The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Is there a way to remove novice destruction spells from level lists?
I mean like, stopping mage bandits from spawning with them.
Spells like flames, sparks, and frostbite.

These flame thrower like spells don't really blend well with the balance tunning that I'm making to this game. I'm making alot of changes centered around a sekiro parry mod, I can forgive it on dragons since they're kind of like bosses, but on normal enemies like sprigons, and bandits and forsworn. It starts to devolve the fight somewhat.
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there is.... but I wouldn't recommend it, too many of the quests have you using flames and frost... and there is always one more that you have simply forgotten about.

Just remember which spells give you the punch you need, and simply avoid the rest.
I think he means "How can i stop bandit's useung "frost".

I don't think u can, unless u open the editor an physically change the parameters, sorry dude.
Pfft Get Spellbreaker, blocks magic dam, an when u get close, bash em in da face... haaha
Last edited by worm_master; 23 Nov @ 9:02am
Originally posted by alexander_dougherty:
there is.... but I wouldn't recommend it, too many of the quests have you using flames and frost... and there is always one more that you have simply forgotten about.

Just remember which spells give you the punch you need, and simply avoid the rest.
I mean, if I want to use them. Yeah sure, I'll add the tomes with console commands. I just Want the enemies to not spawn with them.
Originally posted by The_Evil_Idiot:
Originally posted by alexander_dougherty:
there is.... but I wouldn't recommend it, too many of the quests have you using flames and frost... and there is always one more that you have simply forgotten about.

Just remember which spells give you the punch you need, and simply avoid the rest.
I mean, if I want to use them. Yeah sure, I'll add the tomes with console commands. I just Want the enemies to not spawn with them.
Oh, sorry I misunderstood.
Well you can edit the spells the various mobs have with SSEedit, but you would have to edit all of the types (I think).

At least I think it can be done that way, my knowledge of SSEedit is purely theoretical.
hawklaser 23 Nov @ 11:51am 
Originally posted by alexander_dougherty:
Oh, sorry I misunderstood.
Well you can edit the spells the various mobs have with SSEedit, but you would have to edit all of the types (I think).

At least I think it can be done that way, my knowledge of SSEedit is purely theoretical.

While I don't have the info on how to do it myself, I did see something that might be of use for the OP. A popular magic mod, Apocalypse, has in its FAQ section something related to the question. The mod itself doesn't add its spells to the enemies so it can stay compatible with as many mods as possible, and it sounded like the primary issue would have been due to the resulting large scale edited mob lists and load order potentially overwriting or conflicting with the changes.

However, the FAQ also mentioned a different mod called ASIS that could do that for people, as it gathers info from other mods and is meant to be last in the load order to add modded spells and more to enemies.

I'd imagine someone with more in depth modding knowledge could create something similar to what ASIS does, but instead of mass adding things to the enemies, do a mass removal of unwanted spells. So asking the creator of ASIS, or looking at its code might be useful in getting to the result the OP wants.

So if the OP does go through the process of removing the undesired spells, they will also need to be careful of other mods they might be using undoing the edited enemy spell lists.
Removing Flames / Frostbite / Sparks from Bandit Mage NPCs? You could do that in the editor. I'd keep it on the low-level ones, but you can remove the spell from their spell list inventory. I wouldn't forcibly remove the spells from the game or edit the base game spells, just removing the entries from lists will work with minimal impact.
am I missing the point here? why? so you want sekiro combat, what's that got to do with spellcasters casting at you? I mean enchant some armor protection, drink a potion... or are you doing for a total world changing thing here, a conversion? you want everyone to be melee/bow? you mentioned monsters like spriggans too, so no magic in the world, swords and sorcery becomes swords and swords til you run into a shouting breathy dragon?

there might be an easier way, with the programming control factions, I don't know them all but there is a lot of them, for example if you want a bard to shut up and just play, add them to the BardSingerInstrumentalOnly faction, and remove them from the BardSinger one. there could easily be a magic-blocking, no-casting faction to enforce enemy NPCs that might have ability, to draw a weapon and engage... don't know for sure, though, UESP would be the place, or just guessing with 'help' queries, if you don't wanna fire up CK/xEdit...
^ I get the idea that they want to parry a lot, but spray-type spells constantly hit and thus aren't particularly parryable.
Originally posted by toasty frosting:
^ I get the idea that they want to parry a lot, but spray-type spells constantly hit and thus aren't particularly parryable.

Need a voice line added for the various random NPC voices. "Parry this you filthy casual."
Problem is that magic is intrinsic to nirn
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