The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Balanced Magic Scaling
16 Comments
Bag Kahuna 16 Aug, 2018 @ 4:32am 
Do I need to start my character over before adding this or will it work with an existing character?
Bomjus 31 Oct, 2016 @ 8:32pm 
does this work with the other apocalypse spells? i know king of xenon below me says it breaks the longstride spell but im more curios if it works with the healing/destruction spells.
Dark Lord Xenon 1 Sep, 2016 @ 12:31pm 
When you perk Alteration tree
Dark Lord Xenon 1 Sep, 2016 @ 12:30pm 
This mod breaks Longstride in the Apocalypse spell mod, it causes it to no longer boost player movespeed or carry weight limit when casted
Pr.Jitterskull - best bug fixer 9 Oct, 2014 @ 3:25pm 
Can you please teach me how to do this?
neilbert1 29 Jun, 2014 @ 9:05am 
I do think that the Dragonhide spell (the Master Alteration spell) could benefit from an increased duration, as the standard 30 seconds it has for duration make it almost unusuable in a practical way.
Cleric 19 Feb, 2013 @ 1:17pm 
The only thing I would request is the conjuration perks adding more controllable minions at each perk level, and twin souls being a multiplier. I would like to request to do this (for my own personal use).
neilbert1 28 Sep, 2012 @ 12:42pm 
Well, the fact that I also had the Restoration magic Necromage perk didn't hurt either. That being said, your mod was definitely what pushed it over the top!! :)
Patriarch  [author] 28 Sep, 2012 @ 10:49am 
@neilbert1: lol, thats pretty awesome. Double damage from my mod at that level + weakness to fire for Harkon being a vampire = vampire dust.
neilbert1 27 Sep, 2012 @ 8:29am 
Your mod is really powerful at the highest levels - my character has a 100 in destruction magic and novice through master in destruction perks as well - she took out Lord Harkon in one (dual-handed) incineration blast and crashed the game - COOL!!! :) (not bad for a NORD wzard - well Skuld is the arch-mage after all). Don't worry - I reloaded the game and she beat Harkon with fire bolts instead (I guess you have to let him use the red force-field globe and use Ariel's bow to bring it down at least once before you kill him, or it crashes the game!) No more wimpy magic here!
Patriarch  [author] 25 Sep, 2012 @ 7:55pm 
@ TyanColte: Unfortunately the destruction magic portion of my mod would conflict, however if that mod is loaded after this one it is feasible to say that the destruction from that one would work while the other schools of this mod work, Those destruction files should override mine here. That is in theory of course. Haven't tested it myself but your free to mess around with it.

@ nellbert and M7a3t5: Thanks for the support. I have been playing with it myself and would agree that it does improve the feel of magic quite a bit.
[ΩΓ] TyanColte 25 Sep, 2012 @ 12:11am 
Would your mod be compatible with this mod here? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=10807&searchtext=destruction+magic I would like to use them both together and add them to my collection i will be making for Skyrim soon. Thanks.
neilbert1 22 Sep, 2012 @ 6:00am 
I like your system quite a bit - it makes magic significantly better without going overboard, and doesn't change the overall game experience (I like my Skyrim vanilla flavored). I'm very happy with this mod so far!
Lutin de Dieu 20 Sep, 2012 @ 9:53pm 
Yeah looks nice! It's tough to ballance the system perfectly, but i like what you've done! I made a mod for myself that changed telekensis so that it's very cheap as well as detect life because I think those are basic, easy spells that any wizard should know.
Patriarch  [author] 18 Sep, 2012 @ 3:17pm 
Thanks. Glad you like it
estigma.pk 18 Sep, 2012 @ 2:56am 
good job