Expand ward functions

by Skepmanmods·v1.0·Updated 2018-08-11

Fantastic ward overhaul. Customize size, cost, charge rate and absorption rate. Block melee weapons with your wards. Use your weapons to breach your enemy's wards. Protect yourself from being hit by arrows. Let the shouts go through the wards. Play with new expert and master level wards.

Screenshots 7 screenshots

About this mod Machine translation

Fantastic ward overhaul. Customize size, cost, charge rate and absorption rate. Block melee weapons with your wards. Use your weapons to breach your enemy's wards. Protect yourself from being hit by arrows. Let the shouts go through the wards. Play with new expert and master level wards.

Spell Wards are defensive restoration spells that protect the caster from other spells. They are concentration spells, which means the caster must continue casting them to work, and there is a constant Magicka cost.

The wards on the horizon have two effects:

He said: They put some armor on the caster, which is equivalent to the size of a hospital room.

2: The caster accumulates "Guard Power" to a maximum value equal to the size of the ward at the speed specified by the "fMagicWardPowerMaxBase" game setting. When a spell hits a ward, the spell's size is subtracted from the ward's ability score. If it drops to 0, the ward is broken. Otherwise, the ward will recharge itself.

What happened to them?

First, they are very expensive. Novice level "smaller wards" cost more than twice as much as novice level destruction spells, just like fire. When a ward is hit by a spell, the "Ward Absorption" perk should mitigate the effect by absorbing magic, as it only absorbs 25% of the spell's cost.

Second, the ward is underpowered for two reasons. Their magnitude is too low: novice wards can only absorb fire/frostbite/spark spells for about 5 seconds. A skilled ward ("big ward") can only absorb two or three fireballs. Additionally, Expert and Master level wards are missing, meaning the wards are useless for higher level spells.

Third, wards only interact with magic. They provide no meaningful way for mages to protect themselves from ranged and melee weapons (the armor bonus does almost nothing). They're also quite annoying for melee users (at least visually), as enemy mages tend to put their wards in your face and you have no way to break them.

Finally, Shout is treated by Ward like any other spell, archiving an ancient and powerful magic with a very unnoticeable effect. Many times, a novice mage will block out a powerful shout with a small ward and laugh at the dragon-born face.

feature:

Customize ward size, cost, charge rate and absorption rate.

This mod comes with a MOD Configuration Menu (MCM) that allows you to customize almost every value regarding your wards.

You can choose independently the multiplier size, Magicka cost, charge/recharge rate, and the absorption rate of the "Ward Absorption" extra. I recommend improving WARDS's MOD defaults based on the previous paragraph.

Wards can block and interact with melee weapons.

This option can be toggled in MCM. This applies to players and NPCs.

You can choose whether to convert ward counts to blocking. When blocking with a ward, use the same formula to calculate damage as opposed to blocking with a weapon: Block Damage % = (30 + 0.2 x EnemyWeaponBaseDamage x (1 + BlockSkill x 1.5/100)x(1+Enchantment2+Enchantment3)x(1+Enchantment2+Enchantment3) Enchantment damage reduction will be based on your blocking skills and perks, not your armor (as before. As usual, normal armor damage reduction still applies to the remaining damage.) Blocking with Ward will cost you stamina (as well as the usual Ward Magicka cost) and give you two blocks of experience gained. More on Brock's deflection sound when Ward is hit by a melee weapon.

Melee weapons can damage guard forces. You can set a multiplier for this in MCM. This means melee weapons can penetrate defenses. Blockage gained when experience is restored will depend on the damage done to the guard ability.

Wards can interact with each other to protect you from arrows and bolts.

This option can be toggled in MCM. Due to CK/engine limitations, this only applies to players.

When blocking with a ward, you can set a multiplier for the damage done by arrows/bolts passing through the ward. You can set the damage multiplier from 0 to 1.0, but I recommend setting it greater th …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
扩展病房功能
File size
168.0 KiB