[WIP] Alternative Oblivion Magic System

Post » Tue May 03, 2011 5:13 am

well, you pick a specialization, beat everyone to a pulp with it, and get stronger :D
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Darian Ennels
 
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Post » Mon May 02, 2011 10:08 pm

Such as what? Can I get multiple specializations?
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Scarlet Devil
 
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Post » Tue May 03, 2011 7:26 am

Okay, I see I can. But, does this mod work WITHOUT Fearsome Magicka? And, does it work with leveling systems like nGCD + Progress? They base on progressing skills (so you actually need to use spells to level eg. Destruction).
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Sara Lee
 
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Post » Tue May 03, 2011 3:24 am

Okay, I see I can. But, does this mod work WITHOUT Fearsome Magicka? And, does it work with leveling systems like nGCD + Progress? They base on progressing skills (so you actually need to use spells to level eg. Destruction).


I know you asked that question a LONG time ago but I was bored so I'll try to help. Have you ever tried Oblivion XP? When you level up you can spend a certain amount of points on your skills and attributes like the older RPG's. You can also edit the INI and set different amounts of xp gain for different things. Like for finding a nirnroot its like 100xp default and you can set it for 1000 or whatever you like. If you have tried it and don't like it then I cannot help you.

EDIT: Here's the http://www.tesnexus.com/downloads/file.php?id=15619
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gemma king
 
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Post » Mon May 02, 2011 10:03 pm

Will this ever be finished? I was hoping to play my next playthrough with it...
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Deon Knight
 
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Post » Mon May 02, 2011 7:00 pm

Will this ever be finished? I was hoping to play my next playthrough with it...


+1. Have played around with this for a while and really like how it works. I hope you are still working on this Revolucion. If you need any testing/feedback let me know. :foodndrink:
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Rob Davidson
 
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Post » Tue May 03, 2011 6:15 am

... a wee bump for this since its just been updated on the http://www.tesnexus.com/downloads/file.php?id=31918 - Fearsome Magicka no longer required. Well worth checking out. :foodndrink:
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Georgine Lee
 
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Post » Tue May 03, 2011 2:06 am

Great I just checked out the changelog and it reads very promising :) And I'm glad FM was removed because it made things too complicated imho.
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Jesus Lopez
 
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Post » Mon May 02, 2011 6:31 pm

A bump because I think this mod is worth the attention :)
This is a great mod adding so much to the gameplay.
Using OblivionXP I love getting new spells after I leveled and increased my magic skills. Just like those classic RPG's.
This is so much better than buying spells.

I'm currently playing a Warlock (with v0.30) and the mod performs great, I haven't seen any weird stuff/bugs yet.
The balance seems good (with FCOM, RBP and Duke Patrick's combat mods).

Thanks for this great mod Revolucion09! :hehe:
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Chloe Lou
 
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Post » Tue May 03, 2011 3:51 am

Apologies in advance is this has already been answered, but... what does this mod do in regards to other spell mods? Like, say, if I had Fearsome Magicka installed: would I be able to access the spells in that without having to use the console? Considering how this mod supposedly removes the option of buying spells, it has me rather concerned.

Furthermore, what of existing characters? Do they get all their spells removed and rebalanced? Or... what? I'm kinda worried here...

Again: apologies in advance if these have already been answered. However, I haven't seen them if they have, and I'd really like to know so I can go into this mod without worrying about anything.
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StunnaLiike FiiFii
 
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Post » Tue May 03, 2011 8:43 am

It's not reccommended to add this to existing characters since all of your current spells will get removed(whether you bought them or found them in tomes). I have a restore fatigue spell that is essential for keeping me alive in my FCOM setup, AOMS removes this so I won't be installing this until I start a new character, which isn't going to be likely for several months with all the quest mods I have in my game.
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Kieren Thomson
 
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Post » Mon May 02, 2011 8:06 pm

A restore fatigue spell, really? If you use Realistic Fatigue you can tweak the ini to balance it out and make it less annoying, otherwise you can make restore fatigue potions out of all that food you'll find. (Also make sure you use Athletics as a major skill. That'll help.)

Anyway, Curious about the other magic specializations I made a Witchhunter. And I have two questions.
One about two spells I've got from the beginning, called Sneak In and Sneak Out, How do these work? I tried Sneak in and my game crashed after a loading screen.
Second about Mida's Astral Recall. I got the spell Astral Recall, (Mysticism 50) but I didn't get astral mark. Is this correct?

Anyway, off to play some more Oblivion :hehe:
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kitten maciver
 
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Post » Mon May 02, 2011 6:39 pm

A restore fatigue spell, really? If you use Realistic Fatigue you can tweak the ini to balance it out and make it less annoying, otherwise you can make restore fatigue potions out of all that food you'll find. (Also make sure you use Athletics as a major skill. That'll help.)

Anyway, Curious about the other magic specializations I made a Witchhunter. And I have two questions.
One about two spells I've got from the beginning, called Sneak In and Sneak Out, How do these work? I tried Sneak in and my game crashed after a loading screen.
Second about Mida's Astral Recall. I got the spell Astral Recall, (Mysticism 50) but I didn't get astral mark. Is this correct?

Anyway, off to play some more Oblivion :hehe:


Oh I have plenty of restore fatigue potions, but they just don't do enough for me lol. besides it's got very convenient for me to use that spell (not to mention it's excellent for training Restoration without resorting to scumming). Also I use Realistic Hunger so I like to save food for it's proper purpose lol.
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Monika Krzyzak
 
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Post » Tue May 03, 2011 8:00 am

Alright lol!
I tweaked the settings so running doesn't drain me so fast, but combat is still intense. Fatigue regenerates slightly faster here so battles won't take all day but if you keep swinging with a weapon or keep your bow drawn for too long, you'll get tired quickly so it still takes strategy to win a fight (especially with Duke Patrick's mods where they try to evade your sword, arrows and magic and fight brutally smart). Just great fun! :hehe:

btw OblivionXP is also great to prevent you from spamming spells, now your killrate and actions matter :thumbsup:
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Red Bevinz
 
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Post » Mon May 02, 2011 10:09 pm

I
s there gonna be any cool and ballsier additions?

You know what would be awesome, I noticed one time when I was leaving a ruin I saw a mage running down a road past the ruins' entrance.

Well I looked at him and the first thing I said was "HA! look at that Cryomancer go!"

That's when I thought, lol I knew right away what he was because he had a very thick misty sort of ice crytaline things revolving around him as he ran that left slight particle effects.

Wouldn't it be awesome if you could tell mid-level to high level mages what they are by visual cues? And even the npc's if they could tell what you were from visual cues and then spells that suppress your powers until a fight when you would have to release those powers- that way there would be an element of surprise and paranoia when you've been told your facing off against a wizard and when you see your target he's not giving off any types of energies...

Well I seem to have rambled on but anyways I hope you liked my idea, work hard and good luck- Your friendly neighboorhood Warlord.


Here's a quote of me from the comments section of Alternative Magic System Beta 3.0, let me know what you think.
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john palmer
 
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Post » Tue May 03, 2011 2:05 am

The readme states the LAME optional esp should work with this.

Does this also mean that with the spell tome (scrolls) esp that you will get spells as per normal (just reading them)?

What about starting spells.esp? That seems it would conflict.

Was it determined that one needed to use the bgMagicEV_Conjuration_for_Supreme_Magicka.esp - as per http://www.gamesas.com/index.php?/topic/1086758-wip-alternative-oblivion-magic-system/page__view__findpost__p__15989029?
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Baby K(:
 
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Post » Mon May 02, 2011 10:25 pm

Bumping the above post plus a few new questions.

I'm confused about whether this still utilizes Fearsome Magicka. Yes? No? If it does not I recall reading the Fearsome Magicka thread that pluggy is really only needed for a few spells. Perhaps for those that want to avoid pluggy those spells can be purged from the spell lists.

So with each level we get doled out more spells or what? When do they get assigned as you level and is there any choice about what you get?

The working about what counts as a major spell is confusing ... does this mean that you chose it as a major at start of game or that you just have that many points. Please be more clear as this makes me wonder for the specialization I want if I should avoid using certain skills or just not worry because it only matters that I don't pick them as majors during character generation.

How does this handle spell making? Is that too disabled like spell buying?

Any word on scroll learning and making as described http://www.gamesas.com/index.php?/topic/1086758-wip-alternative-oblivion-magic-system/page__view__findpost__p__15848364.

What about uninstalling?

The blocking spell menu needs work. In my set up the spell buying icon replaces the repair icon. I get the repair menu when clicked on. At other times it replaces the goodbye icon and yet then goes to the spell buying menu. I ran into a common vanilla thief just north of Anvil and had a persuade button then a spell buy button - clicked on it and then went to empty spell menu then back to normal dialogue options. Could be mod conflict.

please come back to us

Please anyone else using this - comments?
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Andrew Perry
 
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Post » Tue May 03, 2011 7:29 am

Another issue of compatibility.

When using http://www.gamesas.com/index.php?/topic/1125389-relz-class-advantages/ this mod will remove the lesser powers that mod confers on your class once this mod gets initialized.

Actually related to that is the fact that this mod removes several of the vanilla classes at chargen. Tested that many times now.

Then it seems that whatever the last button in dialogue is (along the bottom not dialogue topics themselves) is often replaced by the icon for buy spell. So that seems to be the bug there.

and finally during character generation using http://www.tesnexus.com/downloads/file.php?id=8353 which like the tutorial dungeon has an area to double check your stats and class before heading out. The mod would not initialize until after I had left that area.

I don't think the controller option initialized right.
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Isabel Ruiz
 
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Post » Tue May 03, 2011 7:55 am

Revolucion, have you given any thought to editing the xml file to simply remove the spell buying button from the dialogue system? Would that not remove the issue people are having or am I missing something? I am not really familiar at all with xml, but I recall there being a file on TESNexus which was simply an xml file for users of Persuasion Overhaul to remove the persuasion button from the dialogue menu.

The mod seems like it's exactly what I'm looking for in a magic overhaul- downloaded it, and planning to use it in my next setup.

Please don't abandon this :) .

EDIT: Spelling errors.
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Bethany Short
 
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Post » Tue May 03, 2011 3:22 am

Revolucion - I tried this mod out and really liked the way it played but I also got the buy spell icon in place of repair or goodbye in dialogue. I agree with Psymon that it would be nice to understand how the mod works a little better to plan out a character. I would love to see a final version of this. Keep up the good work!
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Marine x
 
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Post » Tue May 03, 2011 5:50 am

bump to keep this alive.
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Euan
 
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Post » Tue May 03, 2011 2:16 am

A weekly bump to keep awareness about this alive.

This mod needs love.
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Charles Weber
 
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Post » Tue May 03, 2011 4:39 am

It's a new month, and we want more AOMS! :laugh:
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Kelly John
 
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Post » Mon May 02, 2011 11:59 pm

Some 5 months later and no word from the author.

Too bad as this mod had a lot of promise and I was really looking forward to more of it.

Since it requires a new game to play it - it unfortunately will not be in my new game. (unless released in the next week).
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Harry Hearing
 
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