The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Destruction Skill Damage Scaling!
28 Comments
Pr.Jitterskull - best bug fixer 19 Jul, 2016 @ 10:13am 
Can you please tell me how you done this mod?? I wish to make a mod like that.
Maddog -HH- 15 May, 2016 @ 7:54pm 
i cant tell if it works....
Happy-Birb 17 Feb, 2015 @ 12:05pm 
can you do this for other schools of magic (restoration, conjuration, etc)
Stirling 18 Dec, 2014 @ 11:46am 
Could you increase the damage to maybe 1.5%?
George 26 Oct, 2014 @ 11:56am 
Does it also change the enemys magic?
Lazy Shiftless Bastard  [author] 30 Apr, 2014 @ 6:15pm 
I haven't actually played Skyrim in a long time and don't have it currently installed, so I can't check myself now, but if the easier adding script conflicts with something you can try using the mod without the script and adding the perk to new characters via the console as described. If that still conflicts with another mod my best wild guess is that someone named something in their mod exactly the same thing as I did. That or they made such a giant overhaul of everything that it will have lots of conflicts and errors with any mods that involve perks.
Com Truise 29 Apr, 2014 @ 2:15am 
This mod doesn't seem to be compatible with the "Invested magic" mod. People trying to overhaul the magic system will want to take that into account. The moment I touched the standing stone to activate this mod, invested magic lost its effect and I had to load a savegame made prior to the touching to make it work again.
GrammarPolice 20 Jun, 2013 @ 1:45pm 
Thank you so much. By far my favorite mod, this made skyrim playable for me again after I got utterly burned out on the less than stellar melee combat.
Hans 23 Feb, 2013 @ 8:16pm 
Is it possible to make a version that adds %2 per skill point? Maybe a little menu to choose, or a different file, whichever is easiest for you to do? It's just that at really high levels, even double damage does not cut it against giants and dragon priests and large numbers of monsters.
Dardy 6 Jun, 2012 @ 11:33pm 
will this work in conjunction with Midas Magic?
Mean Green 15 Feb, 2012 @ 10:11am 
Just wanted to let you know that I started a new character and it seems the perk was added by touching a stone (damage for flames went from 8 to 9). :D

I have the version with the script file included. Strange that it doesn't work with existing saves though.

vD
Lazy Shiftless Bastard  [author] 12 Feb, 2012 @ 7:02pm 
Versive: Sadly no. In order to add something to the character it requires running a script (this is how the main game actually adds racial spells and starting clothes). The CK apparently does not save the script properly or upload it to Steam Workshop. If touching the stones doesn't work even with the script download (which should be in the skyrim/data/scripts folder), the only way to add it is with the console commands.

As the description says, this should stack with any other scaling damage mods. The funny part is damage bonuses stack by multiplying, so if another mod also adds +100% scaling damage, that mod will multiply your damage by 2 and with max skill this mod will multiply that by 2, resulting in 4 times as much damage.

It shouldn't be too hard to do the same thing for Restoration magic, but I haven't played much with that tree and don't know how it would affect all the spells.
Versive 11 Feb, 2012 @ 3:54pm 
does this work automaticaly on a new character (i.e. without touching a stone or obtaining the script from Nexus)?
💜 Jonni 11 Feb, 2012 @ 9:00am 
Does this also scale with other scaling mods? I currently have a Magic Scaling mod, but want more!
Starcake 10 Feb, 2012 @ 6:33pm 
Hello! I really think your mod hit the sweet spot on what Destruction magic needed. No massive overhauls, just simple escaling. Do you think you could do the same for the restoration tree please? Yeah I know it's weird, but it would be nice to have escaling healing spells as well as your level up your restoration skill, which is hard to level if you don't "cheat" to bring the ranks up!

Thanks!
Mean Green 10 Feb, 2012 @ 4:21pm 
Got the script file from Nexus and it still won't work when I touch a stone for some reason. Oh well there's always the console. :) Awesome mod.

vD
Lazy Shiftless Bastard  [author] 10 Feb, 2012 @ 2:54pm 
The stone script not working seems like an odd bug. I tried deleting all my files and resaving and uploading them. If that doesn't change anything it would appear to be there's a CK quirk somewhere I don't know how to fix, since I can't seem to make the stones NOT work for myself. In that case you'll have to use the "help destructionscaling 4" command in the console and followed by player.addperk and the reference number it gave.
Mean Green 10 Feb, 2012 @ 12:04pm 
BTW I think 1%/skill level is enough - after all it means you do twice the damage att 100 skill level which I feel is plenty, especially when adding the damage perks as well. :)
Mean Green 10 Feb, 2012 @ 12:02pm 
If you want to add the perk via console first type:

help scaledestruction 0

to get the refid (first two numbers depend on the load order of mods: XX000D62), then type:

player.addperk the-refid-you-just-got

Then it works as intended. Very nice! :D

vD
ect5150 10 Feb, 2012 @ 11:49am 
I'm not seeing a difference in the damage via the menus either even when I activate a new stone.

I'm with Lord von Dobeln. The magic system doesn't need a massive overhaul. A mod along these lines is perfect. Weapon damage scales with the level, magic damage should do the same. I might even see the argument for 2% per skill level on damage. Hopefully an update will fix things?
Mean Green 10 Feb, 2012 @ 2:37am 
If I add the perk via the console it works as intended. However I do not receive the perk by touching standing stones - I have to add it via console.

I am definitely no expert in modding or the CK, but don't you have to add the perk in the script PowerShrineScript where all other spells and perks from the doomstones are added to the player for it to work? Again - definitely not an expert - just wondering. :)

Awesome mod BTW! I don't want a major overhaul of the magicka system, so this together with the 100% magicka regeneration in combat-mod is perfect.

vD
Mean Green 9 Feb, 2012 @ 11:37pm 
As I wrote I have touched standind stones - no difference. There is no effect for me at all. i still only do vanilla damage.
Lazy Shiftless Bastard  [author] 9 Feb, 2012 @ 4:04pm 
The mod effect is loaded onto the character by touching a standing stone. Before that the effect is still vanilla. After touching one it will display the increased damage in the menu.
Mean Green 9 Feb, 2012 @ 7:31am 
Can anyone else confirm that it works/doesn't work?
Mean Green 9 Feb, 2012 @ 7:30am 
Tried to uninstall and tested damage and then re-install and tested damage and for me the mod does nothing - there is no difference between damage with the mod or without it (touched standing stone after re-instaling the mod just to be sure). :(
Mean Green 9 Feb, 2012 @ 6:35am 
Hm it doesn't seem to work for me. When testing and checking target's health with console I only do the basic damage as far as I can see. I tested with my mage with Destruction 80 and nothing. And yes I have touched a standing stone. :)
Mean Green 9 Feb, 2012 @ 4:22am 
Does the game display the increased damage in the menus? I.e. Fire rune normally does 50 damage but with Destruction at 100 it does 100 so will I see 50 or 100 in the spell menu?

Trying it out now :)
Belabor 8 Feb, 2012 @ 11:05pm 
Never has destruction skills been so destructifying!