Wraith
New Member
So, I've been working on "fixing" Illusions, but I need some concept advice.
Let me start with the goal.
While I was using Illusion Spells and Perks I noticed a pattern. The spells dont scale with your character or the content your facing, in addition, there is never really a scaling to the spell themselves. For instance, Frenzy is not actually an upgrade from Fury, it's an AE version and sometimes I dont WANT to use an AE version. I'm much more inclined to use the "right tool for the job"
So then I started looking at the perks and I realized a disturbing pattern. Almost all the perks are designed to work around the innate limitation of the control spells because they are level limited, but at the same time, they dont ever push the spells far enough to remain useful.
So I started this mod.
So far I've managed to remove the "effective level" component from the Fury, Calm, and Fear lines of spells. To do so, one must purchase the 1/2 magic cost perks. So Simply having Novice Illusions will make Fury work on any enemy, but Calm and Fear are still only going to work on enemies under level 9 until you purchase the Apprentice Illusions perk.
In the process of streamlining this I basically nullified the following perks, as they are simply not useful once I removed the "effective level".
Animage, Kindred Mage, Hypnotic Gaze, Aspect of Terror, and Rage.
I replaced Animage with an effect that makes the Muffle spell also Fortify the Sneak skill. I called it "Muted Presence".
I moved Quiet Casting to Kindred Mage's spot in the tree and made Muted Presence a requirement.
Then I ran into some more difficult topics.
For the perk in between Quiet Casting and Master of the Mind, I wanted to create something that really exemplifies a "Sneak Mage" playstyle. My original plan was to make any effect that is affected by Quiet Casting not break Invisibility, but I dont know if this is even possible. So I throw it up to community, any other ideas for a high level invis affecting perk? Or even another perk that would better exemplify a sneak mage.
The middle tree of the Illusion perks is even worse than the right most one. I basically have to build all 3 over from scratch. My current ideas are....
Glory of Battle (required skill 20, required perk novice Illusions) Makes Courage, Rally, and Call to Arms more effective. I originally wanted to make this a % increase to the targets health, stamina, and magicka, but I found the creation kit didnt really want to play that way. So I figure I'd ask here. How would you Buff up Courage?
Bane of Logic (required skill 40, required perk Glory of Battle) Adds a stagger effect to Fury, Calm, and Fear when used against Dragons and Constructs since those creatures are usually immune to illusion effects. I dont think this effect is particularly hard to pull off, but I am wondering if it's a good idea?
Charm (required skill 60, required perk Bane of Logic) This is another of my more ambitious projects I think, I want to change Fury (single target only) so that instead of increasing aggression you actually make the target your ally for 60 seconds. I'm not sure if such an effect already exists or not, I tried to check Banish for a model, but the effect is....weirdly designed, and I'm not sure what I'm looking at. If anyone has suggestions (or a better idea than Charmed) I'm all ears.
Thanks!
Let me start with the goal.
While I was using Illusion Spells and Perks I noticed a pattern. The spells dont scale with your character or the content your facing, in addition, there is never really a scaling to the spell themselves. For instance, Frenzy is not actually an upgrade from Fury, it's an AE version and sometimes I dont WANT to use an AE version. I'm much more inclined to use the "right tool for the job"
So then I started looking at the perks and I realized a disturbing pattern. Almost all the perks are designed to work around the innate limitation of the control spells because they are level limited, but at the same time, they dont ever push the spells far enough to remain useful.
So I started this mod.
So far I've managed to remove the "effective level" component from the Fury, Calm, and Fear lines of spells. To do so, one must purchase the 1/2 magic cost perks. So Simply having Novice Illusions will make Fury work on any enemy, but Calm and Fear are still only going to work on enemies under level 9 until you purchase the Apprentice Illusions perk.
In the process of streamlining this I basically nullified the following perks, as they are simply not useful once I removed the "effective level".
Animage, Kindred Mage, Hypnotic Gaze, Aspect of Terror, and Rage.
I replaced Animage with an effect that makes the Muffle spell also Fortify the Sneak skill. I called it "Muted Presence".
I moved Quiet Casting to Kindred Mage's spot in the tree and made Muted Presence a requirement.
Then I ran into some more difficult topics.
For the perk in between Quiet Casting and Master of the Mind, I wanted to create something that really exemplifies a "Sneak Mage" playstyle. My original plan was to make any effect that is affected by Quiet Casting not break Invisibility, but I dont know if this is even possible. So I throw it up to community, any other ideas for a high level invis affecting perk? Or even another perk that would better exemplify a sneak mage.
The middle tree of the Illusion perks is even worse than the right most one. I basically have to build all 3 over from scratch. My current ideas are....
Glory of Battle (required skill 20, required perk novice Illusions) Makes Courage, Rally, and Call to Arms more effective. I originally wanted to make this a % increase to the targets health, stamina, and magicka, but I found the creation kit didnt really want to play that way. So I figure I'd ask here. How would you Buff up Courage?
Bane of Logic (required skill 40, required perk Glory of Battle) Adds a stagger effect to Fury, Calm, and Fear when used against Dragons and Constructs since those creatures are usually immune to illusion effects. I dont think this effect is particularly hard to pull off, but I am wondering if it's a good idea?
Charm (required skill 60, required perk Bane of Logic) This is another of my more ambitious projects I think, I want to change Fury (single target only) so that instead of increasing aggression you actually make the target your ally for 60 seconds. I'm not sure if such an effect already exists or not, I tried to check Banish for a model, but the effect is....weirdly designed, and I'm not sure what I'm looking at. If anyone has suggestions (or a better idea than Charmed) I'm all ears.
Thanks!