Added a Black Guard helmet to the Sleeping Giant Inn in Riverwood. The helmet can be found on your right as you enter the hotel. The texture comes from this mo
在Riverwood的沉睡巨人旅馆中添加一个黑卫兵头盔。 当您进入旅馆时,头盔可以在您的右边找到。 纹理来自这个mo
Screenshots 1 screenshots
About this mod Machine translation
3 new spells that apply elemental and magical weaknesses to enemies.
Hello everyone, how are you? For those familiar with my Cure Disease Spells (Cleansing Spells) mod ( ) would know my reasoning behind this is to give more variety to spell effects (and thus to magic play style) as well as adding spells from an RP and Lore perspective should be part of the base game, this mod comes from a similar vein to that, as you know in the game these items are called "Abomination Poisons to Fire/Frost/Magic/Shock", all of which reduce the target's resistance when applied and in the case of elemental resistance allow you to damage enemies that are normally immune to this type of damage (e.g. if you use Abomination The poison is shot on fire, it takes fire damage, but the amount is determined by the percentage of the poison reduction), similar to my cure disease model, I always find it strange that these types of effects are always limited to alchemy, especially when you consider that all alchemical effects Fruit are all associated with schools of magic (these are particularly damaging effects) but some of them don't have a spell equivalent, although it would make enough sense to have one (e.g. a mage focusing on a single element would definitely benefit from a spell that reduces resistance to his element of choice). Especially when you consider that all alchemical effects are relevant to the school of magic (especially the destruction effects) but some of them don't have spell equivalents, even though it makes enough sense to have one (for example, a mage who specializes in a single element would definitely benefit from having a spell that reduces resistance to the element of his choice. Especially when you consider that all alchemical effects are relevant to the school of magic (especially the destruction effects) but some of them don't have spell equivalents, even though it makes enough sense to have one (for example, a mage who specializes in a single element would definitely benefit from having a spell that reduces resistance to the element of his choice.
For these reasons I decided to use the Creation Kit again and I ended up creating these 3 new spells: Weakness to Fire, Weakness to Frost and Weakness to Shock, all of which reduce resistance to their respective elements and magic resistance by 50% on target for 60 seconds, these are proficiency level spells and work with Destruction skill related (so they boost the Destruction skill and are affected by their speciality), these are also AOE spells meaning multiple enemies will be affected at the same time (in many ways they are very similar to the illusion spell "Frenzy"), in the end I decided to make them cheap cast so they all cost 106 magicka (this comes before the skilled destruction perk is applied so their final cost is more like 53 magicka) My reasoning is since these are to support destruction magic they should be cast regularly so there should be enough magic left to cast damage spells but if you guys find it too OP please let me know and I will try to tweak it to make it more balanced so any suggestions are well received ;)
Update: I made a new version where I tried to make the spells more balanced, as I removed the magic resistance reduction component from the spell and instead created a "Magic Weakness" spell to compensate, I also changed the magnitude of the resistance reduction from -50% to -25% and adjusted the magicka cost, otherwise they retain the same functionality as before, they are still only available to purchase from Faralda in Winterhold Academy.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.