[RELz] Audacious Magery

Post » Tue Feb 01, 2011 10:43 pm

http://www.tesnexus.com/downloads/file.php?id=25844

Name: Audacious Magery
Version: 1.08
Date: 7/15/2009
Category: Magic
Requirements: Oblivion Script Extender (OBSE)
Author: statttis

Description
===========
A couple weeks ago I tried out picador's Sorcerys Toll and while the idea was great, I wasn't satisfied with the implementation. So I decided to write my own version, and while I was at it, add some fun new features. I also decided to change the focus of the mod a little bit. Instead of being just about the "toll" of magic, I wanted the mod to help the player capture the spirit of discovery and encourage experimentation. It should allow the player to be daring, take risks and both profit and suffer from the unpredictability of powerful magic. Hence the name Audacious Magery...


Details
=======
Features:

-The ability to cast spell above your mastery level. There are two possible modes of calculating your mastery level: vanilla, which uses the skill levels of 25-50-75-100, and a system similar to Sorcerys Toll, where mastery level is based on player skill vs. magicka cost.
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.
The modified mastery levels uses the formula player mastery = (magic skill) * MasteryMultiplier (default 1.7)
It's hard to do these sorts of calculations in the midst of battle so I included the option to have sounds and/or messages inform you when you may have penalties applied. Three different message options:
- First-person immersive messages that give you a rough estimate of how dangerous the spell is to cast
- Message with exact numbers
- Warning sound

-Spell Penalties: just like Sorcerys Toll, when you cast a spell above your mastery level, bad things can happen. There are short term effects in the form of attribute damage, drained fatigue, loss of magicka, and so on. Long term effects come in the form of magical diseases (which can be cured just like a normal disease). Diseases become more likely if you cast many powerful spells in a short time. The main difference between my mod and Sorcerys Toll is an added element of randomness - you can cast the same spell a dozen times and something different can happen each time.
Spell penalties are influenced by three attributes:
- Willpower reduces the chance of being hit with a penalty.
- Intelligence reduces the magnitude of the penalty.
- Personality reduces the chance for the penalty to be unusually strong.
Using the default settings, personality will generally have the greatest effect, closely followed by intelligence. Willpower has the weakest effect, but also affects spell failures and backfiring.

-Spell Failure: a chance for your spell cast to fail when the spell is above your mastery level. The failure chance increases based on how powerful the spell is. This option is disabled by default.
Willpower reduces the chance of spell failure.

-Spell Backfire: a chance that your spell will backfire and hit you instead, if you lack the power to properly control it (your mastery level is too low). Only harmful spells will backfire.
Willpower reduces the chance of a spell backfiring.

-Experimentation: if you've played the Aleswell quest you know the importance of a distraction free environment to magical research. Working in a properly insulated laboratory will help you concentrate on controlling the stronger spells.

-A chance for summoned creatures to be hostile, especially dangerous Daedra conjurations (unless your conjuration skill is high enough).
Willpower reduces the chance of the summoned creature being hostile.

-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.

-You may notice that while you can cast any spell, you are still limited by your mastery level when making new spells. This is intentional: a mage should only be able to create spells that he has mastered. If you want stronger spells, buy them from someone who is more skilled... or use the ini setting to remove limits on spellmaking.

-Since you can cast any spell starting at level 1 (though not safely), there are new skill perks to keep the advancement milestones meaningful. New skill perks:

You can safely cast any spells in a school you have fully mastered (skill level 100).

Alteration:
A mage skilled in alteration learns to shield himself not only from outside threats, but inner ones as well. Increasing your skill in alteration reduces the magnitude of all spell penalties by the following amounts:
25 - 10%
50 - 20%
75 - 30%
100 - 50%

Conjuration:
A skilled conjurer learns to better control the creatures he summons. Increasing your conjuration skill reduces the chance for a summoned creature to be hostile by the following amounts:
25 - 10%
50 - 20%
75 - 40%
100 - Having finally perfected the control of his summoned creatures, a master of conjuration learns to channel the excess energy of powerful spells into the creatures he summons. While using this ability, there is a chance that a spell penalty will harm the caster's summoned creature instead of harming the caster. This ability can be turned on and off by using the Channel Energy lesser power.

Destruction:
A skill evoker learns to channel energy into his opponents instead of himself. Increasing your destruction skill reduces the chance of all spells (except summons) backfiring by the following amounts:
25 - 10%
50 - 20%
75 - 30%
100 - 50%

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

Mysticism:
A mage skilled in mysticism can not only dispel effects from normal spells, but also effects from the harmful backlash of his own spells. Increasing your mysticism skill lets you use the Inner Dispel power once a day to dispel penalty effects on yourself. The number of effects dispelled is as follows:
25 - 1
50 - 2
75 - 3
100 - all

Restoration:
A mage skilled in restoration can resist and cure the worst afflictions. Increasing your restoration skill gives you a reduced chance of being magically diseased by the following amounts:
25 - 5%
50 - 10%
75 - 15%
100 - 30%
The reduction perks from other skills cannot bring chances below 0. However, a high skill level in restoration can eliminate the chance of disease... as long as you limit your casting of spells beyond your mastery level.


-An .ini file that allows you to choose which features to use as well as finely tune them to work the way you want. The ini file included uses the settings I prefer. Depending on the mods you have installed and your play style, you may not find them balanced. If you want to finely tune the settings to your preferences, dive into the ini, read the comments, and try out some new settings. If you'd prefer just to start playing but the balance doesn't feel quite right, here are a couple recommended settings to change:

set aaEMMainQuest.xMasteryMultiplier to 1.7 (x is the name of a spell school)
- If you want spells of type x to be more difficult, set this value lower. If you want them to be easier, set it higher. The recommended range is 1.0 - 2.0.

set aaEMMainQuest.basePenaltyMultiplier to 0.5
- Make this lower or higher (by .1-.2 or less) to make all penalties weaker or stronger.


IMPORTANT!!!!
I really encourage you to read through the ini file. Pretty much everything this mod does can be enabled/disabled and modified through the settings provided.


Install
=======
**This mod requires OBSE**

1. Extract the files to \Oblivion\Data\
2. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the AudaciousMagery.esp file.
3. Modify the settings in AudaciousMagery.ini to configure the mod to your liking.

Note: this mod works entirely through scripts and therefore load order is irrelevant. Set the load order to whatever is convenient.

If you install using BAIN, be sure to enable the "Has Extra Directories" option. Otherwise the .ini file won't be installed and the mod will not work.

Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the AudaciousMagery.esp file.
2. Delete AudaciousMagery.esp and ini\AudaciousMagery.ini

Incompatibility
===============
No game settings are changed, and the mod works entirely through scripts, so this mod is compatible with just about everything. That includes magic mods like LAME, Supreme Magicka, and Midas Magic. Yes, this mod has been tested with LAME and Supreme Magicka and is compatible with them.

If you want to use this mod with a mod that removes spell levels (like Sorcerys Toll or Fizzle), you cannot use the vanilla mastery level setting. Be sure to set this option in the ini file to 0:
set aaEMMainQuest.useVanillaMastery to 0

Known Issues or Bugs
====================
Unfortunately, scripted conjurations like the ones in Midas Magic cannot backfire and become hostile. I might make an addon to fix this if I get around to it.

History
=======
1.08 9/3/09 - Fixed bug with Personality bonus.
- Improved handling of magicka cost scaling.
1.07 8/31/09 - Added option to prevent looting of summoned creatures.
- Updated some documentation.
1.06 8/8/09 - Fixed bug with powers.
1.05 7/25/09 - Removed an unpleasant penalty.
- Added new customization options: set the mastery multiplier for each school of magic individually.
- Cleared up some confusing wording.
- Penalty effects now show the name of the spell that caused them.
1.04 7/19/09 - Fixed bug where a spell could get be permanently changed.
1.03 7/19/09 - Fixed error with GetSpellMasteryLevel.
1.02 7/18/09 - Added option to remove limits on spellmaking.
1.01 7/16/09 - Fixed player not being notified when diseased.
1.0 7/15/09 - Initial release.

Contact
=======
You can find me on TESNexus and gamesas.com forums as 'statttis'

Credits
=======
Thanks to the OBSE team, without their hard work on OBSE this mod wouldn't be possible.
Thanks to Sugaraqe for the idea about the mage's staff.
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.


Tools Used
==========
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod.
User avatar
brandon frier
 
Posts: 3422
Joined: Wed Oct 17, 2007 8:47 pm

Post » Tue Feb 01, 2011 10:11 pm

Forgot the [Relz] in the topic... how do I add it? :facepalm:
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Tue Feb 01, 2011 5:42 pm

Forgot the [Relz] in the topic... how do I add it? :facepalm:

Contact a moderator, and congrats on release. Ill make sure to try it out :)
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Tue Feb 01, 2011 9:16 pm

I'll stick with Sorcery's toll for now, for one because I actually like the "predictability" and how all the diseases you can get are related to the school you backfired in...

The other reason is Spell failure, I tried it with Talkie toaster's mod and didn't really like it. Is there a way you could make spell failure modular so users could turn it off through an ini or something?

Two glitches with Sorcery's toll which I wonder if they exist in this?:

1:Rarely with summons there'd be this odd "ST: calling scamp" thing which would turn my summon into a non summon scamp. So if I killed it it's body would remain, other times it'd just make my summon a dead scamp body :/

2: also http://www.gamesas.com/bgsforums/index.php?s=&showtopic=884533&view=findpost&p=14483275
User avatar
sarah simon-rogaume
 
Posts: 3383
Joined: Thu Mar 15, 2007 4:41 am

Post » Tue Feb 01, 2011 7:51 pm

The other reason is Spell failure, I tried it with Talkie toaster's mod and didn't really like it. Is there a way you could make spell failure modular so users could turn it off through an ini or something?


im pretty sure you can turn spell failure off in the ini according to the op

-An .ini file that allows you to choose which features to use as well as finely tune them to work the way you want. The ini file included uses the settings I prefer. Depending on the mods you have installed and your play style, you may not find them balanced. If you want to finely tune the settings to your preferences, dive into the ini, read the comments, and try out some new settings. If you'd prefer just to start playing but the balance doesn't feel quite right, here are a couple recommended settings to change:

User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Wed Feb 02, 2011 1:25 am

I'll stick with Sorcery's toll for now, for one because I actually like the "predictability" and how all the diseases you can get are related to the school you backfired in...

The other reason is Spell failure, I tried it with Talkie toaster's mod and didn't really like it. Is there a way you could make spell failure modular so users could turn it off through an ini or something?


"Pretty much everything this mod does can be enabled/disabled and modified through the settings provided."
Yes, that includes spell failure :P . It's actually disabled by default because I'm not a big fan of it either. I just included it for completeness.

edit:
Also, if you don't like randomness, you can change some settings in the ini. To completely get rid of randomness for spell penalties, try some of these settings:

Make it so spells always give a penalty:
set aaEMMainQuest.minPenaltyChance to 100
set aaEMMainQuest.maxPenaltyChance to 100

Eliminate randomness of the effects:
set aaEMMainQuest.penaltyRandomMultiplier to 0.0

Reduce magnitude of the effects to compensate:
set aaEMMainQuest.penaltyMagnitudeMultiplier to 0.1
set aaEMMainQuest.basePenaltyMultiplier to 0.2

This will give you consistent penalties for casting a spell... same thing will happen every time you cast a certain spell.

Two glitches with Sorcery's toll which I wonder if they exist in this?:

1:Rarely with summons there'd be this odd "ST: calling scamp" thing which would turn my summon into a non summon scamp. So if I killed it it's body would remain, other times it'd just make my summon a dead scamp body :/

2: also http://www.gamesas.com/bgsforums/index.php?s=&showtopic=884533&view=findpost&p=14483275


Unless your summon backfires it's just a normal summoning. But when it backfires, you'll be facing a hostile monster without a timer.

Mastery in a spell school prevents all penalties, failures, etc.
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Wed Feb 02, 2011 12:59 am

"Pretty much everything this mod does can be enabled/disabled and modified through the settings provided."
Yes, that includes spell failure :P . It's actually disabled by default because I'm not a big fan of it either. I just included it for completeness.

Okay, guess I need to read better. :P

Mastery in a spell school prevents all penalties, failures, etc.

Okay it's just.... Sorcerys toll claimed the same thing. I'll try it out and see how it goes.
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Tue Feb 01, 2011 1:50 pm

One feature in sorcery's toll that i didn't like was that it made all spells novice, and it was irreversible. Will this mod do that?
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Tue Feb 01, 2011 12:17 pm

One feature in sorcery's toll that i didn't like was that it made all spells novice, and it was irreversible. Will this mod do that?


No. That issue was actually what prompted me to start working on this mod. A spell is only set to novice while you have it selected and is changed back when you pick another spell. I also checked that the mod uninstalls cleanly, which it will.
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Tue Feb 01, 2011 3:39 pm

One last thing for now: What if I use a script effect staff(like Sheogorath's staff), or if I use a staff with multiple effects from different schools?
User avatar
Charity Hughes
 
Posts: 3408
Joined: Sat Mar 17, 2007 3:22 pm

Post » Tue Feb 01, 2011 10:55 am

One last thing for now: What if I use a script effect staff(like Sheogorath's staff), or if I use a staff with multiple effects from different schools?


Script effects can be set to use any of the schools. The default is alteration, so it's likely that most staffs with a script effect will count as alteration. The first effect will count for a staff with effects from multiple schools (are there any?).
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Tue Feb 01, 2011 10:03 am

A spell is only set to novice while you have it selected and is changed back when you pick another spell.


ah i think you just sold me on this mod, i liked the idea behind the others, but i didnt like not being able to tell if i could cast a spell. but just to clarify, does this make it so spells wont have penalties or a failure chance unless their over your mastery lvl? because if im a journey man in a skill i dont want to really have to worry about those spells, but i want to be able to experiment with higher spells. If it doesnt is their a way to configure this to do so?

sorry if this has been answered already
User avatar
Pixie
 
Posts: 3430
Joined: Sat Oct 07, 2006 4:50 am

Post » Tue Feb 01, 2011 4:42 pm

ah i think you just sold me on this mod, i liked the idea behind the others, but i didnt like not being able to tell if i could cast a spell. but just to clarify, does this make it so spells wont have penalties or a failure chance unless their over your mastery lvl? because if im a journey man in a skill i dont want to really have to worry about those spells, but i want to be able to experiment with higher spells. If it doesnt is their a way to configure this to do so?

sorry if this has been answered already

There's an ini settings for that


Update:
My 2000+ magicka spell worked fine with no backlash or anything
My favorite thing is that taking off clothes which fortify magicka no longer cause backlashes. (Hooray! now my mage can switch from robes to heavy armor without killing herself!)
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Tue Feb 01, 2011 9:31 am

There's an ini settings for that


lol just figured that out, its the 1st setting in the ini too!
User avatar
Grace Francis
 
Posts: 3431
Joined: Wed Jul 19, 2006 2:51 pm

Post » Wed Feb 02, 2011 1:29 am

Minor update:
Fixed player not being notified when diseased.
Clarified a few things in the readme.
User avatar
Sunny Under
 
Posts: 3368
Joined: Wed Apr 11, 2007 5:31 pm

Post » Tue Feb 01, 2011 9:55 am

I'm guessing this is compatible with other magick mods? Specifically SM?

Doh! Can't read, thanks.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Tue Feb 01, 2011 4:26 pm

Yes, this mod has been tested with LAME and Supreme Magicka and is compatible with them.


;)
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Tue Feb 01, 2011 11:42 pm

Yeah, I can be a wild mage! My companions will hate me, but I will have fun asploding myself. :nuke:

But now if I ever get the CS running I will have to come up with a new idea. A subset of this was going to be it.
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Tue Feb 01, 2011 6:43 pm

A possible fix for Midas Magic Summons could be to check if the spell is a conjuration spell and then after the player casts it, check if there is a new character in front of the player.
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Tue Feb 01, 2011 1:25 pm

Great to see it released! Going to DL now!
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Tue Feb 01, 2011 11:29 am

First off, this is a nice mod :)

Secondly, I loved ST's system of casting anything, and that seemed to carry onto spellmaking, too. Here, I can't make spells beyond my mastery level in that school, which is somewhat of a bummer :(
User avatar
Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Wed Feb 02, 2011 12:52 am

Easy fix :)

Update:
1.02 7/18/09 - Added option to remove limits on spellmaking.
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Tue Feb 01, 2011 11:55 pm

Well, that was fast. Thank you :)
User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm

Post » Tue Feb 01, 2011 8:34 pm

i seem to have run into a problem with this mod, or maybe its a combination of this and another mod?

anyways i noticed that some of my scripted spells cost was reduced to amounts like 2 or 3 magicka, after removing the mod they reverted to their original cost. i havent been able to recreate the event since i have no clue when it happend in the first place, but after reactivating the mod the values were still at their orignal cost.

since nobodies reported this, to my knowledge, and since i cant recreate it im guessing its either going to be rare, or with a combination of mods that cause it. or people havnt notticed like i didnt at first.
User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Tue Feb 01, 2011 6:30 pm

i seem to have run into a problem with this mod, or maybe its a combination of this and another mod?

anyways i noticed that some of my scripted spells cost was reduced to amounts like 2 or 3 magicka, after removing the mod they reverted to their original cost. i havent been able to recreate the event since i have no clue when it happend in the first place, but after reactivating the mod the values were still at their orignal cost.

since nobodies reported this, to my knowledge, and since i cant recreate it im guessing its either going to be rare, or with a combination of mods that cause it. or people havnt notticed like i didnt at first.
*2nd confirmation*
For me it fluctuates around spells. For a while Icarian leap(LAME Spell) is 2 magicka, then it goes back up to around 230 magicka, and switches between the two occasionally. With Astral Recall(Midas spell) it's pretty much always only 1 magicka while Astral mark(which is always supposed to have the same magicka cost as recall) is always 34 magicka.
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Next

Return to IV - Oblivion