Advanced Magecraft v2 Beta

Post » Tue May 03, 2011 9:25 am

Advanced Magecraft v2.1

Description

This mod is designed to give players a little more control over items, spells, and enchantments. It is a menu driven mod, with a lot of flexibility and options.

The mod consist of several separate functions, these functions can be used to do just about anything you want with magical effects, and items.

This version is an attempt to simplify usage, it is still menu driven, but menu's now only show options relative to the object you are working with. The system for working with objects has been simplified as well. You simply hover your mouse over the item in your inventory, and press the configurable "action" hotkey to display a menu containing possible options for that item.

See the included Readme for more details.

Features

1. Easy swapping of enchantments between items.

2. The ability to add multiple enchantments of your choice to an item. (ie, Multiple Effect Enchantments)

3. You can learn spells from scrolls.

4. You can clone items, as well as recycling them. (ie, Trash Can)

5. You can remove souls from soul gems.

6. You can create your own Sigil Stones by extracting the effects from enchanted items.

7. You can disenchant items.

8. Arrow enchanting is now possible. (It will enchant a whole stack at once. Use "Store\Restore" enchantment.)

9. You can now store spell effects, and add them to items.

10. You can now create scrolls from spells.

11. You can now create constant effect summons and bound items. (You can have multiple effect summons\bound items as well.)

12. Custom GUI Elements

13. Various fixes, improvements, etc,. (See readme..)

Requires: OBSE v20 Beta5 (or greater)
http://obse.silverlock.org/

Requires: MenuQue v7+
http://www.tesnexus.com/downloads/file.php?id=32200

Download
http://www.tesnexus.com/downloads/file.php?id=15587
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Cheville Thompson
 
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Post » Tue May 03, 2011 9:32 am

I'm going to use this post as a known issues section. (Mainly to avoid duplicate bug reports.)

Known Issues

1. CE summons(possibly bound items) can go crazy if the player dies while wearing them. (Status: Fixed)

2. Bows\arrows were behaving like staffs when they were enchanted. (Status: Fixed)

I'll get these fixes to you after a bit more testing.
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Vera Maslar
 
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Post » Mon May 02, 2011 9:31 pm

I just added a new version.

It fixes a few issues.

1. The action hotkey should be working properly.

2. Stacks of arrows can enchanted again.

3. I worked on weapon enchanting a bit, it should be working a bit closer to 100%

4. I fixed an issue with Restore Enchantment, it now tells you when you have no enchantment stored, as was intended.

See first post for download.

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Marnesia Steele
 
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Post » Tue May 03, 2011 4:05 am

Looks pretty nice. I'm not using a mage character at the moment, but I'll keep your mod in mind if I ever make one.

Are the in-hame requirements heavy? I mean, my character is mainly a fighter, but can I enchant items with several enchantments even if my character isn't too good at magic?
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jessica breen
 
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Post » Tue May 03, 2011 1:38 am

Decided to try out your mod and hovering over and item and using the action key does nothing. The spellmaking and enchanting keys work though. I tried changing the action key and loading it after supreme magicka still nothing.
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Syaza Ramali
 
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Post » Tue May 03, 2011 4:14 am

Decided to try out your mod and hovering over and item and using the action key does nothing. The spellmaking and enchanting keys work though. I tried changing the action key and loading it after supreme magicka still nothing.


Did you get the updated version that I just released(today)? Were you in the Inventory menu? Do you have OBSE installed? Is it OBSE version 18? (Maybe try OBSE beta v19, I have that installed, but I'm not using any of it's features, so it should be working with v18, but who knows.)

(Are you using anything like Deadly Reflex? I used OnKeyDown, which may be a problem with other mods using that key detection method. If you know how to work Oblivion\Wrye Bash, etc, save your current loaded mods as a profile, and load the game with only my mod running, to see if it's a compatibility issue.)

If none of that gets you running, I have no clue what the problem is.

I have made a number of other updates since, and will probably have another version up by tomorrow, or later tonight.. (So you can try again then if nothing I've mentioned helps you out..)

1. I have added the ability to store spell effects. (Works just like store enchantments. Let's you put spell effects directly onto items.)

2. I fixed a number of slip ups in my menu code, where the menu state wasn't being properly set, this might be the cause of your issue.

3. Changed a bunch of minor code around to work with the new spell storage ability...

4. Added the ability to scribe scrolls from spells in your spell menu.

5. Probably other stuff I'm forgetting.
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Eve(G)
 
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Post » Tue May 03, 2011 12:56 am

Sorry for the lack of information. yes I tried todays and yesterdays release. I was using OBSE v18 and I jut upgraded to the new beta and still nothing. I tried with no other mods on and still the only things that work are the enchanting and spell making keys. Yes I use deadly reflex, but as I said with no other mods loaded it still didn't work. I'm at a loss.
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R.I.p MOmmy
 
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Post » Tue May 03, 2011 5:48 am

Hmm, give me a bit, I'll put the newest version up..

I'll edit this post to let you know when it's up.

Edit: (Not safe chaning the MenuMode check, it lets you clone HUD elements from other screens... Not good.. I don't think it's the key press method either.)

Try loading the game without my mod, make a new save, quit to the menu, load the save, make another new save.

Quit the game, load my mod, and try again. (It may have had the quest variable stuck from yesterdays version.. This should verify whether it was a problem caused by the last version, or if it still exist..)
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Jenna Fields
 
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Post » Tue May 03, 2011 7:54 am

I started a brand new game with only your mod loaded and it works. Also started one with my normal load order and it works. So I'm going to try doing a clean save and reinstalling the last update. I got the menu :celebration:
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Bee Baby
 
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Post » Tue May 03, 2011 4:39 am

I started a brand new game with only your mod loaded and it works. Also started one with my normal load order and it works. So I'm going to try doing a clean save and reinstalling the last update.


Yeah, it's left overs from yesterdays issue.

Glad it's working now.. I uploaded another new version anyways, it has new features to boot. :)

Same link as before.. (Top post..)

I kinda rushed it out the door, trying to help you out, so if the readme doesn't explain a new feature well enough, or somethings broken just let me know, I'll clean it all up in the next release. :)

(And of course explain any features so you can use them till then..)

Looks pretty nice. I'm not using a mage character at the moment, but I'll keep your mod in mind if I ever make one.

Are the in-hame requirements heavy? I mean, my character is mainly a fighter, but can I enchant items with several enchantments even if my character isn't too good at magic?


Sorry, didn't mean to ignore you.

No, the requirements are non-existent, it basically gives you free reign to do whatever you want.
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Keeley Stevens
 
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Post » Tue May 03, 2011 1:44 am

I must have some serious conflicts somewhere still. I have enchanted a few items. Gave a ring summon bow, a necklace water breathing, and tried to give a silver bow soul trap. While they all say they are enchanted and list the names of the enchant none of them actually work. Well except the waterwalking necklace. My armor just refuses to take any stored enchants.

The bow has 0/0 charges 0 uses and I couldnt get it recharged
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Anna S
 
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Post » Mon May 02, 2011 8:35 pm

I must have some serious conflicts somewhere still. I have enchanted a few items. Gave a ring summon bow, a necklace water breathing, and tried to give a silver bow soul trap. While they all say they are enchanted and list the names of the enchant none of them actually work. Well except the waterwalking necklace. My armor just refuses to take any stored enchants.

The bow has 0/0 charges 0 uses and I couldnt get it recharged


You didn't read the readme, it says to not use bound items, or summons with this mod(for, Constant Effect Enchantments), those will not work because Oblivion has no support for it. (I do have custom features on the way that will support them..)

As for the bow, you should probably enchant the arrows, not the bow. (Though, I guess it doesn't matter..)

There is also a fix for the charge issue listed in the readme.. You must extract the enchantment to a Sigil Stone, then use that to apply the effect.. (A fix is going to be made for this as well in future versions..)

Hopefully that gets you sorted.. :)

Edit: I'll look into armor, see if it's working for me, I never tested any, I'm wearing robes, rings, etc,..

Edit2: Yup, it was broken, nice catch, I got it fixed, I don't think I'm going for three releases today, I'll get it up tomorrow after I do some more testing, and fixing, etc,.. (I wanna clean up the readme, etc, to make things more clear..)
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Laura Richards
 
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Post » Mon May 02, 2011 6:55 pm

I've used this mod for quite some time and I think it's useful, unique, and well-done.

Can't wait to see what you're gonna do with the updates!
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Wayne W
 
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Post » Mon May 02, 2011 6:07 pm

I've used this mod for quite some time and I think it's useful, unique, and well-done.

Can't wait to see what you're gonna do with the updates!


Thank you, I'm glad you like it. :)

Speaking of updates, I just had a code breakthrough.. :D

Constant Effect Multiple Effect Summons, ie, multiple constant effect summons are going to be back, and probably by tomorrow(ie, later today.). The greatest part, is that it now works the same as any other item(Store\Restore enchantment), so there is no more special procedure(like in 1.1 versions), the only special thing, is that they must be drawn from spells. (But you couldn't get them from items anyways, and scrolls, which are the only other source, can be learned, and made into spells, so it's not a big deal..)

Another good thing about this is, no more limits, it should work with absolutely any summon, without any special coding on my part. (ie, Golden Saints, Seducers, Hungers, etc,. Which means I don't need to make SI\Vanilla compatible versions, etc,.)

I'm really happy about this, the prior versions code for doing this was VERY complex, I managed to simplify it down to a tiny fraction of it's original size, and make it better at the same time.

I'm psyched about it, at least.. (It's one of my favorite features of this mod.)
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*Chloe*
 
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Post » Mon May 02, 2011 11:56 pm

This mod looks more and more like something I'll love to use. But to be honest, it seems to be quite early in the development stages, so I think I'll wait a bit for it to be stabilized before trying it in my game.
I'll keep a tab open on this thread and check it regularly ;) Keep up the good work.
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Amy Masters
 
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Post » Tue May 03, 2011 9:45 am

Sorry folks experiencing technical difficulties, trying to work them out with the OBSE coder Scruggsy.

I did get CE summons mostly implemented last night.

The system works as well as I had hoped, so they are real easy to make now.

I'll try to get a new version out today if possible, but I want to get these issues fixed first.
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David Chambers
 
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Post » Mon May 02, 2011 7:59 pm

Alright, I couldn't work out the "Action" key kinks, but here it is anyways.. (See first post for DL link.)

I have included CE summons, you can put up to 8 of them on an item. (They must be unique, ie, you can't have 3 scamps, but you can have a scamp, a skeleton, and a Flame Atronach.)

1. Only use clothing for placing these. (Rings, Amulets,.)
2. You must get the summon effect from a spell. (This spell should have only one summon on it.)
3. Don't use Bound items yet, it's not ready.

This is a very beta feature, implemented last night.

The item will probably break when I update the scripts, and could break at any time during use. (You just need to recreate it, which is a very simple, and painless process.)

1. Store a spell effect(summon) via "Store Spell" from your spell menu, it will tell you that you have stored a summon.

2. Restore this onto an item, via "Restore Enchantment". (Ring, Amulet.)

That's it, repeat that process for multiple summons on the same item.

If you have problems recreating the item, recycle the ring\amulet, and use a new one. (You may wish to clone a stack of unedited rings beforehand, so you have spares.)

---

If you want to name the ring(ie, some renaming mod.), do so before adding these, doing so afterwards can cause a new script to be created), the new script won't have the necessary information to create the summons.

(I use an injection process for feeding the script data during the enchanting process, I'm trying to make the script smart enough to create them on it's own, for now, keep this in mind.)
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Krystal Wilson
 
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Post » Tue May 03, 2011 6:00 am

Got another update for you. :)

1. Fixes several issues with CE summons, and adds bound weapon\armor support to CE enchanting.

2. A fix for weapon enchanting charge. (0 use bug.)

3. Various other little changes.

See first post for DL link.

Let me know what you think so far, and if everything is working, and easy to use, etc,. (Oh, and now that I have pretty much all the v1.1h features duplicated, I removed it, and this will probably be the last update for awhile, unless there is a bug to fix.)
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Astargoth Rockin' Design
 
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Post » Mon May 02, 2011 7:32 pm

I haven't messed with this new mod, but do have the advanced magecraft mod original. At first I really liked the mod, but after a while I felt it way too powerful. If the capabilities in this mod could be balanced by quests, learned abilities, item usage, etc and also limit stuff that will not work (like other posters have noticed transferring certain affects does not work) then it would be a bit more fun. The menu interface always seemed a bit non-gamish to me as well. Maybe a set of learned spells to perform actions.

Some ideas:
- Need to use items/tools to perform extractions. ( necromancy alter for making black soul gems for instance. think crystal balls, books, exotic ingredients, etc )- Failure. If something goes wrong then BOOM!- Stat limitations: intelligence, wisdom, and others as make sense.  Do you feel lucky punk?!- Limit to "born under a certain sign" characters.  Atronach anyone?- Limits on item enchantment. Soul power limitations.- Now this is where it could be interesting.  svcking power out of items enchanted by the Daedra/gods.  - Lead to learning the art of Necromancy.  Actual step by step of injecting a fallen character/creature with harvested magicka using a prescribed set of instructions/book.  This is just one possibility for such a mod.


Anyway, I think you get the idea. I really like the advanced magecraft mod, but it is power without responsibility and unbalanced. Fun at first, but it gets a bit to easy to create a shirt with 100% damage reflection by stacking and combining enchantments. I am glad you are working on this and maybe this will lead to some great enhancements.
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Dagan Wilkin
 
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Post » Mon May 02, 2011 7:20 pm

Here is another thought. Write two esps. One as a modders resource that exposes the functions for the mod. A second one that provides the interface and adds the spells. The reason is someone may want to write a mod that uses the abilities, but not the interface. That is how I am writing a current mod now. I am creating the basic capabilities and am going to put the quests in another esp that is aware of the first esp. That way if someone wants to create their own "story" around the features they can.
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Pawel Platek
 
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Post » Mon May 02, 2011 6:26 pm

Here is another thought. Write two esps. One as a modders resource that exposes the functions for the mod.


The mod uses OBSE user defined functions, all the mods functions are broken up into single OBSE user functions.. (So they can be called from anywhere, as long as you supply them with the values they expect. Usually an item, or enchantment\spell, etc,.)

So it should be possible.

For now, I've left balancing completely up to the end user, you can stick drain magicka on a CE summon item, or whatever you want, you can add as many negatives as you like to any item. The mod works on those too. :P

I think it's better that way, because you can really define what you want your items to have on them. (But I realize the potential for abuse..)

I rewrote the mod from scratch, so that adding onto it would be easier, and that was one thing I've had a lot of request for. So perhaps after I get the last few features from v1.1h added back in, I'll see what can be done.

If do add any balance options, they will be fully adjustable, some people prefer the mod like it is. That way everyone can be happy.
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Jessie
 
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Post » Tue May 03, 2011 6:56 am

I rewrote the mod from scratch, so that adding onto it would be easier, and that was one thing I've had a lot of request for. So perhaps after I get the last few features from v1.1h added back in, I'll see what can be done.

Sounds great! Don't you just love OBSE functions! Those things have been a life saver for reducing code and reusing functions.
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Jack Bryan
 
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Post » Tue May 03, 2011 5:12 am

This mod is so great, I used it for years and the new version is even better.
And I'm so glad I manged to convert it to work with Nehrim, which uses it's own esm, so it's really a new game and you have to "bend" mods to function for it. But it seems to work nicely, a couple crashes here and there, but we Oblivion players are quite used to that. ;)

I have one question, though: I miss the 'trim enchantments' option, is this gone for good or will you add it back sometime in the future?

I think it's really great how dedicated people are still, continuing mods, OBSE still evolving. I wouldn't even have started to play again if it weren't for this new game (English version to be released by end of August, btw.) and I come back to the community and I see how active it still ist, amazing. :)
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LijLuva
 
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Post » Tue May 03, 2011 3:18 am

This mod is so great, I used it for years and the new version is even better.
And I'm so glad I manged to convert it to work with Nehrim, which uses it's own esm, so it's really a new game and you have to "bend" mods to function for it. But it seems to work nicely, a couple crashes here and there, but we Oblivion players are quite used to that. ;)

I have one question, though: I miss the 'trim enchantments' option, is this gone for good or will you add it back sometime in the future?

I think it's really great how dedicated people are still, continuing mods, OBSE still evolving. I wouldn't even have started to play again if it weren't for this new game (English version to be released by end of August, btw.) and I come back to the community and I see how active it still ist, amazing. :)


Glad you like the new version, haven't had much feedback on it yet, so it's good to hear someone likes it.

The trim enchantments function, should hopefully make a comeback(along with trim spell), probably not in the next release, which is just a bug fix edition.. (But hopefully the one after that will have them..)

Yeah, we're all fortunate the OBSE team is still putting in work, along with a ton of great modders, I know I have a must-have mod list a mile long. :)

---

Btw, was busy, didn't get to do much testing, so I'll try to get on that today, and maybe get the fixed version released if all goes well.
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vanuza
 
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Post » Tue May 03, 2011 6:58 am

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. ;)

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.

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. :)

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.
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Life long Observer
 
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