Kab's Unleveled Spells
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- Posts: 72
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Re: Kab's Unleveled Spells
what's the overall impression people are getting from this mod, from early to mid-game?
is it a lot more 'difficult' or is it just more attention to detail?
is it a lot more 'difficult' or is it just more attention to detail?
- Kab the Bird Ranger
- Posts: 123
- Joined: Tue Feb 23, 2021 12:30 am
Re: Kab's Unleveled Spells
Attention Unleveled Spells users
The enchanted equipment bug has been fixed as part of DFU 0.13.2
No need to update the mod, but you have to update your game to the latest 0.13.2 preview.
No other bugs have been reported meanwhile, so it should be ready for a full playthrough!
The enchanted equipment bug has been fixed as part of DFU 0.13.2
No need to update the mod, but you have to update your game to the latest 0.13.2 preview.
No other bugs have been reported meanwhile, so it should be ready for a full playthrough!
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- Posts: 149
- Joined: Wed Aug 14, 2019 11:32 am
- Location: Russia
Re: Kab's Unleveled Spells
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Last edited by yabay on Fri Nov 05, 2021 12:35 pm, edited 1 time in total.
- Kab the Bird Ranger
- Posts: 123
- Joined: Tue Feb 23, 2021 12:30 am
Re: Kab's Unleveled Spells
Thank you for the report.
I have found that DFU handles outside doors differently, in a way that mods cannot yet change. As of now, the Open spell is always "leveled" outside of dungeons. In the save you have provided, the door has a level of 2, but your character level is 1, so it fails.
I will send a fix to DFU, hopefully it should work in the next DFU release.
I have found that DFU handles outside doors differently, in a way that mods cannot yet change. As of now, the Open spell is always "leveled" outside of dungeons. In the save you have provided, the door has a level of 2, but your character level is 1, so it fails.
I will send a fix to DFU, hopefully it should work in the next DFU release.
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- Location: Russia
Re: Kab's Unleveled Spells
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Last edited by yabay on Mon Dec 06, 2021 3:28 pm, edited 1 time in total.
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- Location: Russia
Re: Kab's Unleveled Spells
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Last edited by yabay on Tue Nov 09, 2021 11:28 pm, edited 1 time in total.
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- Posts: 149
- Joined: Wed Aug 14, 2019 11:32 am
- Location: Russia
Re: Kab's Unleveled Spells
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Last edited by yabay on Tue Nov 09, 2021 11:29 pm, edited 1 time in total.
- Kab the Bird Ranger
- Posts: 123
- Joined: Tue Feb 23, 2021 12:30 am
Re: Kab's Unleveled Spells
The duration of the Shield effect is always added as you recast it.
But the magnitude caps at the magnitude of the first Shield you cast.
So in your graph, if the initial magnitude is the magnitude of a single cast of Shield, it *should* behave as desired.
If the magnitude you show in your graph is the sum of "two or more" Shields, then it's wrong.
Overall, I don't intend to change the mechanics of the vanilla spells too much, except where character levels are involved (ex: Lock and Open).
But the magnitude caps at the magnitude of the first Shield you cast.
So in your graph, if the initial magnitude is the magnitude of a single cast of Shield, it *should* behave as desired.
If the magnitude you show in your graph is the sum of "two or more" Shields, then it's wrong.
Overall, I don't intend to change the mechanics of the vanilla spells too much, except where character levels are involved (ex: Lock and Open).
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- Posts: 149
- Joined: Wed Aug 14, 2019 11:32 am
- Location: Russia
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- Joined: Sat Nov 26, 2022 10:16 am
Re: Kab's Unleveled Spells
I really like how this mod rebalances game play through the levels! One question: will the magicka regen provided by this mod override the classmaker disadvantage ”inability to regenerate spell points”?