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Found 25 results

  1. skyrim se

    Version 1.0.0

    2 downloads

    This mod adds craftable dwemer light sources.Their origin is unknown, though some say that wisps were invented by legendary dwemer magecrafter Kagrenac.
  2. magic

    Version 1.6.12.5

    9 downloads

    \[ - Arcane Utilities - ]/ Formerly Rare Magic Wares Merchant A mod by Dane Clarke. ---------------- Important Announcements: 1. Development for my mods has resumed. Expect v1.6.13 to be released soon. v1.6.13 will instead combine most the changes meant to be included with itself, v1.6.14 and v1.6.15 - meaning that it will be 1 large update, instead of 3 small to medium sized ones. 2. PikachunoTM's interview with me has been scrapped, for now. A lot of stuff has happened on both of our ends, and we decided the best course of action is to re-do it at some point. Current Mod Version Release: v1.6.12.5 has been released. This update makes readme changes, fixes many issues with text, rebalances Indomitable vitality, makes a few other miscellaneous changes, has been cleaned with MEE in addition to tes3cmd. For full details, check the bottom of this mod page. I was unable to upload it to here due to me not being able to access the TES Alliance website, but the issue has passed now. Upcoming Mod Version Release: N/A for now. Mod Delay Notice: v1.6.13 has been delayed due to disorganization and stress over the moving process. I'll release it whenever I'm able to. Mod Article Notes: N/A for now. Other Mod Notes: New screenshots have recently been uploaded. The purpose of these screenshots are to give you an idea of what this mod contains. There are also a few, old preview screenshots for the v1.6.12 update. New preview screenshots for the items added in v1.6.12 have been uploaded. I was originally going to post changelogs a few days in advance for future updates. However, the changes I posted on here for an update, and the changes I wound up making when the update came around proved to be quite different. In the future, I will just be posting general "what to expect" type changes for updates. Due to circumstances beyond my control, the previous 'Future Plans' article for my mod has been deleted. I have rewrote some of it (up to v1.7s release information). I apologize for the inconvenience, and I hope this doesn't occur again. Mod Description: Formerly known as 'Rare Magic Wares Merchant,' This mod will introduce many new items to the game in a variety of ways, be it through an NPC, static placement, or levelled lists. Magic users of all types can enjoy new scrolls, spells, jewelry, staves, and potions to aid them in whatever situation they're called upon for. More adventurous types can also get books from small quests that will lead you to very powerful items, as well as finding 2 very powerful enemies who will be a tough challenge, but with the rewards to match. As there's quite a bunch of things to discuss with this mod, the readme has been redone with detailed explanations as to what this mod offers. You can view it in the appropriate tab on the mod page. --- Mod Permissions: As before, you may do what you wish with this mod, but credit me. Mod Credits: PikachunoTM, for aiding with bug fixes, grammar, and ideas. ----------------
  3. Is there a hard-coded limit of one power per race in Skyrim? It just doesn't make sense that nobody has any abilities that differentiate them from everyone else. (Why, for instance, is an Argonian unable to fight underwater?)
  4. Version 1.0

    10 downloads

    Push Dead Spell by glowplug (aka krahvaal) A Lesser Power Touch Spell for pushing dead actors out of view...or just for fun. Requires a short quest in order to locate it. Credits: Syscrusher for how to do the scripting and suggestions including this standalone mod. Side's Sails for the trig z angle solution. This is a spin off from part of a quest in Nagasteim (WIP). That quest requires stealth but if caught we have to dispatch the observers then throw their bodies off the wharf/boat before the next patrol. There's probably something like this in one of the spell collection mods but I did not find it. The spell automatically levels up with Mysticism as per Novice, Apprentice and so on. If it triggers the Mysticism Leveling dialogue you may not get to see the spell Level up message. Note: Telekinesis is just there for the menu/hud icon but is inactive. Requirements: OBSE v0021 and whatever it requires (it could work on earlier but that is what I used at the time). Known Issues: Problem - An actor hung mid air and out of reach once. Solution - I went out of and back into that cell and he dropped to the ground. Problem - stops working Solutions - change spell and back, aim at different part such as head, move or change angle. Installation: Manual: 1. Extract kvPushDeadMod1.bsa and kvPushDeadMod1.esp to the ..\Oblivion\Data folder. 2. Start Oblivion then select Data Files from the splash screen then tick kvPushDeadMod1.esp Automatic: whatever you normally install 7Zip mods with. Load order should not matter for most things as it makes no changes to Oblivion.esm objects. If you have Oblivion Character Overhaul it will need to load after this for the quest bandits to look right. Instructions: Load your desired/latest save then the mod will add a Scroll called "Push Dead Quest". Select and cast it then go find the "Tomb: Push Dead". Note: The first spell used on Glarthir, Grim Presence, is not part of the Push Dead mod...
  5. Version 2014-Nov-30

    7 downloads

    GQ Research version: 2014-Nov-30 Requires Dawnguard and Dragonborn http://gq-game-mods.blogspot.com/2014/12/skyrim-mod-gq-research.html Adds an Armor item that lets you conduct research in the Magick skills. The resulting Research Papers can then be crafted into various items. The basic options are: Destroy item for [Res]earch - Opens a container. Items put in are checked against research lists. Valid items are destroyed and Research Papers given to the player. The rate is 1 paper per 10gp value rounded down. All other items are left in the container and can be retrieved at any time. Use [Alc]hemy Research for special ingredients - Trade Alchemy Research Papers for XP or to make special 1-effect ingredients. Learn or Scribe Spells - Trade Alchemy Research Papers for XP, learn new spells, or scribe Spell Tomes or Scrolls for spells that are already known. Learning and Scribing require 1 Roll of Paper, 1 Quill, and 1 Inkwell. Manipulate Soul Gems and Staves with [Ench]anting Skill Alchemical Essences "Alchemy Research" also includes an unspecified amount of reagents, which are used in various functions for Alchemy Research. Alchemy Research can be traded for Essences and Catalysts, which are ingredients that have thematic alchemical effects at 3x the magnitude of typical ingredients. Learning Spells This simulates the player researching knowledge of a spell from scratch. Spells of up to Master level can be researched but the effective cost is quite high. To learn a spell, prerequisite spells (if any) must be known. These are typically lesser versions of the spell (e.g., Ironflesh requires knowledge of Stoneflesh and Oakflesh) Craft the Spell Tome with 1 Roll of Paper, 1 Quill, and 1 Inkwell, and a number of Research Papers equal to the base magicka cost of the spell (with some exceptions). Poisoned Rune is learned through Alchemy with the Poisoner perk. Some spells can be further researched into a Lesser Power version, typically with half duration (if applicable). Manipulating Soul Gems (Enchanting Research) Soul Gem Fragments can be converted into Petty Soul Gems by first standardizing them into a single type of Soul Gem Fragment Empty soul gems can be merged into higher-level soul gems. Grand Soul Gems can be converted into Black Soul Gems if you have Malyn Varen's Grimoire. Soul gems can be filled (or re-filled, in the case of player-filled soul gems) to maximum with Conjuration Research and Conjuration spells. Except Petty Soul Gems, player must have expertise in Conjuration. Pre-filled soul gems can be emptied and the magicka contained used for Enchanting experiments and research. The player must have the Soul Squeezer Perk. Otherwise, gems can be used for research using the Destroy item for Research option. Publishing Research Accumulated Research Papers can be compiled into a book for "publication" (i.e., sale). Creating this Research Folio through one of the Research stations gives you XP toward that magic skill. Staffs Staffs can be disenchanted into Empty Staves through Enchanting Research. Transmutation Alchemy Research can be used in ALTERATION Research along with the Transmute spell and (sometimes) specific perks to transmute ordinary items into different types of ingots and weapon/armor crafting parts. [iNSTALLATION] .ESP, .BSA, and .BSL files go into the Data directory. To get the Research item, first find the ID using console command help "[Research]" 4 Use the console to add it to the player: "player.additem <id> 1" Hotkey the item and equip it that way to access the research menu. === NOTES For a Lesser Power to cost magicka, the Charge Time must be 0.0 instead of autocalculated. This is the same setting as the Casting Time under Spellmaking in the MGEF for the spell. Magicka costs for Lesser Powers are not affected by the character's skill. Normally, magicka cost decreases to slightly less than 60% normal at 100 skill. Increasing the magnitude on INGRedients relative to the default value proportionally increases magnitude in a potion. Increasing duration proportionately increases gold piece value.
  6. Version Latest

    99 downloads

    Iron Man, Warmachine and Rescue in Skyrim with fully customizable parts for male and female characters. Followers There are 3 new followers in game located just before you enter Riverwood on the path. Iron Man (a.k.a. Tony Stark) Warmachine (a.k.a. Rhodey) He will have all 3 suits in 41 pieces in his inventory for the player to pick and choose from. Rescue (a.k.a. Pepper Potts) Armors Each armor has a unique look and are taken by unused slots in the Creation Kit Arc Reactors Shoulder pads Torso plates Leg and Arm Armors Face Masks Helmets Boots Gauntlets Under Cloth protection for male and female models (this is for clipping on the suits) Upper Chest pieces Closed back flaps Mini Gun and Rocket launcher Pelvic plates Arc reactor technology let's Iron Man and his team use a high powered laser that projects from the hands and chest. Each follower and the new Human race have these abilities Arc hand beams Arc chest beam Arc repulsor beam New race Humans from Earth Technology finally threw Tony and friends into the heart of Skyrim. Enjoy Stark tech I added a Tony Stark Preset he will be on the end on the male preset list and he has his signature chest piece a pair of casual shoes and blue jeans with a black shirt as default of him when you start a new game. Tools Used 3DS Max Nifscope Gimp Creation Kit Credits Kryptonian MurdermeisteR Cordelephant Special Thanks Marvel Universe Stan Lee Robert Downey Jr. Remember to give a thumbs up
  7. Hey everyone Just wanted to start a new topic on the not so ordinary things which I have been working on such as Comic Book and Movie Related Content. I am going to start a Customizable IronMan as my next mod on this site. If you would like me to bring some of my other work here just leave the request on this topic page. I have Terminator, Star Wars, Highlander, Superman, Krull, Underworld, Ninja Gaiden, Asgardian Race (Thor), and Blade (the day walker) so far that is. I will also be streaming live occasionally from http://www.twitch.tv/kalthekryptonian on anything from making new mods to tutorials and tips for new modders. Also if anyone needs to reach me message me here or Steam.
  8. Version 3.666

    109 downloads

    Hey there, and welcome to my mod Aaaand another mod from yours truly. 11 brutal greatswords, to be crafted at any forge under the orcish section. All are craftable, temperable and enchantable. Lore friendly and ballanced. All as usual. I made those to have a fitting weapon to switch between mage-style ranged-combat and going close-combat with heavy enchanted weapons. The designs are very similar, and the different textures are very nice fitting with the right enchantments. Have some fun
  9. Version

    58 downloads

    ============================= - WHAT IS THIS MOD - ============================= This mod adds 6 Destruction Spells (3 deploys, 3 triggers) to the player, all of which functions with "Destructo Balls" (which are basically projectiles). All damage output (excluding fall damage) can be set in-game with an options spell. ============================= - THE SPELLS - ============================= Destructo Launch: Deploy a fast moving Destructo Ball. Will knock back and damage targets on hit. Destructo Scatter: Continuously deploy slow moving Destructo Balls. Will damage targets on hit. Destructo Set: Continuously set Destructo Balls at your position. Destructo Trigger Discharge: Will find all Destructo Balls and explode them, damaging adjacent targets. Ideally used with Set or to clear all deployed Destructo Balls. Destructo Trigger Mega Ball: finds the nearest Destructo Ball to create a Mega Ball, which sucks in and damages targets within a 300 ft radius. Will explode at the end (or at recast), dealing explosive damage. Nearest DB priority: Launch > Set > Scatter . Ideally used with Launch or Set for combos. Destructo Trigger Onslaught: Targets aimed at by the crosshair will get hit by all deployed Destructo Balls at a high velocity. Ideally used with Scatter or Set for combos. Destruco Balls - Options: Brings up an options menu to set damage output for all spells. I will probably work on a cost options later on. If you are creation kit savvy, you can set the cost of all 6 spells. They are spell items labeled "__DBLaunch", "__DBScatter", "__DBSet", "__DBTriggerDischarge", "__DBTriggerMegaBall", and "__DBTriggerOnslaught". Just type "__" two underscores in the filter of the object window to quickly find them. Open the spell item, untick "Auto-Calculate", and set the cost to whatever you want. Keep in mind that these spells are destruction magic, so things like destruction perks will affect the cost (cost in-game will be less than what you set in the CK if you have the perks). ============================= - HOW TO LEARN THE SPELLS - ============================= All 6 spells + the options spell are learned via reading a book (all or separate). The books can be bought from these vendors: - Belethor's General Goods in Whiterun - Farengar Secret-Fire in Dragonsreach in Whiterun - Riverwood Trader in Riverwood Or you can manually add the book or spells via console by typing [ help destructo ] which should give you 7 SPEL items and 8 BOOK items with the "Destructo" names. Use the commands player.additem or player.addspell Alternative download links: http://steamcommunity.com/sharedfiles/filedetails/?id=197287508 http://www.loverslab.com/topic/25090-destructo-balls/ http://tesalliance.org/forums/index.php?/files/file/1650-destructo-balls/
  10. Question- is there any way to make spells cast from ambush count as sneak attacks?
  11. Version 1.0

    53 downloads

    http://www.youtube.com/watch?v=ETyBCfH1nE4 ABOUT If I could describe Skyrim's magic sounds in one word, it would be this: thin. How are you supposed to feel like a badass sorcerer when it sounds like you're in the kitchen cooking dinner? This mod overhauls the casting sounds for several of the spell schools. Alteration, Illusion, Restoration and Conjuration have been focused on so far. I feel that the destruction sounds aren't in as dire need of attention, but they may be looked on in the future if I feel I can improve them substantially. All of the new sounds are high fidelity. This really shouldn't be a bullet point, but far too often I find that mods containing custom sounds have sample rates as low as 11khz or even worse, high noise floors, plenty of clipping, very audible aliasing artifacts, etc. These are all clean sounding in 44khz 16-bit stereo! MANUAL INSTALL Extract into Skyrim/Data, overwrite when prompted, enable Immersive Sounds - Magic.esp MANUAL UNINSTALL Disable/remove .esp, then remove the relevant sub-folders within Data/sound/fx/mag/ (if you're unsure, just refer to the .zip you extracted them from) COMPATIBILITY This mod overrides vanilla sound files and alters some Sound Descriptors to enable stereo playback. It is best to assume it will conflict with any mods that add similar changes. These aspects are mostly only changed by sound mods and should pose no problems at all with gameplay mods. If you have some other specific preferences for sounds, it is best to install them after this one, and any .esp should be loaded after Immersive Sounds in the Load Order. FUTURE PLANS This mod is the first part of a planned series, hence "Immersive Sounds". Melee combat, archery, and world interactions (doors, item looting, etc) are on the way. I also plan to update the Magic module with more changes, for example adding unique sounds to the cornerstone Illusion spells such as Fury or Fear (currently using the Firebolt sounds in vanilla). This requires more in-depth editing to spells though which may conflict with popular magic/gameplay mods such as SkyRe, so compatibility solutions must be taken into account. There are no gameplay mod conflicts in the current version!
  12. Version 1.0

    25 downloads

    Requires Skyrim, Dwanguard I didn't like the blotted over large double up of a circlet that is the normal Aetherial Crown so I made one for myself, I decided to release it as a standalone for those who did not want the mask circlets As I'm very green at 3D Max I sure there's room for others to do better given these are my first efforts
  13. Version 6.0

    35 downloads

    Requires Skyrim, Dawnguard and Dragonborn DragonBorn Circlets is my very first attempt at 3D Max and I made some circlets with the dragon masks on them, one for each mask with the standard enchant so one can wear a circlet and get the effect of the mask and you will see a small mask center of the circlet, this resource is mainly for those modders making replacements for masks. to be clear this is NOT a replacer, when you deal to that uber Priest you get the mask and you should also get the circlet with the same enchant as the mask. I didn't like the blotted over large double up of a circlet that is the normal Aetherial Crown so I made one for myself, it has be released in the "Dragon Priest DragonBorn Circlets". there are some other misc circlets I left in the mod people will love or hate ToDo I have a script to use and want to do a PlayerAlias script to have the circlets added to the PC's inventory when the kill the Priest but I have no idea how to do this and will release that when I learn how without CTD'ing CK, I just find scripting so hard to get my head round
  14. I am trying to make a series of spells focused around sun damage. I have taken the fireball spell and duplicated it. I took it's visual spell (FireDamageFFAimedArea) and changed the casting sounds to those of restoration and the projectile has been changed to the turn undead one. Originally i never touched the explosion itself or the impact data, so the explosion should be working fine. i had applied a powerful turn undead effect to it, which took priority visuals, so i removed it. when it was there it looked like the wave form of turn undead, and now it is just the bolt, but i changed the explosion to the turn undead explosion. no explosion happened when i tested it. I changed it back and i dont get an explosion now either. Can anyone help me with getting the explosion visual to work? preferably i would like the turn undead one, but fireball will do fine too...
  15. So I'm working on a script that is supposed to resemble the bound armor in TESIV. The variant that I'm having trouble with is one designed solely for NPCs. The goal is to have the spell trigger when the NPC goes into combat, and have it automatically dispel when he dies or leaves combat. I have just about everything sorted out, but I don't know how to have the "EquipItem" function reference the actor that the script is attached to. Here's what I have so far: Scriptname VHBoundArmorMythicDawnDeathDispel extends ObjectReference ;Begin Bound Armour list Armor Property Helmet Auto Armor Property chest Auto Armor Property boots Auto Armor Property Hands Auto ;End Bound Armour list ;Begin Regular Clothes list Armor Property Robe Auto Armor Property RobeBoots Auto Armor Property RobeHands Auto ;End Bound Armor list Message Property FailedEquip Auto Int Property Worked Auto SPELL Property ThisSpell Auto Event OnCombatStateChanged(Actor akTarget, int aeCombatState) if (aeCombatState == 1) SELF.AddItem(Helmet) ;SELF.EquipItem(Helmet) SELF.AddItem(chest) ;SELF.EquipItem(chest) SELF.AddItem(boots) ;SELF.EquipItem(boots) SELF.AddItem(Hands) ;SELF.EquipItem(Hands) SELF.RemoveItem(Robe) elseif (aeCombatState == 0) ;Put the same things as in "OnDying" in this area once bugs worked out else endif endEvent ;====================================================== ;The functions that have the semicolons are the ones that aren't working. Since they couldn't work, I nulled them for the time being ;so that the script could compile as-is. I'm wanting the person that this script is attached to to equip the items in those ;circumstances. ;====================================================== Event OnDying(Actor akTarget, Actor akCaster) SELF.RemoveItem(Helmet) SELF.RemoveItem(chest) SELF.RemoveItem(boots) SELF.RemoveItem(Hands) SELF.AddItem(Robe) ;EquipItem(Robe) ;EquipItem(RobeHands) ;EquipItem(RobeBoots) endEvent
  16. Alright, i'm making a small magic mod for personal use, and so far, i have a summonable set of armor and weapon for the pc when he/she reaches level 2, permenant bound until sword is unequipped (not sheathed). What i would like to do next is a little beyond my capability at the moment. I want to make a summonable dagger that gives you a spell that leaves a marker you can teleport too, . Furthermore, when the dagger is uneqquiped (not sheathed, removed from player, only shown in inventory) you lose the dagger and the teleport spell, but not the summon spell. Can anyone give me a few pointers or a good link? If you want in on the mod (not that you couldn't make it yourself if you intend to help), i can upload the esp, but i use a few models/textures that aren't my own, so i couldn't include them.
  17. Hello! This one has a burning question. Namely, can Skyrim be modded so that the Healing Hands spell will damage undead foes? How would this be done, by modifying the creatures directly or by editing the spell? Tiger
  18. From the album JB's Screenies

    This is my first ever play through as a magic-only player. The first dozen or so levels were rough. Altmer Dax
  19. TESAlliance Download Link The goal of this mod is to enhance the fun and usefulness of some of the less popular dragon shouts. The damage dealt by Fire Breath and Frost Breath has been significantly increased, and many of the shouts have been tweaked in various ways. Now you can engage in a battle of the Thu'um with the deadliest dragons of Skyrim. In particular, it seemed if the player goes through the effort to find and unlock the third word of any dragon shout, it should be both fun and useful. Accordingly, the third words of shouts such as Kyne's Peace, Aura Whisper, Dismay, Elemental Fury and Throw Voice include new secondary effects, such as a summoned decoy at the target location for Throw Voice and a boost to Sneak and Pickpocket for the third word of Aura Whisper. This is still a work in progress, and your assistance in providing any feedback regarding the balance of the enhanced shouts would be greatly appreciated. This mod is also available on Steam Workshop: http://steamcommunit...ls/?id=91838362 Skyrim Nexus: http://skyrim.nexusmods.com/mods/23137 **************************************************************************************** Please see below an outline of all of the changes included in this mod. ****************************************************************************************
  20. I've made it so that the vampire lord spell "Drain Life" (the red ball with splash damage) is usable as a spell in normal form. but to give it a twist, i added an perk on it that makes it so when you charge it, you also loose health, essentially a blood magic spell. so here's my problem, if i equip the spell on one hand and then have a different spell on the other, that spell will also reduce health when active. any ways to tell the game that if it's not the right spell then no damage on charge/use? I've tried a number of things. currently the last thing i tried was to make a perk and then add it to the absorb spell under casting perk then in the perk i added iscasting and spellhascurrentcastingperk to the conditions. then i added under perk entries the ability which is a constant one that drain the health from the player. so if the spell is charging the perk will active and deal damage to the player, but if the spell is equipped and the other hand has a different spell and it's casting then the same result will happen. so i also tried some papyrus, altho my knowledge of papyrus is very little. Scriptname ScriptIsCastingSpell extends ActiveMagicEffect Actor property SelfRef auto ;the caster/player Spell property Spell01 auto ;the main absorb spell Spell property Spell02 auto ;the health damage effect to add EVENT OnEffectStart(Actor Target, Actor Caster) SelfRef = Caster If SelfRef.IsCasting(Spell01) == True ;if absorb spell is casting, altho i think if this worked then i would get the same problem as before ;since "iscasting" just notices what the player has equipped, but not if it's the right thing he's casting. If True Spell02.Cast(SelfRef, SelfRef) ;(target, source) ;then cast damage health on caster/player else endif endif endEVENT i know the script is wrong, i don't know how to make it work, i have tried searching for a iscasting on hand condition, but i couldn't find any. So after all that trying i came here as a last resort, since i have noticed that people on here are really helpfull.
  21. Version 1.2

    69 downloads

    ======================= UPDATE 1.2 Nov 28, 2012 Quest updates: In order to begin A Trace of Aetherium:
  22. Version 0.4

    195 downloads

    This mods adds a flyable broomstick and a levitation spell. You can fly around everywhere with it and it will not clip into the terrain. It can also be used as a weapon, shooting deadly bolts of lighting. You must fight a witch in Alchemist's Shack, a small wooden shack located between Haemar's Shame and Ivarstead. You can also craft the broom with one Broom and 3 Grand Soulgems. You can find the spelltome for the levitation near Rannveig's Fast, ancient Nordic tomb, in the southern mountains of Hjaalmarch. HOW TO USE Drop the broom to make it rideable. Steer with your mouse and keyboard, if works as any ordinary horse, look up and down to travel up and down. INSTALLING - Install as any ordinary mod, dump all files inside skyrim/data & activate rideable-broom.esp. - Travel to Alchemist's Shack and kill the witch carring the broom or craft it. - Travel to Rannveig's Fast and find the spelltome. VIDEOS More videos at the Steam and Skyrim Nexus page. If you only want the levitation spell try Levitate - A Morrowind Spell for Skyrim by Daiyus - http://skyrim.nexusmods.com/mods/26638 KNOWN BUGS - Do not use the levitation spell and the broom at the same time, this WILL cause bugs. - Creatures and clutters near the broomstick might be influenced by it's strong magic field and behave weird. - The broom thinks he is a horse so he makes horse sounds. - Sometimes it's a bit hard to take of, look up in the sky and run with your broomstick! - It might be possible for the broom to conflict with some clothes. - You can use the broom to access areas you should not be able to access. LINKS http://skyrim.nexusm...com/mods/19069/ http://steamcommunit...ls/?id=77618317 CREDITS All credits to J3X for creating this mod. Drop me a message at jex_ mus [at] hotmail [dot] com if you want anything. Or contact me at SkyrimNexus as J3X.
  23. Version 0.1

    23 downloads

    THIS MOD WILL NOT WORK WITHOUT THE SKYRIM SCRIPT EXTENDER (SKSE) Get it here -> skse.silverlock.org FEATURES This mod adds two new spells you can get by fighting a group of Liches in Ragnvald, north of Markarth. Unspontaneous Combustion which makes targets explodes on death, leaving only an ashpile left. Exposing Wind which drains stamina and has a chance of blowing of armors and clothes. If you want the Liches in this mod as summons get my Summon Skeletal Horde mod: http://steamcommunity.com/sharedfiles/filedetails/?id=11363 http://skyrim.nexusmods.com/mods/9583 INSTALLING Install as any ordinary mod, dump all files inside skyrim/data & activate Unspontaneous-combustion.esp. Travel to Ragnvald, north of Markarth. Fight a bunch of Liches and their immortal boss. KNOWN BUGS This mod can maybe disrobe a NPC of some clothing that was not meant for disrobing. HINT: Cast Exposing Wind on the Lich boss to disrobe him of his Robe of Immortality. CREDITS All credits to J3X for creating this mod. Drop me a message at jex_ mus [at] hotmail [dot] com if you want anything. Or contact me at SkyrimNexus as J3X.
  24. Version 0.5

    59 downloads

    FEATURES This mod adds a new spell; Summon Skeletal Horde. It summons up to 15 minions that you can control in a Overlord:ish style. Three different minions; Warriors, Archers and Lesser Liches. You can now toggle between aggressive and passive minions. Minions are aggressive per default. Charge command: Makes your minions charge towards the selected location, fighting any enemies they may encounter. They will also loot any weapons they can find to make them stronger. You send away minions one by one, hold to send away more. Return command: Your minions will return and follow you. Your minions return one by one, hold to return more. Your minions will follow you in a half circle formation. You can unsummon your minions. Your skeletal minions are now affected by perks (Dark Souls). Warriors and archers can be equipped with shields and weapons, liches can use staves. Maximum number of skeletons (Warriors / Archers / Liches / summons per cast): Novice Conjuration 2 / 1 / 0 / 1 Apprentice Conjuration 4 / 2 / 0 / 2 Adept Conjuration 5 / 3 / 1 / 3 Expert Conjuration 6 / 4 / 2 / 4 Master Conjuration 7 / 5 / 3 / 5 INSTALLING Install as any ordinary mod, dump all files inside skyrim/data & activate SummonSkeletalHorde.esp. Travel to Skytemple Ruins, directly north of the College of Winterhold. Fight a Skeletal Wizard that carries the spell book. UPGRADING Yes, I know this is much work, but I got no idea of how to force the game to reset the quest scripts without it. Only need to do this is you have played this mod before 0.5 with your saved game. Disable SummonSkeletalHorde.esp. Delete files inside "...\skyrim\Data\": SummonSkeletalHorde.bsa SummonSkeletalHorde.bsl SummonSkeletalHorde.ckm SummonSkeletalHorde.esp Load a saved game. Save the game. Install the new version of this mod. Load your saved game and play. MIRRORS http://steamcommunit...tails/?id=11363 http://skyrim.nexusmods.com/mods/9583 KNOWN BUGS The fallen skeletons have no raise animation. They will simply stand up when you raise them. Skeletons will sometimes, when you raise them instantly, 'walk around' while lying down. Your minions are quite slow to react and don't like walking in formations, I blame the creepy Skyrim AI and path finding. CREDITS All credits to J3X for creating this mod. Drop me a message at jex_ mus [at] hotmail [dot] com if you want anything. Or contact me at SkyrimNexus as J3X.
  25. Version 0.1

    43 downloads

    Decapitation Spell & Raise Skull Minions 0.1 by J3X FEATURES This mod adds two new spells; one that decapitates the target on death and tears away their skull. The other spell lets you raise any skull into a minion that will fight for during 60 seconds. You can have any number of skull minions. INSTALLING Install as any ordinary mod, dump all files inside skyrim/data. Travel to Fellglow Keep east-northeast of Whiterun and fight Henry the Headless. MIRRORS http://steamcommunity.com/sharedfiles/filedetails/?id=75361864 http://skyrim.nexusmods.com/mods/18277 KNOWN BUGS The decapitate effects visuals are a bit to much visual. Your skull minions have no raise animation, they will simply appear over any nearby skull. Try raising the decapitated body (I don't now if this is a feature or a bug) I have not balanced the mod so much. Please let me know what you think of the spellpower and bossfight. CREDITS All credits to J3X for creating this mod. Drop me a message at jex_ mus [at] hotmail [dot] com if you want anything. Or contact me at SkyrimNexus as J3X.