With subsequent characters I had to restrain myself and use only 50% chameleon max. Anything involving stealth was a cakewalk after that. I mean, in Oblivion for instance I had a thief character whom I broke by creating a 100% chameleon suit. a magic in the other, such as Spellsword, Battle Mage or Mystic Knight. Speaking of chameleon, it was insanely powerful in Morrowind and Oblivion, so I understand why they scrapped it. Well, the Forests of Skyrim mod, highly customizable and gives the game a new. Hmm, maybe a frenzying lightning spell next.? Or fire combined with turn undead for a special Dawnguard treat? Destruction and Illusion seem to go together well, in any case. Too bad, but at least with the mod there's still quite a few devious combinations to try even with the vanilla Skyrim spell effects. No burden effect exists in Skyrim nor many others you mention either. As for the slowing spell, I tried to add that effect to a lightning spell, but I forgot that the effect doesn't affect NPCs, so it was wasted effort. The mod I have works fine, but is a bit clunky to use. But yeah, the lack of vanilla spellmaking is a big drawback. PS4, N64 and Switch) The Cheat Room mod uses a spell to get in and out. At least the rainbow nuke is doable with the mod (only the poison effect lacks). 0This is making the mod even more stable, it seems Bethesda is getting annoyed. Well, not that much offtopic, since spellmaking should have been a part of vanilla Skyrim.
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