[WIP] Alternative Oblivion Magic System

Post » Tue May 03, 2011 4:32 am

^ Bump up with more news!!

1) System Design totally redesigned to Modular. It was NOT a choice, it was necessary for the mod to work bug free with the 4 Mods active together at the same time (Supreme Magicka, Less Annoying Magic Experience, Midas Magic Spells of Aurum, plus being able to add any other in the future)
So yes, now it is modular and you have 4 .esp, being Base, Midas, Supreme and Lame (using original mod as master file)

2) Midas spells as you might think made it into the game, and they add lots of variety to the character. now all classes have been redesigned to be even more different from each other, mostly that no one has the same spells (except the multiclass general spells). For example, the healer now gets more than 30 Spells when reaching 50 points at restoration!! + a bonus of 20 Secret spells to unlock together with other skills (for example, speechcraft, heavy armor or other magic schools). Still I need to wait for midas permission to be able to release the mod (you would still need to download midas mod, and no spells modified, but I need permission as the Spells are being distributed differently from the original mod)

3) I am actually redesigning the Initialize system, to auto-detect when the player finishes the tutorial/gets out of the sewers, to auto-enable it self, and pop up the specialization menu if any Magic skill is set as Major Skill

4) The class list has been modified, Some split, some joined together to be more powerful. It is kinda different from the main post tentative list
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Mon May 02, 2011 5:52 pm

^ Bump up!

Closed beta 001 started for all Spells level 0-50 (Novice and Apprentice). Anyone who wants to help beta-test is welcome (just pm)
Mods compatible and working: Midas Spells of Aurum, Supreme Magicka, Less Annoying Magic Experience (LAME)

Spec list updated at first post
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Tue May 03, 2011 8:57 am

^ Bump up!

Closed beta 001 started for all Spells level 0-50 (Novice and Apprentice). Anyone who wants to help beta-test is welcome (just pm)
Mods compatible and working: Midas Spells of Aurum, Supreme Magicka, Less Annoying Magic Experience (LAME)

Spec list updated at first post

This mod need OBSE?
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Tue May 03, 2011 3:26 am

This mod need OBSE?


Yes, it will require obse v0018, plus the three mods mentioned
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Tue May 03, 2011 5:57 am

Did you get permission to add Fearsome Magicka into the mod? :)
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Tue May 03, 2011 3:30 am

Oh man, I cant wait for this! This and Unholy Darkness will be AMAZING! Keep up the good work dood!
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Tue May 03, 2011 8:02 am

Did you get permission to add Fearsome Magicka into the mod? :)


I didnt ask, through I sent the author a message just for him to know we exist. perhaps in a future, but his "system" will be perfectly compatible with mine, except if we plan to add his spells in this system
User avatar
Ally Chimienti
 
Posts: 3409
Joined: Fri Jan 19, 2007 6:53 am

Post » Tue May 03, 2011 6:33 am

Bump ^

The mod is on wheels, all submods have been successfully integrated and we are currently testing gameplay. Also Stattis designed a new menu system which shows the Specializations the player can chose from

http://img693.imageshack.us/i/asdtdy.jpg/
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Mon May 02, 2011 6:22 pm

I can't wait :D

It sounds like you guys are nearing release! I can't wait to vote for this as file of the month ;)
User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Tue May 03, 2011 8:26 am

Yes, it is a quite interesting proposition, but we have a long way ahead of us, and AI designing will be set when everything else is working OK. But yes, I will not forget this consideration, as I would ALSO like the NPCs to get and use these spells depending on their Magical Capabilities


Of course , I wouldn't use it if low level characters (specially when you use OOO) summon a Balrog hahaha that'd be limited to... I'd say the leaders of the magick sects added by OOO, a patch would be needed for comptibility though? Anyway I'd made it my self if I can understand how It's made, the integration of the spells in the OOO NPSs and creatures I mean

Can't wait for this!

I didnt ask, through I sent the author a message just for him to know we exist. perhaps in a future, but his "system" will be perfectly compatible with mine, except if we plan to add his spells in this system


That'd be great!

Also, will I be able to play this mod with an existing character?
User avatar
Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Mon May 02, 2011 6:06 pm

Also, will I be able to play this mod with an existing character?


Yes, but it is strongly suggested that you dont. I am thinking on releasing a beta with the currently done stuff (Meaning Novice-Apprentice Spells only). Still not sure if its the best choice, but I cant also wait to hear what people thinks about it, and have a release while I design the next Journeyman spell lists and more content
User avatar
Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Tue May 03, 2011 4:59 am

^ Bump

Last rolling closed beta is on wheels. Everything up to Novice-Apprentice is Working.
A Journal system has been added with information about the classes
Full compatibility with Midas-Lame-Supreme. Around 50 specialized spells for each class
The base system is finished, bug-free and working. Only lasts adding journeyman and up spells. Cant wait to publish it.

I need beta testing so please send a PM if you are interested in helping and suggesting.
Currently I need help with classes descriptions, art, journal texts, and lots of testing and suggestions about gameplay!

Here some screenshots, the specializations menu shows only classes which the player meets the requirements to be chosen. Also some predefined classes has been added to the list as recommended settings for different specializations

http://img228.imageshack.us/i/oblivion201005242011142.jpg/
http://img25.imageshack.us/i/oblivion201005242005585.jpg/
User avatar
matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Tue May 03, 2011 3:05 am

this is getting better and better. i REALLY like how you incorporated the traditionally non magic attributes like speech craft and acrobatics into the mix. much more variety that just willpower and intelligence. i cant wait till this is done.
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Tue May 03, 2011 8:41 am

Beta 0.01 is Release. I await your feedback

http://tesnexus.com/downloads/file.php?id=31918
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Tue May 03, 2011 12:28 am

just throwing out a couple of ideas...........i always felt there were some spells that were stupid cause the completely ruined gameplay. lockpicking is rendered completely useless if you pick alteration as a major..........it seems weird that an entire skill is eliminated by another skill.

also cure disease as a spell completely destroys the point of having cure disease potions. i found a solution in my game by making cure disease and the restore attributes spells into major powers so they can only be used once a day. and theres a disease mod that looks promising and im watching that as well.

if it were up to me i would get rid of them completely since they make an entire group of potions useless and you get the spells at journeymen level.......i mean seriously come on. between the quest arrows and this crap how can you possibly make this game any easier for kindergartners.
User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Mon May 02, 2011 10:44 pm

Personally, I dont see the game as a -Must-Be-Balanced, I more likely to see the game as an open-wide roleplaying game. If I happen to want lockpicking through magic, then i go alteration. If I happen to roleplay a rogue, then I play Security Skill.

With the mod I intend to make everything useful and fun on their own way. The Arcane Trickster for example does NOT require Security skill, so its designed so you dont have alteration AND lockpicking.
And the cure disease potions is dealt better with mods such as oscuro, making everything harder. Having the spell itself makes it you have one less problem.

And I am not sure what do you mean by making the game easier. If you think the mod makes the game easy, then tell me what would you do? and if you dont like it at all you dont have to use it.

have fun :-)
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Mon May 02, 2011 10:46 pm

oh no you misunderstandify..........i meant vanilla oblivion is way to easy with the cure disease spell. you can get it at journeyman level which even without majoring in restoration can be done easily. and once you get it it makes every cure disease potion in that game completely redundant. the only way to avoid making potions useless is by either modding the spell like i did to expert level and once a day and for restore attributes master level once a day.......or by self restraint which i svck at. :)
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Tue May 03, 2011 4:15 am

oh no you misunderstandify..........i meant vanilla oblivion is way to easy with the cure disease spell. you can get it at journeyman level which even without majoring in restoration can be done easily. and once you get it it makes every cure disease potion in that game completely redundant. the only way to avoid making potions useless is by either modding the spell like i did to expert level and once a day and for restore attributes master level once a day.......or by self restraint which i svck at. :)


Sorry for misunderstanding. My english is not good. By the way I know what you mean about the cure disease, I somehow also agree on how the spells distributed (thats the first reason on why i designed this mod). And I felt to much that everyone could do everything, any character could get all spells at the end. And now at least, you have to be a Healer to get the Cure Disease, so everyone that is not a Healer does not get it, or at least he will need to have a big restoration skill bonus and a class that supports it (for example the druid can cure disease on higher levels).

gb
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Tue May 03, 2011 10:29 am

awesome......sounds perfect. this will be another reason for me to carry around cure disease potions. :)
User avatar
sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Tue May 03, 2011 4:27 am

Is there any console command to get the mod to manually start? I'm using http://www.tesnexus.com/downloads/file.php?id=23757 and the mod doesn't seem to want to give me the magic specializations despite me being outside.
User avatar
Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Mon May 02, 2011 10:07 pm

I dont know how that mod works But i will test it soon and see if I can do something about. Its weired that it doesnt work though, since the mod starts with own scripts and shouldnt conflict, except if that mod touches the Main Quest (because my mod looks for the main quest before starting, just after quitting the tutorial).

the mod cannot be manually started because the script checks for a lot of requirements, even if you manage to start it, it wont execute correctly until all requirements are met. What you could do, but obviusly not recommended, since it wont clear your current spell list, and many other scripts wont execute on requirements (such as disabling spell shops), so try only to make sure the mod is working at all. The way is to execute manually the script for the class you want to play, for example

StartQuest aaaaSpecRestAHealer -> vanilla spells
StartQuest aaaaSpecRestAHealerl -> Lame spells
StartQuest aaaaSpecRestAHealerm -> Midas Spells
StartQuest aaaaSpecRestAHeales -> Supreme Spells

if you're still not getting any new spells, then there is something else wrong, such as the required mods you need or configuration
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Mon May 02, 2011 7:08 pm

The mod completely disables the main quest until you get arrested, so that's probably the cause. I'll go get arrested now and see if it works.

Off to hit a beggar with a warhammer. Be back in a bit.
User avatar
Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Tue May 03, 2011 7:29 am

Poor Simplica the Slow got her head broken in for no reason it seems. Still didn't want to work :(

Out of curiosity I started a new game (which I was planning on doing anyways), and I still never got a message popup despite me being outside and picking Restoration, Alteration, and Destruction as three of my major skills. However, I didn't pick Magic as my specialization; instead I picked Combat. I'll go look through the readme again to make sure I configured it properly.

Here's my load order as well, just in case you wanted a look.

Spoiler
Active Mod Files:00  Oblivion.esm01  Windfall.esm02  ScreenEffects.esm03  All Natural Base.esm  [Version 0.9.9]04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]08  Better Cities Resources.esm09  TNR ALL RACES FINAL.esp0A  TNR - ShiveringIsles no helms.esp0B  Unofficial Oblivion Patch.esp  [Version 3.2.6]0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0E  Better Cities .esp0F  All Natural.esp  [Version 0.9.9]10  All Natural - SI.esp  [Version 0.9.9]++  All Natural - EW + NW + AWS.esp  [Version Final]11  Book Jackets Oblivion.esp12  Ultimate 3rd Person Camera.esp13  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp++  Item interchange - Extraction.esp  [Version 0.76]14  Choices and Consequences.esp  [Version 2.1]15  Map Marker Overhaul.esp  [Version 3.4]16  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]++  MaleBodyReplacerV5Beta.esp17  Cobl Glue.esp  [Version 1.72]18  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-DLT_Remover.esp  [Version 1.33]19  Choices and Consequences - OOO.esp  [Version 2.0]1A  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]1B  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]1C  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]1D  Hammerfell.esp1E  Kragenir's Death Quest.esp1F  LordKain_Adash_World.esp20  Side's Sailing Ships.esp++  Side's Sailing Ships (COBL).esp21  The Ayleid Steps.esp  [Version 3.3.2]22  VaultsofCyrodiilBC.esp23  Windfall.esp24  za_bankmod.esp25  Knights.esp++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]26  The Lost Spires.esp27  Blackmarsh.esp28  Valenwood.esp29  Summerset.esp2A  SummersetLandscapes.esp2B  Faregyl.esp  [Version 1.0.10]2C  Castle_Wolfspike.esp2D  bartholm.esp2E  Better Cities - House price patch.esp  [Version 1.0]2F  Toggleable Quantity Prompt.esp  [Version 3.1.1]30  RefScope.esp  [Version 2.0.2]31  SupremeMagicka.esp++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]32  MidasSpells.esp33  RenGuardOverhaul.esp34  Oblivion XP.esp  [Version 4.1.5]++  Item interchange - Placement.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]35  Cobl Races TNR.esp  [Version 1.53]36  Cobl Races TNR SI.esp  [Version 1.53]37  bgBalancingEVCore.esp  [Version 10.52EV-D]38  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]39  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]3A  bgMagicEVPaperChase.esp  [Version 1.68EV]3B  bgMagicAlchemy.esp  [Version 1.57]3C  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]3D  Better Cities - Full City Defences.esp3E  Better Cities Full.esp3F  Better Imperial City.esp40  Better Cities - COBL.esp  [Version 2]41  Better Cities Full FPS Patch.esp42  [GFX]_Initial_Glow-all.esp43  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]44  bgMagicLightningbolt.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]45  Bashed Patch, 0.esp46  AOMS + SUPREME.esp47  AOMS + MIDAS.esp48  AOMS + LAME.esp49  AlternativeOblivionMagicSystem.esp

User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Tue May 03, 2011 5:29 am

I See nothing wrong with your laod order list. Make sure you're executing with obse 0018 and try this mod for quick start (the one which I use). I will try playing the whole vanilla tutorial, perhaps I missed something, as I always started with arrive by ship (still so far for other people is working so im not sure yet)
http://tesnexus.com/downloads/file.php?id=11495
Finally, do you even get the Introductory book opened when you first start the game? if no, then the mod isnt even executing because there are missing requirements (would be obse in your case, or wrong base mods versions)

and tell me how it goes
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Tue May 03, 2011 1:06 am

Have you thought about using Chargeable Spells with this mod? :o It allows you to hold the spell cast key longer with most of the spells, costing you fatigue, magicka and in the end health too, to cast a stronger spells. It isn't overpowered at all, the cons and pros are really balanced. :P I'll link it here: http://tesnexus.com/downloads/file.php?id=27746
Just my 2 cents.
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

PreviousNext

Return to IV - Oblivion