[RELz] Audacious Magery

Post » Tue Feb 01, 2011 6:09 pm

Thanks for the update, stattis.
I tried it out and I think that it might have fixed a few spells with the "skill level too low" bug (I can't remember which of the spells had this bug), but the one Light spell mentioned in my previous post is still non-castable.
If you want me to try something out, I'll be happy to. Anything to get this superb mod properly working again.

EDIT: Btw I did a clean save before adding the newest update.
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Saul C
 
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Post » Tue Feb 01, 2011 1:49 pm

Hi,

Does it work with all Npc?s or only with you?

thank you
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Skivs
 
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Post » Tue Feb 01, 2011 7:35 pm

...darn...
I just found 3 other spells that I cannot cast. This time in the school of Mysticism. :(
I wonder if it has something to do with autocalc spells or something. Perhaps the casting cost is at some in-between value so the script cannot tell wether or not the spell is castable...
Just throwing out ideas since I really have no clue why most of my spells works according to Audacious Magery rules.

If you want me to try something out or log something for you to see, I'll be happy to do it, stattis.
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Amie Mccubbing
 
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Post » Tue Feb 01, 2011 10:28 pm

I figured out the issue a while ago but forgot to upload the new file :rolleyes:. Download vers 1.09 from tesnexus for the fix.

Cool thanks for the update! Is this fixing the problem only i seemed to encounter? anyways I've i only recently started playing more again, a lot of different games caught my attention for a bit and not to mention real life. But ill be glad to be able to cast spells again, thanks again!

edit: Mercer Meka did you clean save before updating? that can be a problem sometime if you just update, just thought I'd throw out an idea. Haven't got a chance to try the new version yet but i will tomorrow probably.
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Judy Lynch
 
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Post » Tue Feb 01, 2011 5:46 pm

Quoteing my self:

EDIT: Btw I did a clean save before adding the newest update.


So yes.
The problem can be mod interaction but I cannot for the life of me see how anything would conflict. It seems Audacious Magery is made so it can't conflict with other mods... *thinks*

(btw I posted my Load order a couple of posts back.)
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Allison Sizemore
 
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Post » Tue Feb 01, 2011 9:07 am

Hi,

Does it work with all Npc?s or only with you?

thank you


No, it's just for the player.


...darn...
I just found 3 other spells that I cannot cast. This time in the school of Mysticism. :(
I wonder if it has something to do with autocalc spells or something. Perhaps the casting cost is at some in-between value so the script cannot tell wether or not the spell is castable...
Just throwing out ideas since I really have no clue why most of my spells works according to Audacious Magery rules.

If you want me to try something out or log something for you to see, I'll be happy to do it, stattis.

The problem can be mod interaction but I cannot for the life of me see how anything would conflict. It seems Audacious Magery is made so it can't conflict with other mods... *thinks*

(btw I posted my Load order a couple of posts back.)


If the issue is with autocalced spells, it's possible that the problem is coming from game settings being changed at runtime. AM reads in + stores some game settings related to magic when it initializes (because using GetGameSetting spams the console and I got tired of it) and uses them for some calculations. If they get changed by a script in another mod then autocalc spells won't be handled correctly. So perhaps there really is a conflict...

If you'd like to help out, you can verify if the game settings are the issue. When you come across a spell you can't cast, type these lines into the console:

show aaEMMainScript.apprenticeMinshow aaEMMainScript.journeymanMinshow aaEMMainScript.expertMinshow aaEMMainScript.masterMingetgs fMagicSpellLevelApprenticeMingetgs fMagicSpellLevelJourneymanMingetgs fMagicSpellLevelExpertMingetgs fMagicSpellLevelMasterMin


If any of them don't match up we found the problem :)
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bonita mathews
 
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Post » Wed Feb 02, 2011 1:11 am

THANKS stattis. I will go try out those commands now and see what they say....
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мistrєss
 
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Post » Tue Feb 01, 2011 7:36 pm

Screen:
http://img684.imageshack.us/img684/4530/screenshot101q.jpg

I don't understand what it says but the first commands I tried just gave the error message you see. I'm talking about these:
show aaEMMainScript.apprenticeMin
show aaEMMainScript.journeymanMin
show aaEMMainScript.expertMin
show aaEMMainScript.masterMin

The other ones I guess should say 25, 50 and 75 or what?

btw I have several mods that uses ini's and some of them might interfere. SM and Progress for instance.
Perhaps if your script could be delayed to run later (delayed)?
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danni Marchant
 
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Post » Tue Feb 01, 2011 9:00 pm

^ Alright, I just tried switching off auto-calc of some of the spells and I still get the "your skill level is too low" message, so I don't think the problem has to to with auto-calc spells.

Gah..
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Jeremy Kenney
 
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Post » Tue Feb 01, 2011 4:24 pm

Screen:
http://img684.imageshack.us/img684/4530/screenshot101q.jpg

I don't understand what it says but the first commands I tried just gave the error message you see. I'm talking about these:
show aaEMMainScript.apprenticeMin
show aaEMMainScript.journeymanMin
show aaEMMainScript.expertMin
show aaEMMainScript.masterMin

The other ones I guess should say 25, 50 and 75 or what?

btw I have several mods that uses ini's and some of them might interfere. SM and Progress for instance.
Perhaps if your script could be delayed to run later (delayed)?


The errors are because you misspelled some of the commands. The ones that worked gave me the info I needed, which is that your game settings are not being changed. Back to square one :(

If you give me the names/id of the spells you're having trouble with I can take a look at what might be going wrong.
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Isabella X
 
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Post » Tue Feb 01, 2011 5:45 pm

The errors are because you misspelled some of the commands. The ones that worked gave me the info I needed, which is that your game settings are not being changed. Back to square one :(

If you give me the names/id of the spells you're having trouble with I can take a look at what might be going wrong.


Ok, I'll post the IDs of the spells I can remember and since I'm using Supreme Magicka I have added the info about each spell as it looks in the CS.
In paranthesis = (magnitude,area,duration,spell cost)

StandardBoundMaceJourneyman (0,0,120,144)
StandardDispelTarget3Journeyman (80,5,0,132)
StandardLight2Apprentice (35,0,130,49)
StandardTurnUndead4Expert (60,25,75,371)

If you need any more info or more spell IDs let me know
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..xX Vin Xx..
 
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Post » Tue Feb 01, 2011 12:02 pm

Hey again stattis,

I got Audacious Magery to work pretty flawless for a while (I have no idea how) then just recently I found many new spells uncastable. I did a clean-install and now it seems to work perfectly. (??) I wonder if some things in the ini file can mess things up since now I'm using an almost untouched ini?


Anyway I have a few questions:

When using vanilla mastery levels, only spells higher than your mastery levels will cause penalties. For example, if you have 30 skill in Restoration, there will be no penalty for casting novice or apprentice spells, but there will be penalties for casting journeyman spells and above.


Does the penalties when using the vanillamastery mod (with penalties) increse for each mastery level? I mean if I'm a novice and cast a master spell I will suffer more than I I'd casted a Jouneyman spell.
I guess so but there's not any documentation on this and I've been using the other mode until now.



-Wielding a staff of the same school as the spell you cast helps reduce penalties, failure chance, and backfiring. This has a strong effect so choose your staff wisely.


Is that the highest cost spell effect that counts (both in the spell and in the staff)? I ask because many spells/staffs have more than 1 spell effect.



Illusion:
A skilled illusionist can be different things to different people. Increasing your illusion skill gives you a bonus in an attribute, and you can change which attribute is increased at any time by using the Illusion Skill lesser power. The bonuses are as follows:
25 - +1
50 - +2
75 - +3
100 - +5


May I suggest upping the bonuses here to something like:

25 - +3
50 - +5
75 - +7
100 - +10



What exactly does this ini setting do:
;penaltyRandomMultiplier changes how random the penalties are.
set aaEMMainQuest.penaltyRandomMultiplier to 0.8



- Mercer
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Oyuki Manson Lavey
 
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Post » Tue Feb 01, 2011 11:14 am


I got Audacious Magery to work pretty flawless for a while (I have no idea how) then just recently I found many new spells uncastable. I did a clean-install and now it seems to work perfectly. (??) I wonder if some things in the ini file can mess things up since now I'm using an almost untouched ini?





Sorry for the thread Necromancy, but are you referring to a clean install of AM, or a clean install of Oblivion? I ask because I'd like to get this mod but if it causes me to re-install my game I'll wait until its a little more stable.
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Mr.Broom30
 
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Post » Tue Feb 01, 2011 7:00 pm

Hello,

Sorry about the necromancy! I think the concept of this mod is great, but If I walk around with a spell above my skill level selected, I got a lot of stutter and eventually some CTDs.. does anyone also experience this? Reading the mod description, the only script intensive feature seems to be (in my almost nonexistent script knowledge) the one that detects how many npcs are around you..
Thanks!
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koumba
 
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