, etc.
  5. I've been searching for about a week and I'm pretty sure nobody has made this mod yet. I would love a mod that allowed a player to adjust or change the colors of magic (eg. Fire, Shock, Frost) Personally, I want all of my fire spells to be purple and my shock/lightning spells to be a nice yellow or golden color. But if a mod was made to make it as simple as inserting a hex code or adjusting a slider this would have implications on so many different types of role play that people might be interested in. I would imagine that it would target the magic based off of what it qualifies as instead of just by name. which would allow the mod to work with modded spells. For example, any spells that would do fire damage or would benefit from shock-related perks would have their colors subjected to the mod's settings. Honestly I just want purple fire and if possible yellow/golden lightning. A mod that could accomplish that would be stellar. If there's any mods I may have missed that would achieve similar results I would love to know about them.
  6. Good evening. I'm having a bit of trouble getting rid of those hideous hit shaders that apparently show up not only when NPC's are using Oakflesh, but pretty much any spell. As you can see in the provided screenshot, the Dunmer is dual casting Firebolts, while covered in that thick goo. Does anyone know how I can remove this effect all together? http://imageshack.com/a/img922/5218/F6HQCh.jpg
  7. I feel like the destruction magic elements need their own distinct robes, similar to how the Cassandra Frost Witch armor, but glowy amd for Fire and Storm magic too. And not just a retexture, like just a high quality flame like shape for the flame robes, or lightning patterns for the storm robes, that would be bad ass and awesome.
  8. I hope for a mod which makes it so that armor adds a slight reduction to magic damage, in a non-additive fashion. Essentially, if I have 80% magic resistance without armor, and I have an amount of armor which gives me a non-additive 40% resistance, it would go like this: I am hit by a spell which does 100 damage. Firstly, that spell damage is multiplied by 0.2, turning the damage to 20. Now, instead of the armor resist adding regularly, and just bringing magic resistance to the 85% cap, the 20 damage is multiplied again but now by 0.6, leading the spell damage to be 12. Thanks to the person who may make this mod. Please ask first before deciding the armor magic resistance cap, or add multiple versions. If you make the mod and upload it, don't worry about crediting me.
  9. So I have a mod idea that will allow the player to gain access to every spell in the game just by reading a specific spell tome. I just can't figure out how to make it so I can put more than one spell on the book. Any ideas are welcome.
  10. Hello everyone. So, I had an idea for a spell mod that would be both unique and could also be added in what I could see as a lore-friendly manner into the setting of Skyrim - as the title suggests, I refer to the infamous Magic Jar spell of Dungeons and Dragons (also found in things like Pathfinder). Since I lack the experience and know-how of coding, model-making, etc. - though I would love to learn such things at some point when I have the chance to initiate it - I thought I could at least post the idea here and see if anyone with the expertise and understanding of mod-making/coding could try their hand at it. Essentially, the idea is as follows: Through a miscellaneous quest upon completing of The Black Star, you could find research notes by Malyn Varen on his attempts of storing his soul inside Azura's Star and a theory he ponders of being able to force a black or white soul into the Star while his own is thrusted into the body of the trapped soul. Upon finding these notes, perhaps going to Nelecar or a voiced, new NPC that is familiar with Malyn's work - or even using Malyn Varen's Grimoire to try and experiment yourself and create the spell in question through his notes - would result in the creation of this new, insidious spell. Essentially, the spell would as you would expect of the spell in a game of D&D - you drop the Black Star if empty (or perhaps a modified, permanent Black Soul Gem that could have been warped/refined through the quest if desired - maybe as a way to avoid potential repercussions by Azura for ruining her artifact and trying to mimic Malyn Varen) on the ground and cast the spell (it would be cast like a Master Level spell such as Dead Thrall) it leaves your character "dead" - they fall to the ground, unable to move or act but would really be in a state of vulnerable stasis and your control and camera shifts to the Black Star/modified Soul Gem. Afterwards, you gain Detect Living and Detect Dead and have two options - pressing the Shout/Power button returns you to your body and causes your character to rise back up and become controllable again or, if you find an NPC or a creature (no Dwemer Animunculi or Dragons though - one has no soul while the other couldn't have their soul trapped in the gem due to their nature in the lore), you can aim your reticle over them and press the interact button to try and wrest control from them. This could either be a guaranteed action or it could be affected by different factors - their level vs yours, maybe your Conjuration skill level affects the chance of success, something like that - but upon success, control is given to you over the actor/creature and the Soul Gem can be interacted with/picked up/carried. I don't know how possible it is, but this mod could be promising if it can be made and functions as close to the table-top spell itself as possible. If possible, this spell could even have similar drawbacks such as requiring the gem and your body to be close if you try to return otherwise death occurs. Anyways, feel free to offer feedback or advice, but for the most part take this idea into consideration and feel free to try your hand at it if you'd like. :)
  11. I'm going to start a new Skyrim SE playthrough and was looking for some mod suggestions. I'm not particularly interested in any graphical mods just mods that enhances gameplay or adds a wealth of content. I'm looking to role play a vampire mage character so anything related to that theme is appreciated but all suggestions are welcome. Mods that add cool spells, or improve the vampirism mechanic would be great.
  12. Alright so in Oblivion, you went into the staff shop in the Imperial City, you could buy or steal a staff that was one of the best non player made staves. Apotheosis, It dealt 33 damage of Fire, Ice, and Electricity. It was always fun to steal if at the beginning of the game and romp around Oblivion blasting everyone with it. I would love to see a mod maker recreate this staff for Skyrim SE, but rather then 33 damage, having it deal 50 damage per element. Please if someone could design it and use the original staff design for it too it would be wonderful. http://elderscrolls.wikia.com/wiki/Apotheosis_(Staff) (manually moved from the Oldrim forums, because I just noticed SSE and Oldrim both have seperate forums.)
  13. Hello! I'd really like a mod like https://www.nexusmods.com/skyrim/mods/68393/?tab=1&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D68393%26preview%3D&pUp=1 which makes your spells stronger and last longer. I'd really like a convert to Skyrim 64 Bit or a new mod. So spells like Fireball, chain lightning or other mod's spells get stronger. Thank you very much, have a nice day!
  14. Hi Everybody! Here's a link to the newest video: https://www.youtube.com/watch?v=XGXiEoawN1E If you like the video consider subscribing as there is lots more content coming! Leave a comment if you have any constructive feedback. Thank You! Here is a list of the mods I'm using: - Factions: Pit Fighter - Factions: Pit Fighter Travels Add-On - Random Alternate Start - Falskaar - Heavy Armory - New Weapons - Bear Musician Eng - Become a Bard - SkyUI - More Dragon Loot - Monster Contracts - Random Distributed Items - Bound Weapons Redux - CMM: Cartographers Map Markers (Skyrim Edition) - Better Fast Travel - Kitted out Blacksmiths - Smeltdown - Items to Ingots - Craftable Clothes and Robes - Build Your Own Home - Weapons Variant Expansion - Stones of Barenziah Quest Markers - Ordinator - Perks of Skyrim - Desmound the Mammoth Companion - Extra Encounters Reborn - All Versions - Apocalypse - Magic of Skyrim - Skyrim Realistic Archery - Bows - Arrows - Crossbows - Bolts - Skyrim Realistic Archery - Cinematic Fire Effects 2 HD - Pure Waters - Immersive Saturation Boost - The Skyrim Distance Overhaul - Tame the Beasts of Skyrim II - Skyrim Immersive Creatures - Wearable Lanterns
  15. Hi all, This is my first post here. Apologies if this has been asked and/or answered before. My aim is to create a Restoration perk that increases damage of Sun spells, such as Sun Fire (similar to Augmented Flames for Fire spells). However, it seems there is no keyword for Sun Damage spells (such as MagicDamageFire for Fire spells). I know how to create a new keyword, but not how to add it to Sun spells (Sun Fire, Vampire's Bane and Stendarr's Aura). If anyone could tell me how or help me out, I'd very much appreciate it. With kind regards, Samss
  16. Hey Dovahkiins :smile: I've been working on this cute little spell mod for a while and I think I'm ready to release it to the Nexus, but I'd like some feedback first in case I need to change anything. • The Mod • The mod makes Festus Krex a spell merchant and adds 9 unique spells that only he can sell. It was heavily inspired by M'raaj-dar in Oblivion and actually I've sort-of copied most of his spells, with some changes and adaptations. But there are a couple completely new ones as well. Alteration The Unwelcome Guest (Apprentice) - Magically unlock Apprentice locks and lower. The spell fires a missile and if it succeeds, the door/container flash for a moment before unlocking, just like in Oblivion. Tonillia in the Ragged Flagon also sells scrolls that work for Expert locks, but there is no spellbook for that because I thought it'd be overpowered. Detect Pulse (Adept) - Detect life for 30 seconds. It's similar to the werewolf howl. Doesn't distinguish between friends and foes like the concentration version. Black Winter (Adept) - Paralyze a target for 2 seconds and deal 20 frost damage per second. Uses a slightly different animation from normal paralysis. Illusion Void Gazer (Apprentice) - Night-eye for 150 seconds. Cast again to toggle off. I haven't removed the radial blur and the desaturation like some other mods do, because this is meant to use with darkness-enhancing mods and if I just made everything brighter it would totally defeat the purpose of using them in the first place and make light spells obsolete. There has to be some sort of drawback IMO. Deathly Visage (Adept) - Caster is invisible and silent for 10 seconds. Will of Sithis (Expert) - Command humanoid up to level 18 for 25 seconds. Benefits from calm perks. It works like the second word of Bend Will, but doesn't affect certain NPCs like Ulfric and General Tullius. Uses a unique red shader effect to distinguish it from Frenzy/Fear spells. Restoration Night Mother's Caress (Apprentice) - Heal 10 health per second for 5 seconds. Instant cast, slightly cheaper than Fast Healing. Doesn't stack with itself. Phantom Shroud (Adept) - 30% spell absorption for 60 seconds. Dual-casting affects duration but not magnitude. Destruction Void Surge (Expert) - Deal 120 non-elemental magical damage to a single target at the cost of 15% of caster's current HP. Doesn't scale with destruction perks, but the damage is comparable to fully upgraded Thunderbolt. Costs slightly less magicka. Unique red lightning animation. Those are the spells I have right now. I thought about adding a Conjuration spell to summon a ghost from the Void, but decided it'd be too similar to the quest reward. I had another Conjuration spell to chain a target to the ground but it was really buggy so I gave up on it. More Destruction spells would be nice, too, but I really have no idea how to make them unique since the game already offers so many. I also discarded a few other Alteration spells because of core game limitations (burden) or because I didn't think it fit the theme or Festus's character much (dispel, time stop). Please if you have any comments or suggestions let me know! I will wait for a while before releasing it to the Nexus.
  17. 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.
  18. I have a mod that has an actor value (Vasaki_BloodPool). Right now I'm using multiple magic effects to change this AV via scripting. It's kind of annoying to make a new effect and script any time I need a slightly different value. I'm trying to make one magic effect that edits the AV based on the magnitude. But I can't get it to work. I've attached the magic effect to a potion (with a magnitude, both with and without a duration), but when I go in game, use the potion, and check my AV with player.getav, it never changes. I feel kind of like I'm missing something simple and obvious. Because I can't get a Value Modifier effect type to actually change a value. And it's making me want to bash my head into my desk. Is there some special trick to this that I'm just not getting? (oh and yes I saw that SE has a function that passes the magnitude into the script which would fix my problem, but I'd rather not depend on script extender for only this, it's a small problem really)
  19. Greetings! After watching the Skyrim fan movies parts 1 & 2 by YongYea on YouTube and seeing how his own Dragonborn progressed, I couldn't help but feel my own characters were getting the short end of the stick. I watched in awe as his character rifled off clever shout combinations with impossible speed and thought to myself, "Why the heck can't I do that!?" Well, I could do that... if I simply opened the console and typed playersetav shoutrecoverymult 0 And as I set off to get the last two remaining parts of the Cyclone shout in Solstheim, I'm thinking that might serve as a just reward. But it doesn't feel very sporting... simply typing a code and VOILA! :rolleyes: So, as a long-term Skyrim mod enthusiast I ask the question: "Is there a mod for that?" :geek: If not, then imagine a mod that progressively reduces shout cooldown time with every new Word Wall discovered and its ancient knowledge unlocked with a dragon's soul, eventually reaching a cooldown time of 0 once all the shouts are available! The only setback to this idea is the short list of Word Walls that are quest locked and/or faction specific. But regardless of those few discrepancies, such a progression would still make anyone's Dragonborn feel more appropriately capable of becoming a virtual Thu'um Master (even if they're still short a word or two) :thumbsup: I also think this would add greater incentive to revisit the Greybeards and seek out every Thu'um attainable, which would give us more reason to go adventuring and contribute more hours of gameplay by simply enhancing the emphasis on mechanics that already exist in the game. Any thoughts, supportive comments or feedback would be greatly appreciated. Better yet- MAKE THIS A MOD PLEASE! :dance: Sincerely, Dallesse :kiss:
  20. EDIT: Solution found! If you are creating a new ability for a custom race with a constant effect, all you have to do is create the spell, then go edit something else and save the changes. It should stay in the spell window now!
  21. It's time once again for another of ol' Crazy Two Wolves' ridiculous ideas for Skyrim! Step right in... Ioun Stones! http://oi66.tinypic.com/33xirew.jpg Yes, those ioun stones from none other than Dungeons & Dragons, the Godfather of Skyrim and other fantasy games as we know them. Ioun Stones, per the D&D wiki, are defined as: "These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit [one to three] feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time." Now, I've put together a table that could be used if someone were to make this mod for the community with effects that are geared towards Skyrim and not D&D (because there's no such thing as the Charisma ability in Skyrim). It could be adapted, changed, and altered as needed. The only external asset that would be needed is an animation for the gems floating around a person's head. They could be incorporated into leveled lists, too, and should be craftable, no different than enchanting anything else, I would assume. -------------------------------------------------------------------------------------------------------------------------------------------- Flawless Diamond: Sustains player without food, water or oxygen (waterbreathing, immunity to atmospheric toxins, as in the Understone Keep/Museum areas, possible Frostfall/Realistic Needs functionality?) Flawless Ruby: Absorbs 20 points of health from opponents within x distance from the character (similar to stepping too close to anything in the game that absorbs health from you as a permanent effect) Flawless Emerald: absorbs 20 points of stamina from opponents within x distance from the character Flawless Amethyst: absorb 20 points of magicka from opponents within x distance from the character Flawless Sapphire: adds 10% bonus to all attacks and damage Flawless Garnet: adds 10% bonus to health, magicka and stamina Diamond: Waterbreathing or Immunity to Poison or Immunity to Diseases (not sure which should be used) Ruby: Regenerates health 1% per minute (this number can change in development) Emerald: Wild Animals will not attack you unless you attack them first Amethyst: Grants night vision at will Sapphire: Adds 20 points to Defense Garnet: Immune to mind-affecting effects --------------------------------------------------------------------------------------------------------------------------------------------- Here is the wiki link to see the original D&D entry for Ioun Stones for reference purposes. These effects can be changed around; this was just a foundation to establish and make it clear what I was talking about. I don't even think they'd need collision as they'd be too small to strike, so they could just float in orbit around the player's head at all times unless the player unequips them. Thanks in advance! :smile:
  22. So, I've been thinking... Wouldn't it be realistic to have the spells you use drain your other stats after the magica has been depleted? The basic idea is that after you use all of your magica, your stamina will be drained and your health after that. Can't be too complicated to make, I would make it myself if I had the time to learn how to mod. I've surfed the web for quite some time for a mod that does exactly this but I have yet to come across one. If there is such a mod, I would appreciate it if you told me the name.
  23. Hello everybody, I would like to know something about the “Redecoration by Uberspeedo” mod, which is here, in this link: http://www.nexusmods.com/oblivion/mods/24498/. It is a mod that allows very precise item placement. According to the description, it is activated ingame with a spell, so the question is, does casting this spell makes one of your magic-derived skills increase? I'm using right now a character that doesn't focus on magic, and I know it is a bit of a waste to have other skills increased instead of the ones you use to enhance your attributes when you level up after resting. Can anybody help me on this matter? Thanks in advance Cheers!
  24. I would appreciate if someone here on Nexus could make a mod that makes staves give xp. A mod that makes it possible for my mage to level destruction while using staves. I wish the mod to be as simple as possible and not add extra damage or anything like that. I do not know anything about modding, so I do not even know if it is possible to make a mod like that. But I hope so.
  25. It's a simple thing, hopefully, but I wanted to make a small gameplay fix that allows someone to use Bound Weapons (Without the perks Soul Stealer and Oblivion Binding) and Elemental Fury at the same time. If anyone has some tips or has worked on this sort of thing before I'd gladly appreciate it. My current idea how to circumvent this is: Because BoundWeaponSword and BoundWeaponSwordMystic are separate items in the "Weapons" tab, I could possibly make 1 extra BoundWeapon, one which has the vanilla enchantment that checks for perks, and remove the enchantment from the first two. The spell either hands out the Original, Mystic, or Enchanted version, depending on perks. That way, the only thing I have to transfer over is the Bound Weapon FX to scripts.
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