Simple magic tweak
There are a few small tweaks that I personally use to make playing as a mage more satisfying.
Screenshots 4 screenshots
About this mod Machine translation
There are a few small tweaks that I personally use to make playing as a mage more satisfying.
Simple magic tweak
This mod makes magic more feasible by:
Improved dual casting power/cost.
They've been powerful enough since IMO to enable dual spell master spells in addition to magic schools.
Add some major spells by reducing their cost or increasing their quantity.
Balance magicka cost scale between players and NPCs. Players now spend less and NPCs spend more to cast spells.
Slightly increased and decreased combat magic and player health regeneration rates as well as some NPCs for consistency.
Blizzard damage is now correctly displayed in your description when you have the Enhanced Frost trait. (I can't guarantee that the actual damage from Blizzard's deal is as described, as I didn't do any scripting work related to its damage calculation which is said to be affected by the player's magic and freeze resistance)
See the change log for detailed changes.
I didn't change:
Charge time and "Stay Still" master spell style. Some people may think that the charging time is too long. Well, here's what I thought: Mage spells are very powerful ritual spells that take time and effort to cast. Primary spells in the vanilla game are less viable because they cost too much and they don't benefit from the amplitude/duration increase of dual cast since most of them can't be dual cast. Since this mod "fixes" both issues, there is no need to further reduce their charge time. You can change the CK's charging time as needed at any time.
As skills expand. This is just beyond my ability to modify, and even if I could, it's not enough to just add reasonable magnitude scaling to make the spells (mainly destruction spells) as powerful as weapons with the Blacksmith and Trickery exploits in the late game. You'll need new enchantment mods like Summermyst - Enchantments of Skyrim.
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Simple Magic Tweaks
This mod slightly makes magic more viable by:
Improve dual cast power/cost.
Enable dual casting master spells except conjuration school since IMO they are already powerful enough.
Buff some master spells by either reducing their cost or increasing their magnitude.
Balance magicka cost scale between player and NPC. Player now costs less while NPCs Cost more to cast spells.
Slightly boost in and out of combat magicka and health regen rate of player as well as some NPCs to keep consistency.
Now the damage of Blizzard is correctly shown in its description when you have augmented frost perk.(I don't guarantee the actual damage Blizzard deals is in line with the description since I didn't do any scripting work related to its damage calculation which is said to be affected by players' magic and frost resistance )
For detailed changes, please see the changelogs.
What I don't change:
The charge time and that "stay still" cast style of master spells. Some of you may think that charge time is too long. Well, here is my thought: Master spells are very powerful ritual spells that should take time and concentration to cast. Master spells in vanilla game are not quite viable because they cost too much and they don't benefit from magnitude/duration increase from dual casting since most of them can't be dual cast. Since this mod "fix" the both issues there is no need to further reduce their charge time. And you can always change charge time in CK as you want.
The magnitude scaling with skills. This just exceeds my modding capacity and even if I can, it is far from enough to make spells(mainly destruction spells) as strong as weapons with smithing and echanting exploits in late game simply by adding reasonable magnitude scaling. You will need new enchantment mods like Summermyst - Enchantments of Skyrim.
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.