The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Spells scale with skill level
160 Comments
Deathman 21 Jun, 2020 @ 6:44pm 
Is it possible for you to make this mod useable for Skyrim Special Edition please?
Druiddad 21 Sep, 2018 @ 6:31pm 
Great, thank you! That should fix illusion builds.
Sam  [author] 21 Sep, 2018 @ 4:04am 
@solidus.457 at 100 skill level an illusion spell will be twice as powerful and last twice as long than it would be witout the mod.
So I don't know the level, but it should be twice the level at which it becomes useless without the mod.
Druiddad 20 Sep, 2018 @ 11:49pm 
Can I ask what level a duel cast level 100 illusion spell can affect? Illusion needs this scaling most out of the schools, it becomes irrelevant fast.
Watcher 8 Aug, 2018 @ 11:16am 
Is this compatible with Ordinator? I've been hunting around since I want to play a necromancer/conjurer master style and the bound weapons aren't strong enough on their own .3.
Soran 31 Oct, 2016 @ 7:29pm 
So...can I calm (or whatever the high-end version of "calm" is) dragons now?
Pr.Jitterskull - best bug fixer 19 Jul, 2016 @ 10:20am 
Can you please tell me how you done this mod?? I wish to make a mod like that.
The Bape of Nanking 16 Jun, 2016 @ 4:40am 
perfect for useless mage followers
dis side 11 Jul, 2015 @ 4:19am 
WAY Too overpowered if i'm too be honest.
SnowyOnion 25 Jun, 2015 @ 5:57am 
If I had 100 skill in all schools of magic what would the total increase be in all the schools? Would it be a 50% increase in power and magnitude 0or something else? Flames: 30 fire damage per second?
Flip 11 Jul, 2013 @ 2:39am 
Great mod and this is the one I personally use and love. Thanks for making.
Bruh 19 Jun, 2013 @ 5:54am 
make the bound weapons go 0.5 instead of 0.05 per level pls and does it work with bound dagger cuz i mean its underpowered bound weapons therye fkin daedric so yeah you should fix this
Vizoplez 10 May, 2013 @ 8:22am 
wtf boom much...
Sam  [author] 4 May, 2013 @ 6:27am 
@Latest commenter, sorry I accidentally deleted your comment :/ but the answer is no, the vampiric drain spell is not affected by this mod.
Mean Green 11 Apr, 2013 @ 11:09am 
On second thought I'd like the bonus to start at skill level 25 (no bonus before that since you are a novice) and then it can be 1%/skill level. :D
Mean Green 11 Apr, 2013 @ 10:21am 
Great mod! Just what I was looking for. I'd love to see a second version of this mod with 50% of the current increase so 1+SkillLevel*0.005 to make it a little more balanced at higher levels? :)
Vizoplez 15 Feb, 2013 @ 1:48am 
;l i did the upgrade
and my skyrim exploded in fireballs IT WAS WTF BOOOOOOOOOOOOOOOOOOOOOOOOM! MUHAHAHAHAHA
Sam  [author] 13 Feb, 2013 @ 1:09pm 
@ljjevans in the description there are links to mods with a different degree of scaling: try one of those, maybe you'll like it more ;)
Horndrill 13 Feb, 2013 @ 7:26am 
Good mod, would like if it was a bit weaker though. Seems to double destruction spells where a 50 - 75% increase would of been more than enough.
Sam  [author] 7 Feb, 2013 @ 12:47am 
@Nihilist Clown it's probably the order in which you load mods, try putting mine last.
Clown 6 Feb, 2013 @ 1:55pm 
All I know is that before I got Dragonborn my spells were hitting near 200. Now they're down to as low as 30.
Sam  [author] 6 Feb, 2013 @ 1:42pm 
@Nihilist Clown I'll get Dragonborn in a few days and see wha't wrong, in the meantime, would you mind being more specific? What exactly doesn't wark? All of it or just some spells? Try changing load order, with my mod last.
Clown 6 Feb, 2013 @ 8:35am 
This doesn't seem to work with Dragonborn. Going to have to unsubscribed :( makes me sad.
Sam  [author] 21 Jan, 2013 @ 12:50am 
@jrmarshall2014 That would mean makeing a version specifically for Dawnguard. Right now I don't have the time to do that, but I might do it in the coming months.
Fluffy Cactus 20 Jan, 2013 @ 10:25pm 
could you please work on the vampiric drain spell bacause i would like to have it actually be effective
Sam  [author] 14 Jan, 2013 @ 12:16am 
Well, you are supposed to use higher level spells, but, anyways, yes, the mod affects maximum level for illusion spells.
MaxPro 13 Jan, 2013 @ 6:21pm 
does magnitude in illusion affect maximum lvl? looking for a mod that makes it possible to actually use illusion again... once i got past lvl 9, most my illusion spells like calm werent strong enough even with kindred perk to affect most humanoids... as it stands, vanilla game makes illusion totally useless for me. 55 lvls and all lvl appropriate perks should be able to affect lvl 13 mobs -_-, ijs.
Kai 16 Dec, 2012 @ 4:35pm 
Well nevermind, I made my leveling script work.
Turns out there are like 3 steps to preparing it because level increase is on a entirely different table compared to normal quests.
Kai 16 Dec, 2012 @ 9:57am 
The issue is that I am not sure if the formatting for them works correctly with the values in the game itself.

That and I don't really get into the mood to open creation kit just to compile the thing.
Sam  [author] 16 Dec, 2012 @ 2:09am 
@Kai or you could just make it yourself since you seem to know how to do it. You can just make a mod yourself (I'll put a link to it in my description), or you can add me as a friend on steam, send me the esp and I'll put it in the mod and add you to the contributions. The next time just me on steam though, don't spam the comment section, even if it is with very useful advice :)
Sam  [author] 16 Dec, 2012 @ 2:05am 
@Kai that means I'll have to learn how to make scripts for Skyrim.... maybe after my finals, ok?
Kai 16 Dec, 2012 @ 12:12am 
Whenever a new level up occurs it just takes that level and value of 5 and just overwrites the buff with SetAV, if you used ModAV it's adding/subtracting to the value and won't overwrite, but combines them.
Kai 16 Dec, 2012 @ 12:11am 
Probably didn't need to get the values anyhow:

Scriptname LevelupScript

Int BuffHealth
Int BuffMagicka
Int BuffStamina

Event OnStoryIncreaseLevel(int aiNewLevel)
//Calculate buff values
BuffHealth = (aiNewLevel * 5)
BuffMagicka = (aiNewLevel * 5)
BuffStamina = (aiNewLevel * 5)
//Set buff values to actor
player.setAV Health BuffHealth
player.setAV Magicka BuffMagicka
player.setAV Stamina BuffStamina

endEvent
Kai 16 Dec, 2012 @ 12:11am 
Note that setAV is not like setbaseAV, meaning it never changes the base.

Oh right I probably should not have mixed the base health in since a 100hp now became 205...
Kai 16 Dec, 2012 @ 12:10am 
Sample script:

Scriptname LevelupScript

Int MaxHealth
Int MaxMagicka
Int MaxStamina
Int BuffHealth
Int BuffMagicka
Int BuffStamina

Event OnStoryIncreaseLevel(int aiNewLevel)
//Get the current base hp, mp, sp
MaxHealth = player.getbaseactorvalue Health
MaxMagicka = player.getbaseactorvalue Magicka
MaxMagicka = player.getbaseactorvalue Stamina
//Calculate buff values
BuffHealth = (aiNewLevel * 5) + MaxHealth
BuffMagicka = (aiNewLevel * 5) + MaxMagicka
BuffStamina = (aiNewLevel * 5) + MaxStamina
//Set buff values to actor
player.setAV Health BuffHealth
player.setAV Magicka BuffMagicka
player.setAV Stamina BuffStamina

endEvent
Kai 15 Dec, 2012 @ 11:52pm 
Or you can do this:
Event OnStoryIncreaseLevel(int aiNewLevel)
Debug.Trace("Player just reached level " + aiNewLevel)
[insert code that modifies stats and buffs here]
endEvent
Kai 15 Dec, 2012 @ 11:51pm 
Just add a check to the quest script so:
each time the player levels up, the script is turned on.
The script takes the variable that the player level is and configures the stats and buffs properly.
Then the script turns itself off afterwards.
Kai 15 Dec, 2012 @ 11:50pm 
Of course this means you gotta have players start fresh games or level up once for the mod to kick in...

aiNewLevel is only retrievable when the player levels up maybe.
Kai 15 Dec, 2012 @ 11:49pm 
http://www.creationkit.com/OnStoryIncreaseLevel_-_Quest

Parameters

aiNewLevel: The level the player just got.

Examples

Event OnStoryIncreaseLevel(int aiNewLevel)
Debug.Trace("Player just reached level " + aiNewLevel)
endEvent

If you can store the variable of aiNewLevel somewhere it can be used as a means to grant stat gain.
Kai 15 Dec, 2012 @ 11:48pm 
So when it comes to peaking, all you gotta do is use a scripted event that checks the level, no matter what peak they have with mods.
Kai 15 Dec, 2012 @ 11:47pm 
Better if level grants a +5 damage resistance point per level too to the player itself or character.
Kai 15 Dec, 2012 @ 11:47pm 
The health/magicka/stamina gain per level works well if it's a separate script that constantly reads the player's level.

It grants buffs to their health/stamina/magicka and cannot be disbelled.
Kai 15 Dec, 2012 @ 11:45pm 
So this means the script NEEDS to know where the fireball will land and adds a extra damage effect to the vicinity of it.
Kai 15 Dec, 2012 @ 11:44pm 
This means it's all scripted, and doesn't require actual modification of the spells.

When you toss fireballs, the script can tell if you are spraying or shooting projectiles, so with fireballs and firebolts, when the game character using it damages targets, it rolls random chances to do extra damage to them as a separate effect.

Fireball used -> Script runs and checks for targets hit -> Fireball hits 3 targets -> Script rolls 3 dices and if successful will inflict 'flame damage' to each target, or it can inflict a AOE effect on the point of contact on the fireball.
Kai 15 Dec, 2012 @ 11:42pm 
No maybe you can add a special effect that checks the spells being used and randomly throws a increased magic damage for a short duration.

Like a active effect of fortify destruction +150% for 1 second.
Sam  [author] 14 Dec, 2012 @ 9:15am 
@Friday the Thirteenth what do you mean by break, make them excessively op or stop working? Since i haven't put any scaling for spell range, you shouldn't see any changes in detect nor in Telekinesis, maybe throwing an item at someone with telekinesis @ lvl 100 alteretion will deal double the standard damage, and even if the range of the detect spells gets is influenced by magnitude it won't get past double normal detection range. If you find out about problems with those spells, please tell me, I'll just exclude them from the scaling effect.
Friday the Thirteenth 14 Dec, 2012 @ 8:05am 
Does this break the Detect family and Telekinesis like most of them do?
Sam  [author] 14 Dec, 2012 @ 1:50am 
By the way, does anybody knows if there is a fully working oblivion-like spell-crafting mod out there? I'd love to try it out!
Sam  [author] 14 Dec, 2012 @ 1:47am 
@Kai I actually thought about that one, it would have been cool if your health/magicka/stamina, health/magicka/stamina regen and shout recovery time could get a little bit better with each level. The problem is that the maximum level that you can reach is 81, but many never get there, so if I put the peak there it won't benefit almost anybody. Changing flames to deal % damage would mean editig the spell directly, and I don't want to do that, for compatibility reasons.
What I might be able to do is: adding critical hits to spells (but I have no idea if it's possible or not, I'll give it a try) and making the spell damage starting to scale with character level once you reach a certain point unfortunally I don't have enough end-game playing experience, to decide how to implement that, and i'll need your suggestions).
Kai 13 Dec, 2012 @ 10:01pm 
Now all we need is more leveling mods (people seem too scared to make any proper ones) that gives you additional health per level up properly (it doesn't need to be instant, even a active effect buff would do, but checks on every level up and every few seconds).