ongoing spell
Persistent spells made by MGoods for Old Skyrim. I've ported it to Skyrim Special Edition.
Screenshots 1 screenshots
About this mod Machine translation
Persistent spells made by MGoods for Old Skyrim. I've ported it to Skyrim Special Edition.
Mod originally created by MGoods for Oldrim and now ported to Skyrim Special Edition.Original Mod:
===What this mod does===
There are two new powers in your powers menu. One is a toggle, meaning you cast ongoing versions of armor spells, muffles, candlelight, water breathing and cloak spells (don't forget to turn it off afterwards unless you don't want to cast any non-continuous versions of any of the above spells, the other spells will clear out all ongoing spells, this can also be done selectively by casting the spell a second time (in or out of toggle ongoing spell mode)) While this allows you to dispel a specific spell, it does cost mana.
What does lasting spell mean? Spells still require magic to cast, but they are automatically recast once you cast them, and there is no magic cost once they end. But in return for the magic terms you lose, you lose some magic terms per second you divide the spell's total magic cost by the spell's duration, so that you expend as much magic as you can over the course of the spell (unless your magic wand is full, in which case you certainly don't lose magicka)
As you level up your skills and equip or cast items with magicka/magicka regen/magic skill enchantments, your magic regeneration skill will update as you add or remove persistent spells, although the game may take up to 5 seconds to update your magic. If your magic regen power is greater than your magic regeneration, the persistent spells will all be removed (so no one can game the system by using enchantments, casting dragonhide, and then changing gear to make changing spells cost 0)
===Compatibility===
This mod makes changes to all the spells mentioned, it just adds a script to each spell (everything else doesn't modify or overwrite anything) and I'm not sure how it mixes with other mods, so just think of it as red. If another mod changes or modifies these spells, they will most likely conflict, and putting this mod after it in the load order might make this mod work just fine (although given the complex way the mod can interact it might not).
===FAQ===
Q: Will my skills advance?
A: Yes. Although I already know (though I haven't tested it yet) that armor spells like oakflesh and cloak spells like fire cloak will only give you xp when cast in combat (in vanilla and my mod) or when you're in combat with them already cast, of course if they cast xp in small amounts while in combat, and while in combat with them the associated skill is active you gain xp, the same happens with this mod using ongoing spells.
When casting a spell, both in and out of combat, like Mav and Water Breathing, it gives xp, I don't know how Water Breathing works, but Mav gives it based on how many people are around you, so if you're wandering around, you may find your Illusion skill increasing whenever a normal spell ends, it will be cast.
Candlelight only gives you xp while casting, but the amount is so small that I accidentally left my game running overnight with Candlelight lasting and I went from level 34 to 37 in 8 hours or more, not an amazing rate.
Q: How do I know how much mana regeneration I have left?
A: You can't without getting into combat. Trials and bugs are necessary to see how many spells you want to be able to support, and because regeneration rates change in combat, you may need your magic for other spells as well (including magicka which no longer gets regenerated). Trying it in combat is the only way to really tell what spells are supported (after all, if they don't last you can always choose not to recast and use that magicka for something else)
Question: I just checked my magickaratemult using the console and I seem to remember the magicka gained per second in combat is magickaratemult/100, why do my ongoing spells that normally last 60 seconds and cost 60 magicka not reduce my magickaratemult by 1? Your mod is bugged!!!!
Answer: No, I c …
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.