[WIP] Alternative Oblivion Magic System

Post » Mon May 02, 2011 9:59 pm

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.


Heh, you saved a lot of my time, i was designing a mod to do that itself, and manually dispel the last casted spells. will see if that acomplishes the same.

Will be taken in mind, thx!

edit: yes, i was scripting something very similar, will take that mod in mind, but I guess it should work directly.. I will try it and recommend it in the readme

---

I will be cleanning and checking all scripts again, and make sure they all work in different ways of starting the game to make sure everything works for everyone. Not sure why does it work for some people and not for others

I take it you all have Shivering Isles?
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Amanda Furtado
 
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Post » Tue May 03, 2011 8:08 am

One of the guys in the nexus managed to get the mod working after he knew he was having an older version of Supreme Magicka
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Emily Shackleton
 
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Post » Tue May 03, 2011 1:50 am

Hi, this is great work, and I'm really enjoying it, but I think I've got a bug...

I am playing as the druid specialisation, and although it was fine at first, now, whenever I summon something, it stays permenantly and my magicka doesn't regenerate past the point where it went after casting the spell - any ideas?
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Holli Dillon
 
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Post » Tue May 03, 2011 7:44 am

One of the guys in the nexus managed to get the mod working after he knew he was having an older version of Supreme Magicka

That was actually my issue as well, unfortunately :blush:

Guess I should actually follow the link in the info page instead of assuming I have the correct version.

In any case, the mod is fantastic. I really love how you incorporated Speechcraft. That skill always needed something to make it useful.
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Lori Joe
 
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Post » Mon May 02, 2011 8:10 pm

Thanks Adiuvo for the feedback. I will modify the descriptions to notify that beta 3 is the only version supported of Supreme Magicka

Hi, this is great work, and I'm really enjoying it, but I think I've got a bug...

I am playing as the druid specialisation, and although it was fine at first, now, whenever I summon something, it stays permenantly and my magicka doesn't regenerate past the point where it went after casting the spell - any ideas?


thanks for the report. Please try enabling this .ESP (Included in the LAME mod file) and tell me how it goes. If you have it currently Enabled, disable it and try it. I suggest using Boss.bat to set the load order correctly too. You may get Boss here: http://tesnexus.com/downloads/file.php?id=20516

bgMagicEV_Conjuration_for_Supreme_Magicka.esp

Also about the Magicka Non-Regenerating, is a feature from Supreme Magicka to disable Magicka Regeneration during Combat. You can disable it in SupremeMagicka.ini file. I will add a recommended .ini files for better configuration of the mod in the next release

Tell me how it goes!
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Everardo Montano
 
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Post » Mon May 02, 2011 7:45 pm

Beta 002 is now uploaded!

[CHANGED]
-The mod is now merged and Non-Modular. DELETE AOMS + XXX . esp Files !!!!!!!!!!!!!
-All Characters now start with one spells. Characters which start at level 30 skill get two or three bonus spells. Characters which do not start with level 30 skill. Get them in their way to level 30.

[FIXED]
-WitchHunter had a bug in its script which caused to not give the player the correct spells
-Frost Elementalist had a bug in its script which caused possible spell duplications

[NEW]
-WarPriest has 6 New spells
-Warlock has 4 New Spells
-WitchHunter has 1 New Spells
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Melung Chan
 
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Post » Tue May 03, 2011 10:09 am

Hey, just been playing this and it is real good, but for some reason Shady Sam is not selling anything? Could this mod be at fault?
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Jose ordaz
 
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Post » Tue May 03, 2011 1:21 am

Hey, just been playing this and it is real good, but for some reason Shady Sam is not selling anything? Could this mod be at fault?


Hi, I honestly dont know who Shady Sam is, but I didnt modify any NPC in particular. I disabled the Spell Shops. And there is a "graphical glitch" on the "Buy" button, but it should work anyway.
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XPidgex Jefferson
 
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Post » Tue May 03, 2011 6:18 am

http://www.uesp.net/wiki/Oblivion:Shady_Sam

Good guy to get lockpicks off. He doesn't sell spells, and the only button their is the buy spells one, which ends the dialogue. Any chance of quickly testing this? I have disabled all mods bar yours, and I have the bug, but when I disable yours, it works fine.

For some reason, in Vanilla, his persuasion minigame option is disabled. Don't know if this effect's whatever you've done to stop people selling spells, but I guess it could be causing the problem.
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Laura-Lee Gerwing
 
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Post » Tue May 03, 2011 3:41 am

Hmm, really weired.. is that NPC the only one causing troubles?. So far what I have played I never had any kind of issue with any npc. Perhaps something happens with particular NPCs. I will look into it and see if I can do something about it.

The script only removes the spell-buy button from all dialogs, in the instant the dialogs start. So it is really weired that stuff like that happen
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Queen of Spades
 
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Post » Mon May 02, 2011 9:07 pm

Yes, all other NPC's have been fine, it's just him giving me problems. Although I guess it could be part of LAME/SM/Midas, I don't know why they would want to do this either. As I said, he is kind of special because he has no persuasion button, so that would be the only thing making him different from other vendors.
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lucile davignon
 
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Post » Mon May 02, 2011 10:36 pm

Are Healers supposed to have healing spells at around 25 points in Restoration? My Argonian is lacking any, and it's making fights rather difficult ;)
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Bones47
 
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Post » Mon May 02, 2011 7:06 pm

Yes, Healers get heal minor wounds at 25 Restoration Skill. Other specializations may get it through multiclassing with restoration and some few classes get them as bonus spells. It IS rather difficult without the classic minor heal wounds, and that is on purpose. No more unlimited healing or cure poison for everyone :)
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DAVId Bryant
 
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Post » Mon May 02, 2011 10:36 pm

Excellent idea. Restoration consequently was my first pick to level up with Oblivion XP :P

Though sadly for some odd reason, I'm still not getting the spells. I'm getting the War Priest ones though, you know, Absorb Guile, Fortify Strength, etc., and all the other specializations as far as I can tell. I'm going to go try a clean save and see what it does.

EDIT: Yup, clean save worked. Now I don't need to carry around 10 pounds of healing potions, haha.
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Prisca Lacour
 
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Post » Mon May 02, 2011 8:04 pm

Yup, im having great fun with my Dark elf Warlock, with a Dark Elf partner. FCOM and lots of other mods make my oblivion experience a lot of fun. Hope other people likes the mod as I do, as I hated having lots of different spells and being god-like. Heres my current testing char:

http://img412.imageshack.us/img412/9605/oblivion201005312047016.jpg

http://img72.imageshack.us/img72/3606/oblivion201005312128316.jpg

Soon after I finish college exams, I will start on journeyman spell lists as most balanced and coherent as possible

Have fun :)
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Yvonne
 
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Post » Mon May 02, 2011 11:30 pm


Soon after I finish college exams, I will start on journeyman spell lists as most balanced and coherent as possible


Can't wait for the finished version of this mod :D

You have done some great work so far, keep it up :goodjob:
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Johanna Van Drunick
 
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Post » Mon May 02, 2011 7:53 pm

After playing with the mod enabled for about 20 hours, I can definitely say you've balanced it quite well. Nothing feels overpowering, though some spells are a bit unneeded at the time point where you get them. Midas Plasma Bolt and Plasma Bolt 2 are the first that come to mind, since they do less damage (it seems) than other Destruction spells you get at the same level. Perhaps move them to skill level 25 for Plasma Bolt and 30/35 for Plasma Bolt 2?

I also feel the Druid subclass is a bit weak. I never found myself really needing to summon a wolf or a mudcrab ;). Are there other available spells you can give the player at around the same level? Perhaps 'Summon Timber Wolf?'

Lastly, do skills need to be a major for them to take effect once you get them to the appropriate level? I'm assuming they don't since I got a few spells when I leveled up Speechcraft, which isn't a major, but just wanted to double check.

All in all, excellent mod, and I really can't imagine playing without it now. I can't wait for the new spell packs!
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Manuela Ribeiro Pereira
 
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Post » Mon May 02, 2011 9:10 pm

After playing with the mod enabled for about 20 hours, I can definitely say you've balanced it quite well. Nothing feels overpowering, though some spells are a bit unneeded at the time point where you get them. Midas Plasma Bolt and Plasma Bolt 2 are the first that come to mind, since they do less damage (it seems) than other Destruction spells you get at the same level. Perhaps move them to skill level 25 for Plasma Bolt and 30/35 for Plasma Bolt 2?

I also feel the Druid subclass is a bit weak. I never found myself really needing to summon a wolf or a mudcrab ;). Are there other available spells you can give the player at around the same level? Perhaps 'Summon Timber Wolf?'

Lastly, do skills need to be a major for them to take effect once you get them to the appropriate level? I'm assuming they don't since I got a few spells when I leveled up Speechcraft, which isn't a major, but just wanted to double check.

All in all, excellent mod, and I really can't imagine playing without it now. I can't wait for the new spell packs!


Thank you very much for the review, im doing the best with my time :-)

-----

New version released, including Journeyman spells. Im going to stay in here and improve the current system and the spell lists before moving onto master spells.

[NEW]
-Added Journeyman level support and Journeyman level multiclassing (read multiclassing section)
-Designed a dynamic system that restarts the spell list after updating AOMS versions. (pros: clean spell lists by removing and fixing spells from one version to another. permitting me to update oftenly without ruining the game. cons: 'Spell tomes' spells will be lost. Spells added by other Mods will be lost too)

[CHANGED]
-Redesigned the psychic, now it is called Illusionists, and includes spells which alter the perception, apart from having the classic dominate and command spells
-Added 11 spells, which were missing in previous versions.

[FIXED]
-Small bugs and typos in the scripts
-Overall script cleaning
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Rachael Williams
 
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Post » Tue May 03, 2011 7:00 am

New v0.20 version supports Fearsome Magicka.
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Everardo Montano
 
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Post » Tue May 03, 2011 4:03 am

Question about warmage (or something :P - the one that major in conjuration but requiring weapon skills) Is bound bow with bound arrow spell (from SM included?) or are you giving out the simple bound bow spell (if it is included)

Once you have bound bow and arrow spell, you tend to never want to use the old bound bow spell anymore :P
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Brian LeHury
 
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Post » Tue May 03, 2011 8:38 am

Question: Will this conflict with bg's Race Balancing Project? http://www.tesnexus.com/downloads/file.php?id=22124
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Marquis deVille
 
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Post » Mon May 02, 2011 11:22 pm

I'll wait until the mod is finished to begin my next playhtough...

By the way, I'm not a very good modder but if you're still planning to give the NPC the Midas Magick spells and stuff I could do that for you, since I play with FCOM I'd probably do an OOO version though, giving the new spells to the OOO bosses and NPC in a balanced way

And I replaced Supreme Magica with LAME because the 3 summons thing... I found it so overpowered for some reason and I hated fighting so many creatures when I visited some of the OOO dungeons with "guardians of oblivion" (pretty strong conjurers) is there going to be some way to make it be 1 summon again?

Nice that you added fearsome magicka, what I didn't like from this mod was that it changed to 3rd person everytime someone casted a fearsome magicka spell... could you change that too ? xD
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Lovingly
 
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Post » Mon May 02, 2011 8:35 pm

I like the sound of this mod. I read the readme. Can the mod makers clarify, which if any of supreme magicka's optional plugins will work with AOMS too? Thanks for the mod!
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Céline Rémy
 
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Post » Mon May 02, 2011 7:35 pm

has the issue with certian buttons turning into by magick buttons in which clicking them brings up a box and an error from the mod? causing it to reset your spellbook.....this is an annoying bit as everytime I enter dialog with someone and they dont have more then 4 box(services) options I risk the error coming up and having to reset everything (my race has custom spells it needs) including my race? its annoying to have to watch what I click closely so I dont invoke this error (you can somewhat tell when it will give an error but that helps very little).....


Im going to read the first page but Ill ask here anyway, aside from changing how magic is obtained does it give other NPC's spells from the mods as well? so I can expect a surprise nuclear blast from some wayware spellcaster with Midas spells.
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Matt Gammond
 
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Post » Tue May 03, 2011 12:02 am

I'm so confused with what this mod does. So, for example, I want to be deadly and all-around mage with heavy and wide set of tools to suprise enemies. But there come those specializations. Aren't these limiting me? I personally hate buying spells as well (lol, buying spells... come on), and I found this mod in thread of Fearsome Magicka which makes spells categorized too, and you can only... well, you know.
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Destinyscharm
 
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