Advanced Magecraft v2 Beta

Post » Mon May 02, 2011 8:56 pm

Oh, of course someone likes it... it's just a matter of time that people stumble upon it. I have to admit, I only found the new version by accident and only because I didn't get the old version to work in Nehrim. Which might have been a different problem altoghether, but the new version is better anyway. To use the inventoy for the actions is a lot more comfortable. Although the spacebar didn't exactely do what it was supposed to. Lucky for me, I always hit F5 before using AM. Because the spacebar more often than not just recycled the items instead of bringing up the menu. And after I chose another key, the change was kinda gradual. At first the new key didn't work at all, I restarted the game. Then I still needed to use space for one item and the new key for the other. After another restart it worked with the new key. Confusing, I know. ;)


Yeah, I had issues with the key too, so did other users, I reported it to the OBSE guys, there is nothing in my code that should cause that, as far as I can see. (Mine also just started working fine during one attempt, and it's been okay since. I'm still using Spacebar, btw,.)

What I also liked about the old version was the great customization options in the .ini file. I like to pay when I'm cloning items and only get a little gold back for recycling. So I'll be happy if those features come back eventually.


Yeah, I'm going to try to get it all working again, but it's being a bit quirky, I tried adding those for the next release, but it was fighting me every step of the way, so I'm rethinking my code a bit.

But the new sigil stone function is great. I can store the effects I'd like to trim later when I want to get rid of the item they were on. Genius. :)


Yeah, it's a handy feature, I think it was added in v1.1h, or 1.1g, it was a late addition to the v1.1 series.

Can I provide a converted version of the mod in http://www.sureai.de/forum/index.php when it is ready?
Of course with the original readme and back link to the TES Nexus page and this forum.


Sure, I don't mind. :)

--

Probably going to be a delay on the update, I got sidetracked with some other stuff, it's pretty much ready to go, I just haven't tested it to make sure my changes didn't break anything else. (I'll get it up in the next few days, hopefully with the recycle\clone gold options added..)

--

Good thing I waited, I found some more bugs in the weapon enchanting system, I fixed bows\arrows behaving like staffs(firing projectile magic effects), but now weapons are doing this, so I gotta go through the code, and make sure all the weapons are being handled properly.
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Rachel Eloise Getoutofmyface
 
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Post » Mon May 02, 2011 7:35 pm

Good thing I waited, I found some more bugs in the weapon enchanting system, I fixed bows\arrows behaving like staffs(firing projectile magic effects), but now weapons are doing this, so I gotta go through the code, and make sure all the weapons are being handled properly.

Yep, I wondered about that funny projectile that kind of followed my arrows, but I figured it had something to do with my faster arrows mod.

Thanks for the permit and take your time, I'm in no hurry. ;)
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Laura Samson
 
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Post » Tue May 03, 2011 12:20 am

Well, I've recently re-wrote both Advanced Magecraft, and Advanced Mark & Recall, and I've been taking a little break after doing so, to avoid getting burnt out. (Plus, I got back into playing Morrowind, fun game, I missed it, so I've had that distracting me, and burning up my free time..)

The new version of Advanced Mark & Recall, is ready pending one fix, it will require OBSE v19 beta 2, I'm trying to hold off until OBSE 19 stable is released, but I may release early, if I get the issue fixed.

The next version of this mod will be out after I fix a few things, and test out a few bug reports I've received, and probably add a few more missing features,.. (Then test some more, update the readme, etc,.)

So hopefully, I should have an update sometime in the next few days(if all goes well).
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Jah Allen
 
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Post » Tue May 03, 2011 12:13 am

If you do decide to come back and work on this mod (I hope you do) then please consider adding learning spells from scrolls. I've found a few older mods that straight away teach you the spell, but these seem overpowered. I know it is in Talkie's http://www.tesnexus.com/downloads/file.php?id=18072 but I've read it is buggy.

http://www.gamesas.com/index.php?/topic/1086758-wip-alternative-oblivion-magic-system/page__view__findpost__p__15848364 is a suggestion on thread for the equally interesting mod called Alternative Oblivion Magic system by Mouse 0270:
Some thinks you might want to include. A mage should be able to learn a spell from using a scroll. Its kinda the purpose of scrolls with spells on it is for a mage to be able to read them and know how to use them. A warrior should not be allowed to learn the scrolls.

Formula -
Scroll of Fireball 1(Basically a scroll the has a fireball spell that does oh say 12 fire damage)
Players Skill in Destruction - (Spell level * 20)

Players Destruction skill = 30

if players Destruction Skill >= (Players Skill in Destruction - (Spell level * 20)) then add spell to players spell list.

a player who masters in the are of sword play wouldn't have a destruction level of 20 so they can only use the spell not learn it.

formula needs a lot of work it was a quick example.


[edit] .... errr wait - it seems that you have already added that and there is an updated version on Nexus - hmmm - need to get that readme. Hoping this is not overpowered.

[edit 2] clone items? Doesn't that seem kind of uber gonzo? Oh I got a great sword - let me make ten copies then sell them each. I dunno about that. Request ini options to turn off features like this. please.

[edit 3] OK loaded the game and now I see - - - this mod is in my opinion an UBER cheat. You have access to spell making, item cloning right from the get go. No immersion, no fitting into the story, no restraints. Please don't consider adding more game breaking content and do consider adding more content that unfolds with the story (like no spellmaking enchanting until access to an altar) and some stat/skill requirements.
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Laura Tempel
 
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Post » Tue May 03, 2011 9:19 am

this is a Essitential Mod for me , i've used verison 1.1 since it was released and i never updated to 2.0 I just re-installing oblivion and didn't backup my old copy . 2.0 Dosen't work at all. I 've re-installed oblivion 5 times and reformated my computer . Nothing works. the spell just dosen't show up in the spell list

PLEASE - Solution or a D/L link to 1.1
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BrEezy Baby
 
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Post » Tue May 03, 2011 12:02 am

Sorry to break the mood but your mod Don"t work on my PC Not even one key not even a display message to said he his load ( i think he is not load) and no information for the requirement ( only OBSE and i have OBSE20)
No information if you need to find it or auto script added!
i was using an old version in the begining ( 1 year 6 month ago i think) and she was great so i wanted to get the new but ... don't work! if you can said me the exact requirement ( i play with oblivion alone No DLC) and the way to get it now if it's not script added!
PS: i have try to change mod order, disable all other mods, and even create new game with mods and without ( only AMC) but motning work and the Read me sorry but it's not good because only the " new" no technical information!
Maybe you can upload 1.1 again? please
thank you for answering
Yokubo
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Brooks Hardison
 
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Post » Tue May 03, 2011 3:05 am

Several things to go over here..

For all the UBER comments I keep getting..

My mod is simply a tool, you are responsible for what you create with it, and how you use it's features, and are quite welcome to add negative effects to any item you create.. Calling my mod a cheat, is like calling the construction set a cheat.. (My mods original purpose was to be an in-game magic oriented CS of sorts..). It is made for creating highly customized magic items.

As for all the, "not working comments", I doubt that, more likely, you failed to read the readme and missed something important, or just as likely have a screwed up install... I've tested the mod under XP\XP64\Win7, and it works fine under all those OS's... (With varying mod list, ranging from a handful, to over a hundred..)

There may be some legitimate reason why it doesn't work for some users, but I've yet to see any evidence of this, so feel free to troubleshoot the mod, and prove me wrong, otherwise, it's user error, because I cannot reproduce it.

(Btw, the reason the spell isn't working\being added, is because v2.0 doesn't have a spell anymore, proof positive you failed to read the readme..)

-----------------------

On to why I actually came here..

The release got delayed due to an HD failure, which basically took out all my work for this and other communities, and really demotivated me..

So, I finally got over it, downloaded the mod from the Nexus, and started working on it again... :)

As of now, I have re-fixed all the bugs(reported as fixed from b4), and have it ready again for a release, however, I have started adding in a custom GUI, which will require MenuQue v7, the GUI is a WIP, only "Disenchant" and "Recycle" have new menu's so far..

I'm probably just going to release it early, like maybe tomorrow, since the new GUI blends seamlessly with the existing mod..

There are a lot of advantages to this new GUI system, for instance, I'll be able to implement "?" (read: Help) buttons to each menu, allowing you to get info specific to the command you are viewing.. (ie, for the recycle menu, it might say, This function will permanently delete the selected item from the game, etc,..)

Another advantage, is that I can display the item being worked on, ie, when you select an item in the current release, you have no idea what item it really grabbed, occasionally, you get the wrong item, this will let you know visually, if you indeed are working with the correct item..

Let me know what you think..

Recycling Menu
http://i42.photobucket.com/albums/e323/SmokeESF/RecycleMenu.jpg

Disenchantment Menu (I'll fix the spacing to be more like the recycle menu..)
http://i42.photobucket.com/albums/e323/SmokeESF/DisenchantMenu.jpg

---

Edit: Btw, do you guys prefer "Disenchanting" or "Disenchantment", I couldn't really decide, and went with "Disenchantment" for the current setup, but it can be easily changed.. Let me know.
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Kirsty Collins
 
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Post » Tue May 03, 2011 7:32 am

Went ahead and got it finished up, and uploaded, it's labeled Advanced Magecraft v2.1, enjoy. :)

Download
http://www.tesnexus.com/downloads/file.php?id=15587
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Allison C
 
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Post » Mon May 02, 2011 6:07 pm

Went ahead and got it finished up, and uploaded, it's labeled Advanced Magecraft v2.1, enjoy. :)
I have to admit in the past I looked at this mod but found it somewhat bulky to use. It didn't really have anything to do with the mod, more with how normal menu/messagebox navigation works when it is used alot by a mod. Something I was never able to overcome with my Journal Mod. >_>

Anyways, what I'm trying to say is that the addition of a GUI makes everything much easier to use and more fun to look at. Great work. :)

EDIT: As for suggestions, mayby some sort of border around the menus. But that's just my personal taste, I'm guessing you already have some ideas for refining the GUI.

-kyoma
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Sammie LM
 
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Post » Tue May 03, 2011 1:53 am

I have to admit in the past I looked at this mod but found it somewhat bulky to use. It didn't really have anything to do with the mod, more with how normal menu/messagebox navigation works when it is used alot by a mod. Something I was never able to overcome with my Journal Mod. >_>

Anyways, what I'm trying to say is that the addition of a GUI makes everything much easier to use and more fun to look at. Great work. :)

EDIT: As for suggestions, mayby some sort of border around the menus. But that's just my personal taste, I'm guessing you already have some ideas for refining the GUI.

-kyoma


Glad you're liking it. :)

I haven't got too far into menu design yet, I have rough idea's, but I'm going to refine it as I go, I'm for the most part winging it.. :P

Anyways, I should be thanking you, MenuQue made it possible, and it's something I've been wanting to do since OBSE v14-15, perhaps even earlier, so it's been a long time coming..

Well, thanks for the feedback, and for working on MenuQue, it's a really nice plugin, and will allow for some really cool mods. (Sorry I didn't give you a credit in the readme, I was just rushing to get 2.1 out, it's months overdue..)

Peace
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Peetay
 
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Post » Mon May 02, 2011 6:54 pm

Updates:

The next version should have an almost entirely new GUI, replacing the old boring menus. (I'm actually getting close to realizing my original vision, which was to replace the vanilla enchanting system, with a more, Morrowind like version, it's still going to be a few releases before we get there, but it's looking good so far..)

The next thing I'd like to report, is that since I've gotten the mod where I wanted it to be structurally, I'll finally be able to start adding in balance options again. (In fact, I already have..) I wasn't ignoring your request, I simply didn't want to complicate my code, now that I've restructured the internal code to where I wanted it to be, it's very easy to add these options, unlike before, where it was very messy, and made troubleshooting a pain..

The options I've added so far..

Recycle Gold - (Formula: ItemValue * CostMultiplier) (Default: CostMultipler = 0.1, ie, 10% of the items value..)
Clone Gold Cost - (Formula: ItemValue * CostMultiplier) (Default: CostMultiplier = 1, ie, 100% of the items value..)
(Note: These types of options will be automatically factored into my GUI display, for instance, in the Recycling Menu, it will display the adjusted value, instead of the full value, so you can see exactly how much gold you will receive...)

Learn Spell - Skill Based (I still need to create a formula, it will probably factor your skill in the spell school and luck..)

More advanced options will be added, as I make progress, but I still have a lot to do before some things are ready for these options..

Known Issues (in v2.1)

I used non-power of two textures, which will display incorrectly on some hardware, this will be fixed in the next release.. (Most modern GPU's can handle the non-power-of-two textures. So this probably isn't going to effect many ppl.)
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Bigze Stacks
 
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Post » Mon May 02, 2011 7:35 pm

I'm going to be using the Nexus as my primary release site from now on, so you may want to start checking in there for releases-updates..

I've also started doing incremental releases (ie, v2.1a), these are WIP releases that aren't quite ready for full release, but contain enough new content to be uploaded.. These will be listed under optional downloads, because they aren't required, and aren't really for casual users, they are more for my mods enthusiast, who want to get their hands on the newest features ASAP.. (Plus, with my HD situation, I feel better knowing it's on the Nexus, and safe..)

Anyways, consider this thread dead, if you need support, or want updates, come to TesNexus.

TesNexus - Advanced Magecraft
http://www.tesnexus.com/downloads/file.php?id=15587
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Dominic Vaughan
 
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