- SKYRIM SPECIAL EDITION MAGIC MOD GENERATOR
- SKYRIM SPECIAL EDITION MAGIC MOD MOD
- SKYRIM SPECIAL EDITION MAGIC MOD MODS
Unfortunately, r/skyrimmods does not allow the inclusion of screenshots whilst typing out a post, so I will upload the picture of my proof of concept to the main Skyrim subreddit and link it here in an edit shortly.ĮDIT: Here is the post with the screenshot. All I have left to do is to make the second RNG in the script, make the Wild Magic Surge effects (which will be heavily inspired by the D&D Wild Magic Surge table, with some replacements made by me for the effects that will not work in Skyrim), then tie the final RNG to those effects, and release the mod!
![skyrim special edition magic mod skyrim special edition magic mod](https://assets.rockpapershotgun.com/images/2018/10/unofficial-skyrim.jpg)
![skyrim special edition magic mod skyrim special edition magic mod](https://www.keengamer.com/wp-content/uploads/2020/01/Top-Skyrim-Cheat-Mods.jpg)
So, yeah, my proof of concept works, and I am so excited to continue working on this mod. Skyrim Special EditionThanks for watching Like and Subscribe for my channelMods list:Unofficial PatchInigoLucien. As for why I am choosing 50 instead of 20, it's because you cast spells more often in Skyrim than in D&D, since your magicka is renewable, so I feel that a 1/20 chance of having a spell go wonky is too much. I will also be increasing the RNG's pool of numbers from 1-5 to 1-50 I just keep the numbers low for testing right now.
SKYRIM SPECIAL EDITION MAGIC MOD MOD
On a 1, a message box pops up, saying "Wild Magic Surge!", and on a 2-5, a message box pops up saying "You are safe!" These message boxes will go away when the mod is complete, as they are naught but a means of testing at the moment. For now, in my current test version, I defined the RNG's minimum as a 1, and the maximum as a 5.
SKYRIM SPECIAL EDITION MAGIC MOD MODS
I have not yet implemented the Wild Magic Surges, themselves, but I have made the proof of concept to ensure the mod will work when I do. The animations file is missing - If you got problem with shield, magic cast while Many fine mods have been created for the Skyrim Legendary Edition (aka.
SKYRIM SPECIAL EDITION MAGIC MOD GENERATOR
Now that I got that summary out of the way, onto talking about my mod! I wrote a script that basically runs a random number generator with a defined minimum and a defined maximum, and if the RNG spits out a 1, then you will get a Wild Magic Surge. These surges are magical effects that can be beneficial, can be detrimental, or can even be humorous, so there are pros and cons to having Wild Magic in the sense that there is a 1/20 chance your spell will go all wonky and give you an unpredictable result, which adds a fun tension to spellcasting.
![skyrim special edition magic mod skyrim special edition magic mod](https://asset.vg247.com/skyrim_mods_mortal_wounds.jpg)
When this happens, you roll a d100 (same principle as a d20, just 100 numbers), and what you roll on the d100 determines what your Wild Magic Surge will be. So, a brief rundown of how Wild Magic works for those who do not know about how it works in D&D (those who do can skip to the next paragraph):Whenever you cast a spell with this subclass, you roll a d20 (20-sided die), and if you roll a 1, you will experience what is called a Wild Magic Surge. I am just really excited about this mod's development, so I just wanna take a moment to talk about it. So, as the title hints at, I have begun development on a Skyrim mod, which adds a Wild Magic system, not too dissimilar to that of what you would find in Dungeons and Dragons, with the Wild Magic subclass for the Sorcerer Class.