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I'd prefer the ability to change how much I charged a spell, rather like Shouts, so that I could cast at one of three basic levels, achieving the higher-level one when I happened to get enough mana to cast it, but still having access to the lower-level ones should I not want to use that much mana or not need to charge it that thoroughly.
Spells increase in cost quite quickly, and with no cost reduction, that's just the fate of this mod. The only hope is to have a new mod made that is inspired by this one but fixes the problems this one has.
Yes, it's normal for your spell's cost to go up faster than your magicka, and Firebolt is more powerful than Fireball, and cost reduction enchantments don't work. I've tried finding other mods to fix that cost reduction issue, and they won't work. This mod changes spells to the point that they ignore cost reduction.
I don't know if these are bugs compared to the intended design, but I can assure you they aren't bugs on your end. It's just how the mod is. Considering mod creator won't reply and that people have been talking about these bugs for 6 months without an update, I think it's safe to assume the creator has abandoned the mod, and you'll have to accept that this mod is intended for early and mid-game play ONLY, as by endgame, this mod breaks things too many things that make it almost unplayable.
Thats really sad, because I decide to play with this mod on completly new, fresh character and after 28 levels on new character (dedicated to play on mods as mage... after playing as other, mainly destruction focused mage what I leveled on vanila game into 78 level), I found out one of mods does affect armor enchantments... so they didn't work (only cost reduction spells ones).
C'mon! I wanted make my 100% less costs on magica armor again (with mods for new spells and with new enchanting tree - much more interesting in my opinion).
But for author of this mod:
That mod does give me a lot of fun. I like how summoning creatures is now more balanced (even if quite costly... I was able to summon my first creature on quite high level (I think around 15-8 with this mod).
But this bug with cost reduction enchantments... thats really sad it did't work like it should...
I hope this will be fixed soon.
Dual casting some spells (firebolt) will be unavailable at a certain mana level, but when actually consuming mana it doesnt consume enough.
Also, I think the interaction with magic stafffs is broken, they seem to go out of charge REALLY quick (2,3 hits)
I have the Thieves set and a Charmed Necklace, the The Thieves Guild Armor is giving 1160 of Carry Weight, while the Charmed Necklace is giving 1450. Aswell as the other pieces of gear are giving 870% Prices, Pickpocket and and Lockpicking bonus.
which deal 27 Damage/sec for 35 mana/sec. im certain this is not intentional lol
...also, can you start a bug topic or somthing? comments section is typically nonsensical.)