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mysty

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  1. OK, I was able to remove the magic references from the Balanced Perk Trees mod and it now appears to work with Balanced Magic. You can download it here: https://www.filedropper.com/skyrealism-balancedperktrees Disclaimer: I am not the original author of the Balanced Perk Trees mod. I have not thoroughly tested this mod, but it does load and *appears* to work as intended from a brief look at the perk trees and spells. You will still need the scripts from the original mod. This replaces the .esp file only.
  2. Hmmm... I'm at work right now, so I can't really check out Balanced Perk Trees until I get home tonight, but it looks like they change the shape of the perk tree, how many perks it has, etc. so I suspect there would likely be some issues. I'll take a look when I get home and see if there's an easy fix.
  3. Change Log ==================================================================== v3.03 -------------------------------------------------------------------- - BUG FIX: Conjuration perks now correctly affect level of undead you can reanimate. Only the novice perk was working as intended in the previous version. Thanks to mojo22 for catching this bug! - Removed the enchanting cap on Fortify Alchemy and Fortify Smithing. I wanted to help address the crafting loop exploits, but the caps were effecting people who didn't use them - Restored conjured Dragon priests to their vanilla level since it was pointed out that this is not a regular spell, but a proc from one of the Dragon masks
  4. I made another update based on some feedback on Nexus: Change Log ==================================================================== v3.02 -------------------------------------------------------------------- - Rune Master perk allows you to place 4 runes (Many thanks to Uriel24 for helping me figure out the 'Modify Max Placeable Mines' command) - Adjusted Destruction perks so that cost scales up with magnitude. Overall, low level spells got more expensive as they scale up, and high level spells got less expensive. - The Novice, Apprentice, Adept, Expert, and Master Conjuration perks cause conjured Daedra to scale in level - Conjured Dragonpriests and Dremora Lords were weakened (although they scale up to their vanilla level, but I felt they were too powerful initially)
  5. Hi guys, I have never heard of ASIS so I'm not sure how compatible it would be with Balanced Magic, but I can offer you a little insight as to how Balanced Magic works (as of version 3.01). I created two new perks, BalancedMagicCostOffset and BalancedMagicScaler, which I then added to the player actor (they are not on any perk tree, I just went into the Player Actor SpellList and added them to the other perks the player has by default). CostOffset does just that - it makes the low level spells a little more expensive and the higher level spells a little less expensive since cost no longer scales down as your skill increases. Note that NPC costs are calculated with separate gameplay settings, so if you want to apply the changes to NPCs, you'll need to adjust the NPC settings or they'll be able to spam high level spells far more often than they should! Scaler does most of the work - it handles all of the automatic skill based scaling, as well as the bonus to casting cost for unarmored magic users. As far as I can tell, NPCs use a very limited set of perks, and generally do not use the novice/apprentice/adept/expert/master perks. I used these perks for some additional scaling that players may choose to spend their perk points on, so for NPCs to get the full effect, they'll need to be added to the mage-y NPC actors. If you get everything working, I'd love to see the merged result!
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