This is a port of the Oldrim Staff Mod - Overhaulish, for Special Edition.
I only converted it into a Special Edition mod, credits to the original author funkydiscogod please.
I tested it on Special Edition, it works fine for me. if you find a bug, tell me and I´ll have a look at it.
Also if you test it with other staff mods and it works, please let me know.
Original mod description:
So, we all know that in the vanilla game, staffs weren't viable weapons for anyone. If you used a
staff it was probably to pull out a free atronach before you shove the staff back in your inventory and grab an actual weapon. Or, if you were a mage, you had a spell in each hand so that both your utility spells and your main form of attacking both used the same resource, and never considered using a staff because you'd get no experience. Well, I tried to fix it.
So, what does this do?
This improves staffs in such a way that one might actually want to use one as a full time weapon.
I tried to roughly balance it, but there's not really any way to balance Skyrim.
I wanted each staff to be "worth" the opportunity cost of not being able
to have a shield or a weapon. There must be ~some~ reason you want to hold a staff.
All staffs now grant experience to their respective school of magic.
Destruction staffs now increase in damage 1% per level in destruction.
Destruction staffs have had damage rebalanced according to spell level (more or less).
Destruction perks that increase damage now also apply to staffs.
Destruction perks that decrease mana cost, now also increase staff damage by 20% each.
Destruction perks that require low health, now also apply to staffs.
Conjuration staffs that summon something now allow an additional summon of that type.
Staff of Daedric Command allows command of an additional Daedra or atronach.
Other conjuration staffs (like Soul Trap) now allow unlimited duration for summons.
Alteration staffs now reduce the cost of all spells by 10%, and gives spells you cast on yourself unlimited duration.
Restoration perks that decrease mana cost, now also increase restoration staff effectiveness by 20% each.
Restoration staffs that heal now also increase player armor and health regeneration.
Staffs specific to undead (like Turn Undead) now also reduce damage taken from
undead by 20%, and grant Detect Undead while equipped.
Staff of Magnus now drains health and magicka at the same time (I screwed it up, and can't be bothered to fix it).
Wabbajack now randomizes regeneration of health, stamina, and magicka. It should
be statistically 100% increase in regeneration rate.
Staff of Sun Fire, Vampire's Bane, Conjure Flaming Familiar, Conjure Seeker,
Conjure Ash Spawn, Conjure Boneman, Conjure Mistman, and Conjure Wrathman were all added to the game's staff leveled lists.
Illusion perks that now also apply to staffs.
Illusion staffs now scale with level in illusion.
Illusion staffs all reduce damage dealt to the player by 10%.
Illusion staffs that calm, now also increase persuasion.
Illusion staffs that frenzy, now increase attack speed for the player by 50%.
Illusion staffs that fear, now also increase intimidation.
Illusion staffs that courage, now also increase armor, health regeneration, and stamina regeneration.
Staffs added by other mods will be unaffected.
I haven't tested this mod for compatibility with any others that change magic perks, but I tried to make it play nice.
I'm assuming this mod will be the only one changing staffs and staff enchantments.
Hopefully this works.