Comprehensive Magicka and Spell Effect Mods Guide/FAQ

Post » Mon Apr 11, 2011 2:31 am

Gluby's Comprehensive Magicka and Spell Effect Mods Guide/FAQ

NOW BEING MAINTAINED AT http://www.mwmythicmods.com/Gluby/Gluby_Magicka_and_Spell_Effect_Mods.htm (Sep. 2, 2009)

Status Update: This guide is now hosted at MW Mythic Mods, and I won't be updating it here at the thread anymore. Please check it out there. For now, I'd very much appreciate feedback as to layout and so forth, as I'm experimenting with that.


Magic Skill Gain Mods

Morrowind's skill system is intuitive and well-designed in many ways. However, because of what many consider an oversight in how skill gain is implemented for spellcasting, the unmodified game requires a great deal of tedious "practice spellcasting" of small, useless spells to improve magic skills. The problem is worse for some skills than others; it is easier to increase, say, Destruction by virtue of the repeated castings that will come naturally in combat, but skills like Conjuration are notoriously difficult.

The problem, which many to be a rather serious flaw in the game system, is that game's method of recording skill progress does not differentiate between a spell that costs, say, 5 Magicka and much-more-powerful one that costs 50 or 200. It simply incremements the skill progress counter by one every time a spell, any spell, of that magic school is cast.

This means that developing one's magic skills will tend to involve casting low-power spells repeatedly, and often for no other purpose than the practice, or simply buying training. I personally remember using travel time to repeatedly cast Bound Dagger and spells like it while auto-running in order to develop Conjuration, and it is not uncommon for people to make a custom spell that costs 1 Magicka just for the purpose of training the skill. While the need for practice is certainly realistic, the game loses out in both realism and playability when success at difficult castings to provide no more progress than success at the most trivial. In the end, as in the skill system overall, the game encourages exploiting its quirks, while punishing smooth, natural play.

The mods in this subcategory try to change that by making the game system recognize the Magicka cost (and therefore the difficulty) of the spells cast in order to translate higher-power spells successfully-cast into accordingly more skill gain. It is, apparently, not at all an easy thing to pull off technically, as Azrael explains in his readme for Magicka Based Spell Advancement:
There have been a few mods which have attempted to rectify this situation; Magicka Based Skill Progression by Hotfusion and Improved Skilled Magicka by PirateLord are the two I am familiar with. Those authors have gone to incredible lengths to work around the Morrowind scripting engine's limitations; namely, that you can't update the skill progress bar with native Morrowind scripting functions. As a result, while the mods they've created are excellent and worthy of worship, they have certain inevitable shortcomings, through no fault of the authors. The mods keep track of magicka usage and update their own counters. The problem is that skill increases don't count towards levelling up and they don't influence the stat multipliers. The authors have worked out a system to get around this, but it isn't a seamless integration.

Thus, all the mods in this subcategory are workarounds.

Azrael's Magicka Based Spell Advancedment, is, perhaps, the most successful, as it circumvents the limitations of Morrowind's scripting engine by using Aerelorn's http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=8 (which must, obviously, be installed and run with Morrowind for it to work), allowing the game's leveling mechanism to recognize magic skill gains normally. The other two mods, HotFusion's Magicka Based Spell Progression and PirateLord's Improved Skilled Magicka, accomplish the goal by simply overriding the game's base skill progression system for spellcasting skills; the former works around the leveling problem by using the game's built-in skill gain mechanism for skillbooks to achieve game-recognizable increases in magic skills, while the latter works in tandem with Galsiah's Character Development as a complete replacement for the games's leveling and attribute gain system altogether.

Though each has some drawbacks, many who have tried them find the improvement in quality of game experience well worth it, and some simply will not play without them.


http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=3585 [Azrael]: The most full-featured mod of its type, MBSA provides both (1) skill progress based on spellcasting cost, and (2) spellcasting cost reduction for high magic skill level.

It achieves the first by using the advanced functionality provided by Morrowind Enhanced to measure the amount of Magicka used in casting a spell and then apply an appropriate bonus for high cost/difficulty directly to the skill progress counter for the appropriate magic skill. Thus, the mod is able to work within the game's built-in skill progress system, instead of having to circumvent and replace it.

For the second, the author incorporated Horatio's Casting2 v1.2 (no longer available, except perhaps via the http://www.archive.org/) into the mod in such a way that the two mods, formerly incompatible, are merged into the same script and allow for the player to have both functions.

The mod has three difficulty settings, allowing for more or less skill progress progression from Magicka spent. [Dec. 2005.]

Technical Notes: Obviously, requires http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=8. The mod is reportedly compatible with Galsiah's Character Development, though Eisenfaust has reported that it conflicts with the spells portion of Morrowind Sound Enhancement. It is incompatible with Aragon's Spell Casting Cost Reduction v3.0. The mod has also been reported to contain a small bug that causes occasional excessesive progress when used with mods and/or items that grant Magicka regeneration. Both bugs, according to the bug reporters, can be fairly easily fixed by a knowledgeable modder; see the comments in the mod's PES http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=3585.


http://www.pirates.retreat.btinternet.co.uk/Other.htm [PirateLord]: Replaces the game's built-in skill progress system for magic skills with its own system that increases skill gain for spells based on difficulty and cost, making it so one does not have to cast hundreds of little spells to improve casting skills. The mod is designed to work alongside Galsiah's Character Development, which allows magic skill progress under this mod to count for leveling and attribute gain purposes. It can be used without GCD, but this is not at all recommended because magic skill gains will not count for purposes of leveling and attribute gain multipliers. [Aug. 2005. Compatible with Magicka regeneration mods, though sometimes they will cause slight decreases in amount of progress made from a casting.]

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=2270 [HotFusion]: Like PirateLord's mod, MBSP replaces the game's built-in skill progress system for magic skills, but it uses the functionality specific to skill books (books which grant a skill increase when read) to provide the skill gains from spellcasting. And like Azrael's mod, it incorporates Horatio's spellcasting cost reduction for high magic skill level.

The mod is very specifically designed to adhere to the skill gain pacing of vanilla Morrowind, using the same formula Bethesda uses. Under HotFusion's system, 15-point spells are the default measure of one casting. A spell that costs 30 Magicka will provide twice the skill gain progress for one spellcasting in the default system, but a 10-point spell will provide less: 66.66%. Thus, the player has a specific incentive not only to cast higher-powered spells, but to avoid the use of the lower-powered ones.

Because of the skillbook skill-increase methodology used by the mod, it is unable to raise magic skills above 100, and therefore will not cooperate well with mods that remove skill caps. [Jan. 2006.]


Magicka Regeneration Mods

By default, the character's reserve of magic power, Magicka (known as spell points or mana in other games), does not regenerate. Magicka is only recovered by resting, drinking Restore Magicka potions, and Absorption spells.

Given that many players find mages already woefully underpowered in vanilla Morrowind when compared to warrior-type characters, this made playing a magic-focused character somewhat frustrating for many. Consequently, a number of mods were released that made it so Magicka regenerates over time. While some have said that they consider it cheating, the preponderance of opinion seems to be that, rather than imbalance the game, Magicka regeneration redresses an already-existing imbalance in the vanilla game, and makes magic-focused characters far more playable.

Either way, Bethesda has indirectly weighed in on the issue in its release of TES IV: Oblivion, which incorporated Magicka regeneration into the game in a way very similar to that of several of the Morrowind mods. Since Oblivion's release, a several mods were released that incorporate its specific Magicka regeneration system into Morrowind.

There seem to be two major subcategories of Magicka regeneration mods: (1) those that Magicka regenerate at a relatively fast rate (a matter of game minutes, and (2) those that regenerate it at a relatively slow rate (a matter of game hours). Most fall into the former category, but a few fall into the latter. I try to give some indication of the general speed that can be expected in the descriptions of each mod.


Compatibility Note: Depending on how they go about determining regeneration rate, these mods may not detect adjustments added the player's default Magicka bonus value brought about by custom races, custom birthsigns or mods such as Wakim's Game Improvements (Game Settings portion), though they will work fine in all other respects. GlassBoy's Fair Magicka Regen falls into this category. (Thanks for this bit to http://btb2.free.fr/morrowind.html.)

Note on Atronach Characters: It should be noted that, unless indicated otherwise, these mods do not differentiate between Atronach and non-Atronach birthsign characters, and thus are imbalancing in favor of Atronach characters when used with them.


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1105 [__c4.ep and LanceVorgin, fixed by Fukuro]: The original Magicka regeneration mod, Mana Regen runs a simple global script that regenerates Magicka at a rate determined by the character's Willpower, amounting to between one to ten seconds per point of Magicka recovered (and no recovery if Willpower is below 10). [Aug. 2002.]

http://www.xs4all.nl/~dleijen/morrowind.html [Aragon]: Based on Fukuro's Mana Regen but rewritten from scratch, Aragon's mod uses a simple global script that regenerates Magicka by one point every 1-10 seconds, depending on Willpower and Intelligence. The mod checks for Atronach characters, who do not receive the benefit of Magicka regeneration. [Mar. 2003.]

http://www.freewebs.com/glassboy/adjustments.htm [GlassBoy]: Formerly known as Fair Magicka Regen. A development of Fukuro's Mana Regen, GlassBoy's variant seeks to make Magicka regeneration more smooth and fair. Under the mod, Magicka is restored by a percentage (determined by Willpower) of 1% of its its maximum value every second. So if the player's maximum Magicka is 100, and the player's Willpower is 50, the amount recovered will be 50% of 1% of 100, or 0.5 mana per second, and it wil take 200 seconds to regenerate from 0 to maximum. In addition to the base version, three other versions with slower regeneration rates are provided, allowing for lower base percentages (0.5%, 0.25%, or 0.10%) that result in full recovery taking 400, 800 or 2,000 seconds (again, with 50 Willpower), if preferred. [Aug. 2003. PES hosts the older version, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=888, but this mod obsoletes it.]

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3969 [Smoke]: An update of GlassBoy's mod that allows it to work with any addon race, birth sign, Magicka fortification effect, or mod that changes the Magicka multiplier by checking base Magicka against current Magicka to give accurate regen rates. [Feb. 2006.]

http://(broken%20link) [Duncan]: A Magicka regeneration mod aimed at a much slower rate of regeneration (hours instead of minutes). It features a more complex Magicka regeneration script under which Magicka regenerates, every 60 seconds, at rate that dynamically changes as a function of Intelligence, Willpower, Restoration skill, Mysticism skill, maximum Magicka, Magicka ratio, Fatigue ratio, and Health ratio.

Here, "ratio" means how depleted the stat is (i.e. current stat as compared to maximum stat); characters with current Health that is 50% of maximum Health will have take twice as long to regenerate Magicka as fast as if they were completely healthy, and likewise for the other stats. This also means that Magicka regenerates significantly slower if it is completely depleted.

Thus, under the mod, regeneration in useful amounts is still more likely to take place while resting (the examples given taking around 4 to 5 hours of rest time), but the mod does replace the game's normal Magicka restoration mechanic during resting.

Atronach characters and characters under the effect of the Wombburn spell are excepted and do not regenerate Magick. [Apr. 2003.]

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=433 [Duncan, ed. Greevar]: Adds a new leveled bonus to Duncan's regeneration script, but otherwise as version 2.0 above. [Oct. 2004. Dirty GMSTs present in non-Tribunal ESP file and must be cleaned before use.]

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1222 [Duncan]: Adds an amulet to the game that gives the same effect as in Duncan's Dynamic Magicka Regeneration when worn. [Sep. 2002.]

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1391 [Jasper Jongmans]: Another of the earlier Magicka regeneration script mods that seeks to make mages more competitive and magic more useful in the higher levels by making it so characters with a Willpower attribute of 50 or higher will regenerate Mana, thus giving developed mages a bit more of an edge. Regeneration occurs at a variable rate going from 0.1 per second at 60 Willpower, on up to 0.5 per second at 100 Willpower. [Oct. 2002.]

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6332 [kiasyd]: A more recent Magicka regeneration mod that employs the same http://www.uesp.net/wiki/Oblivion:Willpower (which is, in turn, is strikingly similar to that used in the line of Magicka regeneration mods based on Fukura's Mana Regen).

The mod uses Willpower to determine what fraction of 1% of Magicka is recovered per second, resulting in a set time to recover 100% Magicka; a character with 100 Magicka and 100 Willpower will recover 2.75 Magicka per second, while a character with 50 Magicka and 50 Willpower will recover at a rate of 0.875 per second. If slower rates are preferred, the mod includes a control panel, accessible in-game, that allows the player to choose different base rates of regeneration. Atronach characters do not regenerate Magicka.

[Apr. 2008. Written to be compatible with mods that increase maximum Magicka.]

http://www.tesnexus.com/downloads/file.php?id=8537 [giu1]: A simple Magicka regeneration mod intended to make Magicka regenerate at a rate "slower than in Oblivion, but more realistic." Regeneration occurs at a per-second rate dependent on Willpower and Intelligence. [Jan. 2007. Naked ESP download (not in a ZIP or other archive file). No readme included.]

http://www.tesnexus.com/downloads/file.php?id=14955 [andylam222]: Another mod that incorporates Oblivion's Magicka regeneration system into Morrowind. [Jul. 2009. Naked ESP download (not in a ZIP or other archive file). No readme included.]

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2665 [LennartSchultz12]: A two-part mod does two things: (1) it makes it so Magicka increases with Health, and (2) it optionally allows for Magicka regeneration, tied mainly to the Intelligence attribute, at a configurable rate ranging from one minute for full Magicka recovery to 120 minutes, with many options inbetween (1, 2, 4, 8, 12, 15, 30, 45, 60, 90 and 120; the author recommends 15). There is also a selection for "Infinite Magicka," which, of course, amounts to a cheat, but is only one option among many. (This mod is also listed under the Magicka Attribute Leveling Mods section.) [Apr. 2005.]

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4473 [Wildman]: Not strictly a "Magicka regeneration" mod in same sense as the other mods in this category, this mod, in part, offers something akin to it. The mod has two separate plugins. The first, Regional Mana, makes it so some geographical regions have their own level of ambient magic; in high-magic areas make spellcasting is easier, the player's Magicka is increased, and spells are more difficult to resist. Low-magic areas have the opposite effect in each case. Some areas, and all interiors, are normal, having the effects of neither high- nor low-magic. The second plugin, Regional Mana Regen, makes it so the character's Magicka regenerates (or drains) according to the region's ambient magic level, and the weather (rain, snow and thunderstorms increase the rate, while ash storms, blight storms and blizzards drain Magicka drain Magicka). [Jul. 2006.]



Other Mods Affecting Magicka Availability

As noted above, many find the game frustratingly difficult to play as a mage, given that the amount of Magicka required for the simplest of magic combats can drain most or all of one's reserves, requiring either excessively-frequent resting or constant use of Magicka potions. It can be crippling and limiting, as the player often has no choice but to return to town far sooner than planned.

While the mods in the Magicka Regeneration category seek to redress the balance by making Magicka recovery quicker, the mods in this category seek to do so by other means, such as granting spellcasters increasing reductions in spellcasting cost as their skill in the relevant magic skills improve, or simply making Magicka potions more available.

The use of these mods along with a Magicka regeneration mod simultaneously is quite possible without imbalancing or spoiling the challenge of the game, by many accounts, but such a combination should probably not be done with one of the faster-regenerating mods (or, if using one of the adjustable mods, at their faster settings).

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1849 [hessi9]: A relatively simple mod that makes it so the character's maximum Magicka increases by 4% every level, making mages more playable at higher levels. [Sep. 2003. No readme file included.]

http://www.xs4all.nl/~dleijen/morrowind.html [Aragon]: Reduces the casting cost of spells based on skill level in the corresponding magic school, a la Bethesda's TES2: Daggerfall, in order to better allow playing pure mages, which in the unmodified game considered overly difficult and imbalanced. Cost can be reduced up to 50%, and reduction begins at skill level 20. Based on Horatio's Horatio Casting2 v1.2 mod (no longer available, except perhaps via the http://www.archive.org/), but is a complete rewrite that corrects bugs in Horatio's scripts. [Mar. 2004.]
For an alternative spellcasting cost reduction mod, see Azrael's Magicka Based Spell Advancement, above. This mod is, for obvious reasons, incompatible with it.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7489 [Nymeria]: Adds magicka potions to most Mages Guilds, apothecaries and alchemists, to redress the low availability of such potions for mage characters, who are, after all, dependent upon heavy magic-use. [May 2004. As always with mods that modify merchants, watch for possible conflicts with mods that modify those same merchants.]


Other Mods Affecting Spell Use and Spell Effects

This is the catch-all category for the rest of the more game-impacting mods affecting spell use and spell effects. Not all such mods are listed herein, as there are many such mods, many of which are of niche appeal. I focus here on mods that tend to be of more general interest.


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5223 [PetrusOctavianus]: A fairly radical change that eliminates all casting by NPCs of spells not in their spell inventory. The mod does this by changing all spells to not Auto-Calc. "Auto-Calc" is a feature that, if flagged for a given spell, allows all NPCs in the game to cast that spell, regardless of profession, skill or the type of spell, as long as they have enough Magicka. In the unmodified game, this often leads to bizarre experiences, like a guard casting Paralyze on the player, or killing a bystander with a powerful area-effect spell. And, indeed, it led to the famous Brittlewind bug, which caused the rather powerful Destruction spell Brittlewind to be highly-prioritized by the Auto-Calc AI, and therefore preferentially cast by NPCs of all types. It tended to result in a considerably shorter player life-expectancy. Pointing to these sorts of situations and logical inconsistencies, some have argued that the auto-calc feature is of questionable merit altogether. This mod eliminates it entirely.

Under the mod, with all spells set to not AutoCalc, NPCs can only cast spells that are in their own selection. This makes more sense, logically, but it does have the overall impact of making the game somewhat easier, as guards and fighters no longer can cast spells. Thus, for game balance and challenge, this mod should probably be used with one of the various mods that increases the challenge of the game, either at the character level (Galsiah's Character Development, for example) or at the opponent level (a major creature mod like WormGod's Morrowind Advanced, for example).

The mod is available in a standard version and a version designed to work with Wakim's Game Improvements (WGI).

Compatibility Note: Spell Fix conflicts with other mods that change any of the stock Morrowind spells, though the conflict is easily resolvable by either (1) merging the two mods, or (2) using the CS (or another editor such as MWEdit) to uncheck Auto-Calc for the spell's entry in the conflicting mod. Mods that add new spells are compatible, though if the modder set the spell to Auto-Calc, it will be available to all NPCs unless the spell entry is edited to uncheck Auto-Calc.

[Mar. 2007.]




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INDIVIDUAL MAGIC EFFECT MODIFICATIONS


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Version History

  • Version 0.6 (Aug. 25, 2009): Filled out section on Magic Skill Gain Mods.

  • Version 0.5 (Aug. 24, 2009): WIP first release.

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saxon
 
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Post » Mon Apr 11, 2011 8:53 am

awsome work :D - keep it up!
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Amy Smith
 
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Post » Mon Apr 11, 2011 2:06 am

Oh my...

I seem to have a memory I can not confirm about a regen mod that would change regeneration based on geographical location. I can't for my life remember if it really does exist or if my memory is just jumbled up.

Maybe would be interesting to make. I know I would use it =)
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Destinyscharm
 
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Post » Mon Apr 11, 2011 12:50 pm

awsome work :D - keep it up!


Thanks again, MA :)

Oh my...

I seem to have a memory I can not confirm about a regen mod that would change regeneration based on geographical location. I can't for my life remember if it really does exist or if my memory is just jumbled up.

Maybe would be interesting to make. I know I would use it =)


No, I exactly know what you're talking about -- the regional one. I'll find it and get it added, as it is relevant (and maybe conflicts?). :)


EDIT: Found it. It's Regional Mana. Added. :) Thanks for pointing that one out, CM.
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Far'ed K.G.h.m
 
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Post » Mon Apr 11, 2011 1:29 pm

Found it:
http://www.tesnexus.com/downloads/file.php?id=5554 Thank you Yacoby ES search engine =)
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Jesus Sanchez
 
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Post » Mon Apr 11, 2011 1:32 am

Found it:
http://www.tesnexus.com/downloads/file.php?id=5554 Thank you Yacoby ES search engine =)


Jinx!

Look at that. Both at 6:03. :coolvaultboy:
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Wayne Cole
 
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Post » Sun Apr 10, 2011 11:16 pm

Jinx!

Look at that. Both at 6:03. :coolvaultboy:

That is fascination. Also we are two hours apart. For me it's on 4:03 ;)
And NP.

You are doing a tremendous job compiling these lists!
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Peter P Canning
 
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Post » Mon Apr 11, 2011 4:09 am

Great list

I think there are two more mods to work with the Magic skill gaining: http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=3585 and http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=2270
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Elizabeth Falvey
 
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Post » Mon Apr 11, 2011 5:14 am

You are doing a tremendous job compiling these lists!


Thanks, CM :)

Great list

I think there are two more mods to work with the Magic skill gaining: http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=3585 and http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=2270


Thanks, Hastarl. Wow... it took me much longer than I thought it would to revise the existing text and write entries for the two new mods.

I'm not at very knowledgeable on the technical scripting side of it, so I would appreciate if someone could give the entries for the three Magic Skill Gain mods (the first on the list) a going-over and let me know if they're accurate, clear and understandable. Whew... bedtime...
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c.o.s.m.o
 
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Post » Sun Apr 10, 2011 11:53 pm

Thanks Gluby for your simple but informative explanation of the Auto-Calc function for NPC regarding spells and spell casting behaviour. I was aware of this "Spell Fix" mod but with your description I now understand the hole concept way better. I'll defently try this mod and see if it makes the none magical skilled NPC act more natually.

FYI. http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=2042 can be downloaded from Elric Melnibone. I'll try too look for it on Fligs. Morrowind Modding History. And for all the nostalgy geeks I give you http://web.archive.org/web/20030606211413/http://thelys.free.fr/horatio.htm Cornerclub from TheLys - Morrowind :P
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Amanda Leis
 
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Post » Mon Apr 11, 2011 10:33 am

Thanks Gluby for your simple but informative explanation of the Auto-Calc function for NPC regarding spells and spell casting behaviour. I was aware of this "Spell Fix" mod but with your description I now understand the hole concept way better. I'll defently try this mod and see if it makes the none magical skilled NPC act more natually.

FYI. http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=2042 can be downloaded from Elric Melnibone. I'll try too look for it on Fligs. Morrowind Modding History. And for all the nostalgy geeks I give you http://web.archive.org/web/20030606211413/http://thelys.free.fr/horatio.htm Cornerclub from TheLys - Morrowind :P


Thanks for the kind words, Stacet! Much appreciated. I'm glad it's helpful. And thanks for making Horatio's Spellcasting once more easily available.


Status Update: This guide is now hosted at MW Mythic Mods, and I won't be updating it here at the thread anymore. Please check it out http://www.mwmythicmods.com/Gluby/Gluby_Magicka_and_Spell_Effect_Mods.htm. For now, I'd very much appreciate feedback as to layout and so forth, as I'm experimenting with that.
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Alexandra walker
 
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Post » Mon Apr 11, 2011 1:17 am

What I found out about auto-calc'd spells is that those particular spells will be assigned to auto-calc'd NPCs if they meet the requirements of the GMSTs set. So auto-calc'd spells will check maximum magicka and skill proficiency, but, if a spell is set to always succeed, then the only requirement is the maximum magicka. This is why the brittlewind bug appears if one increases the maximum magicka for NPCs, as many more NPCs will now have the max. magicka to cast the spell.

In the MPP, I've removed auto-calc from a myriad of spells that shouldn't have it, like shrine effects, birth sign powers, creature-specific spells, trap effects, and other spells that caused issues with auto-calc'd NPCs, especially high-level NPCs. My goal wasn't to rebalance spellcasting, but to at least sort spells for their intended use, and fix some of the obvious auto-calc blunders.

I did however work on a spell balancing plug-in, but it's been on the backburner since I found that there'd need to be an overhaul of spell strengths, costs, durations, and GMST tweaking to make the spellcasting AI and auto-calc function intelligently. Like how the AI needs spells to have a few seconds duration so it can detect the effect worked so it can choose a new spell to cast rather than spamming the original spell till out of magicka, and how unless effects are varied enough, auto-calc will end up choosing a multitude of the same effect because the spells cost the same (like multiple burden spells). However, when it is tweaked just right, NPC mage battles become a lot more interesting.
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Mr. Ray
 
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Post » Mon Apr 11, 2011 11:06 am

Well, i want to return your nice words about my mod saying that you are the master of all compendiums. Your guides are basic for me right now. Very well organized (can you teach me something about?, lol) and clear.

Thanks THANKS???
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Gaelle Courant
 
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Post » Mon Apr 11, 2011 4:06 am

Well, i want to return your nice words about my mod saying that you are the master of all compendiums. Your guides are basic for me right now. Very well organized (can you teach me something about?, lol) and clear.

Thanks THANKS???


Thanks, Connary. Much appreciated!


What I found out about auto-calc'd spells is that those particular spells will be assigned to auto-calc'd NPCs if they meet the requirements of the GMSTs set. So auto-calc'd spells will check maximum magicka and skill proficiency, but, if a spell is set to always succeed, then the only requirement is the maximum magicka. This is why the brittlewind bug appears if one increases the maximum magicka for NPCs, as many more NPCs will now have the max. magicka to cast the spell.

In the MPP, I've removed auto-calc from a myriad of spells that shouldn't have it, like shrine effects, birth sign powers, creature-specific spells, trap effects, and other spells that caused issues with auto-calc'd NPCs, especially high-level NPCs. My goal wasn't to rebalance spellcasting, but to at least sort spells for their intended use, and fix some of the obvious auto-calc blunders.

I did however work on a spell balancing plug-in, but it's been on the backburner since I found that there'd need to be an overhaul of spell strengths, costs, durations, and GMST tweaking to make the spellcasting AI and auto-calc function intelligently. Like how the AI needs spells to have a few seconds duration so it can detect the effect worked so it can choose a new spell to cast rather than spamming the original spell till out of magicka, and how unless effects are varied enough, auto-calc will end up choosing a multitude of the same effect because the spells cost the same (like multiple burden spells). However, when it is tweaked just right, NPC mage battles become a lot more interesting.


Thanks for weighing in, Quorn. This one's a headache trying to figure out for me.

So let me see if I understand this slippery fish of a subject.

With the Brittlewind problem fixed (spell set to not auto-succeed), and NPC Magicka multiplier set to the default 2.0, it's only a mild problem, but must be balanced against a spellcasting AI that can't use what it's got very well. Giving them more Magicka, as in WGI's increase of NPC Magicka multiplier to 3.5, makes them more challenging, but results in more absurd spellcastings. However, one has to sort of accept one or the other. The MPP makes it a little less problematic by removing the auto-calc flag from other spells/powers that really shouldn't have had it to begin with, and so, really, the problem is not so bad anymore [edited to add that "anymore" to make this make sense].

It's way late and I'm bleary-eyed, so I hope I'm making sense of it all correctly -- is that a good summation of it? And, if so, is Spell Fix still a viable option based on one's preferred balance in the trade-off, or is it sort of obsolete?

Here is the entry as I've currently revised it. If you're in the mood, I'd love if you could take a look and tell me if I've got it down or not.

Whew! Bed time.

Spell Fix v1.00 [PetrusOctavianus]: A fairly radical change that eliminates all casting by NPCs of spells not specifically in their spell inventory, with the goal of eliminating inappropriate spellcasting by generic fighter-type NPCs and making it so only Mage and Sorcerer generic NPCs will have access to the most powerful damaging spells. The mod does this by changing all spells to not Auto-Calc.

Under the mod, with all spells set to not Auto-Calc, NPCs can only cast spells that are in their own selection. This makes more sense, logically, but it does have the overall impact of making the game somewhat easier, as guards and fighters no longer can cast spells.

An explanation of this "Auto-Calc" feature is in order. "Auto-Calc" is a spell feature that, if flagged for a given spell, allows all NPCs in the game to cast that spell as long as (1) they have sufficient Magicka and (2) the AI determines them to have sufficient skill to cast it successfully. In the unmodified game, as the author explains, this leads to bizarre experiences like a guard casting Paralyzation on the player, or killing a bystander with a powerful area-effect spell.

The phenomen becomes more pronounced if NPCs are given more Magicka by adjusting the game settings, as is done by the much-used Wakim's Game Improvements (WGI) (it increases the NPC Magicka multiplier from 2.0 to 3.5), simply because the higher Magicka pools allow marginal spellcasters, like the aforementioned generic fighter-types, access to more powerful Auto-Calc'd spells. Hence, fighter-types casting Paralyzation on the player.

However, if a spell is flagged as "Always Succeeds," NPC skill then becomes irrelevant. and the only factor considered is whether the NPC has enough Magicka to cast it. This could produce absurd results, and did with the infamous "Brittlewind bug."

The Bloodmoon expansion introduced a new spell to the game: Brittlewind, a devastatingly powerful Destruction spell with a relatively low cost, flagged as "Always Succeeds." It likely survived playtesting because generic fighter-type NPCs did not usually have enough Magicka to make it preferable to the AI. But once they got a bit more (usually by virtue of WGI's increase of NPCs' Magicka pools), it resulted in the Brittlewind spell being highly-prioritized by the Auto-Calc AI, and therefore preferentially cast by NPCs of all types. The resulting barrages of Brittlewinds tended to result in a considerably shorter player life-expectancy.

The Brittlewind Bug was easily fixed by patches, but the lesser irregularities of logically-questionable NPC spellcasting (particularly with WGI) remained. It is a somewhat difficult problem to solve, as it is essentially a balance between (1) avoiding inappropriate spellcasting by non-spellcaster NPCs, and (2) giving the AI more of an edge in making spellcasting NPCs actually a challenge (as it is, they tend to often cast ineffective spells too often, making them substantially easier than they should be).

Pointing to these sorts of situations and logical inconsistencies, some have argued that the Auto-Calc feature is of questionable merit altogether, and this mod answers this criticism by eliminating it entirely.

However, many, if not most, of the more absurd results have been addressed in the Morrowind Patch Project (MPP) as of this writing, as, according to Quorn, "In the MPP, I've removed auto-calc from a myriad of spells that shouldn't have it, like shrine effects, birth sign powers, creature-specific spells, trap effects, and other spells that caused issues with auto-calc'd NPCs, especially high-level NPCs. My goal wasn't to rebalance spellcasting, but to at least sort spells for their intended use, and fix some of the obvious auto-calc blunders."

So it is, in the final anolysis, highly debatable whether Auto-Calc is a problem in itself (as opposed to, say, spells needing overall rebalancing). The trade-off is a matter of preference, and the mod may no longer be of as much benefit with the MPP's recent changes. Nevertheless, for game balance and challenge, this mod should probably be used with one of the various mods that increases the challenge of the game, either at the character level (Galsiah's Character Development or TAD Balancing, for example) or at the opponent level (a major creature mod like WormGod's Morrowind Advanced, for example).

Compatibility Note: Spell Fix conflicts with other mods that change any of the stock Morrowind spells, though the conflict is easily resolvable by either (1) merging the two mods, or (2) using the CS (or another editor such as MWEdit) to uncheck Auto-Calc for the spell's entry in the conflicting mod. Mods that add new spells are compatible, though if the modder set the spell to Auto-Calc, it will be available to all NPCs unless the spell entry is edited to uncheck Auto-Calc.

[Mar. 2007. The mod is available in a standard version and a version designed to work with Wakim's Game Improvements (WGI).]



Edit: Added an "anymore" to post text above.
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Logan Greenwood
 
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Post » Mon Apr 11, 2011 2:40 am

Just a quick note on the 'regeneration mods' chart in your HTML guide: GlassBoy's 'Adjustable Magicka Regen' does not, unfortunately, recognise Atronach characters. I assume this is true for the other mods based on 'Fair Magicka Regen'.
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Jerry Cox
 
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Post » Mon Apr 11, 2011 4:12 am

Just some info on the Autocalc thing. According to TESPCD the following (172 236 spells) are the same in MPP and Spell Fix:
almalexia's blessingAlmsivi Restore FighterAlmsivi Restore MageAlmsivi Restore OtherAlmsivi Restore Stealthash curse: fatigueash curse: healthash feastassured balanced armorassured deep bitingassured denialassured enterpriseassured fleetnessassured fluid evasionassured glib speechassured golden wisdomassured green wisdomassured hewingassured horny fistassured impaling thrustassured leapingassured martial craftassured nimble armorassured red wisdomassured safekeepingassured silver wisdomassured smitingassured stalkingassured stolid armorassured sublime wisdomassured sureflightassured swiftbladeassured transfiguring wisdomassured unseen wisdomblindselfblood curse: fatigueBM_summonbearBM_summonwolfbrittlewindcurse agilitycurse endurancecurse fatiguecurse healthcurse intelligencecurse luckcurse personalitycurse speedcurse strengthcurse willpowerdrain acrobaticsdrain alchemydrain alterationdrain armorerdrain athleticsdrain axedrain blockdrain blunt weapondrain conjurationdrain destructiondrain enchantdrain hand-to-handdrain heavy armordrain illusiondrain light armordrain long bladedrain marksmandrain medium armordrain mercantiledrain mysticismdrain restorationdrain securitydrain short bladedrain sneakdrain speardrain speechcraftdrain unarmoreddread curse: agilitydread curse: endurancedread curse: fatiguedread curse: healthdread curse: intelligencedread curse: luckdread curse: personalitydread curse: speeddread curse: strengthdread curse: willpowerdynamic balanced armordynamic deep bitingdynamic denialdynamic enterprisedynamic fleetnessdynamic fluid evasiondynamic glib speechdynamic golden wisdomdynamic hewingdynamic horny fistdynamic impaling thrustdynamic martial craftdynamic nimble armordynamic red wisdomdynamic safekeepingdynamic silver wisdomdynamic smitingdynamic stalkingdynamic stolid armordynamic sublime wisdomdynamic sureflightdynamic swiftbladedynamic transfiguring wisdomdynamic unseen wisdomfortify acrobatics skillfortify alchemy skillfortify alteration skillfortify armorer skillfortify athletics skillfortify axe skillfortify block skillfortify blunt weapons skillfortify conjuration skillfortify destruction skillfortify enchant skillfortify hand to hand skillfortify heavy armor skillfortify illusion skillfortify light armor skillfortify long blade skillfortify marksman skillfortify medium armor skillfortify mercantile skillfortify mysticism skillfortify restoration skillfortify security skillfortify short blade skillfortify sneak skillfortify spear skillfortify speechcraft skillfortify unarmored skillGhost Cursegrave curse: endurancegrave curse: fatiguegrave curse: healthgrave curse: intelligencegrave curse: luckgrave curse: personalitygrave curse: speedgrave curse: spell pointsgrave curse: strengthgrave curse: willpowermasteful red wisdommasteful stolid armormasterful balanced armormasterful deep bitingmasterful denialmasterful enterprisemasterful fleetnessmasterful fluid evasionmasterful glib speechmasterful golden wisdommasterful green wisdommasterful hewingmasterful horny fistmasterful impaling thrustmasterful leapingmasterful martial craftmasterful nimble armormasterful red wisdommasterful safekeepingmasterful silver wisdommasterful smitingmasterful stalkingmasterful stolid armormasterful sublime wisdommasterful sureflightmasterful swiftblademasterful transfiguring wisdommasterful unseen wisdomRestore FighterRestore MageRestore OtherRestore Stealthscrib_paralysissheogorath's blessingsurpassing balanced armorsurpassing deep bitingsurpassing denialsurpassing enterprisesurpassing fleetnesssurpassing fluid evasionsurpassing glib speechsurpassing golden wisdomsurpassing green wisdomsurpassing hewingsurpassing horny fistsurpassing impaling thrustsurpassing leapingsurpassing martial craftsurpassing nimble armorsurpassing red wisdomsurpassing safekeepingsurpassing silver wisdomsurpassing smitingsurpassing stalkingsurpassing stolid armorsurpassing sublime wisdomsurpassing swiftbladesurpassing transfiguring wisdomsurpassing unseen wisdomvivec's humilityweakness to blight diseaseweakness to corprus diseasewild fortify acrobatics skillwild fortify alchemy skillwild fortify alteration skillwild fortify armorer skillwild fortify athletics skillwild fortify axe skillwild fortify block skillwild fortify blunt weapon skillwild fortify conjuration skillwild fortify destruction skillwild fortify enchant skillwild fortify hand to hand skillwild fortify heavy armor skillwild fortify light armor skillwild fortify long blade skillwild fortify marksman skillwild fortify medium armor skillwild fortify mercantile skillwild fortify mysticism skillwild fortify restoration skillwild fortify security skillwild fortify short blade skillwild fortify sneak skillwild fortify spear skillwild fortify speechcraft skillwild fortify unarmored skill

The following (543 479 spells) are unique to Spell Fix. I.e. they differ somewhat to the MPP entries, now it might be that there are some other differences than AutoCalc between the entries in the two plugins. I haven't check in detail. Just thought the information may be of some use:
absorb agilityabsorb agility [ranged]absorb enduranceabsorb endurance [ranged]absorb fatigueabsorb fatigue [ranged]absorb healthabsorb health [ranged]absorb intelligenceabsorb intelligence [ranged]absorb luckabsorb luck [ranged]absorb personalityabsorb personality [ranged]absorb speedabsorb speed [ranged]absorb spell pointsabsorb spell points [ranged]absorb strengthabsorb strength [ranged]absorb willpowerabsorb willpower [ranged]alad's caliginyalit bitealmalexia's gracealmsivi interventionarmor eaterash curse: spell pointsassured transcendant wisdombalyna's antidotebalyna's efficacious balmbalyna's perfect balmbalyna's soothing balmblack handblightguardblindblood despairblood giftblood sacrificebone guardbound battle-axebound bootsbound cuirassbound daggerbound gauntletsbound helmbound longbowbound longswordbound macebound shieldbound spearbrevusa's averted eyesbuoyancyburdenburden of sinburden touchburning touchcalm creaturecalm humanoidcalming touchchameleoncharismacharm mortalcharming touchclenchclumsinessclumsy touchcommand beastcommand creaturecommand humanoidcommanding touchconcealmentcrimson despaircruel earwigcruel firebloomcruel noisecruel wearycrushing burdencrushing burden of sincrushing burden touchcrying eyeCure Blight DiseaseCure Blight_Selfcure common diseasecure common disease othercure common disease victimcure poisoncure poison touchcurse spell pointsdaedric agilitydaedric bitedaedric endurancedaedric fatiguedaedric healthdaedric intelligencedaedric luckdaedric personalitydaedric speeddaedric strengthdaedric willpowerdeadly poisondeadly poison [ranged]demoralize beastdemoralize creaturedemoralize humanoiddemoralizing touchdetect enchantmentdetect_creaturedetect_keydire earwigdire noisedire shockballdire weakness to firedire weakness to frostdire weakness to magickadire weakness to poisondire weakness to shockdire wearydisintegrate armordisintegrate weapondispeldistracting touchdistractiondivine aiddivine interventiondozedrain blooddrain health_fatiguedread curse: spell pointsdynamic green wisdomdynamic transcendant wisdomearwigemasculateenergy leechenervateenervating touchenrichmenterelvam's wild styevil eyeexhausting touchexhaustionfar silencefather's handfeatherfeet of notorgofenrick's doorjamfierce fire shieldfierce frost shieldfierce shock shieldfifth barrierfire barrierfire bitefire shieldfire stormfire_fathasa_uniquefireballFireball_largefirebloomfirefistfirst barrierfive fingers of painflameflameboltflameguardflay spiritflay spirit [ranged]fleabiteforce boltfortitudefourth barrierfree actionfreezing touchfrenzy beastfrenzy creaturefrenzy humanoidfrenzying touchfrost barrierfrost boltfrost shieldfrost stormfrost_shieldfrostballFrostball_largefrostbitefrostbloomfrostfistfrostguardfuddlegash spiritgash spirit [ranged]ghost guardgod's firegod's frostgod's sparkgolanar's eye-mazegrave curse: agilitygreat burden of singreat feathergreat heal companiongreat levitategreat opengreat resist common diseasegreat resist firegreat resist frostgreat resist magickagreat resist shockgreater resist poisongripeshand of azuraheal companionheartbitehearth healheavy burdenheavy burden touchhexhideholy touchholy wordhornhandinvisibilityiron willironhandjack of tradesjumpknuckle lucklevitatelightlightning boltlightning shieldlightning stormllivam's reversallocklustidrike_cocktailmagicka leechmagickguardmarkmasterful transcendant wisdommedusa's gazemisfortunate touchmisfortunemother's kissnight-eyenimblenessnoiseOgrul's_Lucky_AgainOgrul's_Quick_AgainOgrul's_Staunch_Againondusi's open dooropenorc's strengthordeal of st. olmspanaceaparalysispoet's whimpoisonpoison_powerfulpoisonbloompoisonguardpoisonous touchpotent poisonpotent poison [ranged]powerwellpurge magicQuicksilverrally beastrally creaturerally humanoidrallying touchrapid regeneraterecallred despairreflectregenerateresist coldresist common diseaseresist fireresist frostresist magickaresist poisonresist shockrest of st. merrisrestore agilityrestore endurancerestore intelligencerestore luckrestore personalityrestore speedrestore strengthrestore willpowerrighteousnessrilm's curerilm's gracesaguine leapingsaintly touchsaintly wordsanctuarysanil's murdrumscourge bladesecond barrierself dispelseryn's blessingseryn's giftshadow formshadow weaveshadowmaskshalidor's mirrorshardshieldshield of the armigershockshock barriershock shieldshockballshockball_largeshockbiteshockbloomshockguardshocking touchsilencesixth barrierskylamp's shadowslave beltsleepslowfallsmite the ungodlysoothe the savage beastsotha's gracesotha's mirrorsoulpinchsparkspell absorptionspell drainsphere of negationspirit knifespitespite touchstaminastingstormhandstrainstraining touchstrength leechstrong featherstrong fire shieldstrong frost shieldstrong heal companionstrong levitatestrong openstrong reflectstrong resist firestrong resist froststrong resist magickastrong resist poisonstrong resist shockstrong shock shieldstrong spelldrinkerstumblesummon ancestral ghostsummon bonelordsummon clanfearsummon daedrothsummon dremorasummon flame atronachsummon frost atronachsummon golden saintsummon greater bonewalkersummon hungersummon least bonewalkersummon scampsummon skeletal minionsummon storm atronachsummon winged twilightsurpassing sureflightsurpassing transcendant wisdomSwimmer's_BlessingTap Energytelekinesistemptationtempting touchtest_spelltevral's hawkshawthird barriertinur's hoptoadtorportorpor touchtouch dispeltouchdrain acrobaticstouchdrain agilitytouchdrain alchemytouchdrain alterationtouchdrain armorertouchdrain athleticstouchdrain axetouchdrain blocktouchdrain blunt weapontouchdrain conjurationtouchdrain destructiontouchdrain enchanttouchdrain hand to handtouchdrain heavy armortouchdrain illusiontouchdrain light armortouchdrain long bladetouchdrain marksmantouchdrain medium armortouchdrain mercantiletouchdrain mysticismtouchdrain restorationtouchdrain securitytouchdrain short bladetouchdrain sneaktouchdrain speartouchdrain speechcrafttouchdrain unarmoredtranasa's spelltrapTroll Strengthtroll's bloodturn of the wheelturn undeadulms juicedaw's feathervariable resist common diseasevariable resist firevariable resist frostvariable resist magickavariable resist poisonvariable resist shockveloth's benisonveloth's giftveloth's gracevigorviperviperbiteviperboltvitalityvivec's feastvivec's kissvivec's mercyvivec's_wrathwater breathingwater walkingweak spelldrinkerweakening touchweaknessweakness to common diseaseweakness to corpus diseaseweakness to fireweakness to frostweakness to magickaweakness to poisonweakness to shockweapon eaterwearinesswearywearying touchweeping woundwild clumsinesswild distractionwild earwigwild exhaustionwild flay spiritwild levitatewild misfortunewild openwild reflectwild shockbloomwild spelldrinkerwild spitewild strainwild temptationwild torporwild weaknesswild weeping woundwisdomwizard rendwizard's firewoewoundwounding touchZenithar_gospel


[Edit: Just realised I used the WGI version of Spell Fix. Brb]
[Edit2: Fixed]
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louise tagg
 
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Post » Mon Apr 11, 2011 2:23 pm

Just a quick note on the 'regeneration mods' chart in your HTML guide: GlassBoy's 'Adjustable Magicka Regen' does not, unfortunately, recognise Atronach characters. I assume this is true for the other mods based on 'Fair Magicka Regen'.


Thanks for that catch, Helena. I decided to check it out on the derivative versions, and BTB's WGI version of it does not check for Atronachs, but, nicely, Smoke's version does. I've updated the chart and descriptions to reflect what I found, and have also heavily revised the entry for Smoke's Fair Magicka Regen v2.0b. I'll probably do a bit more poking around the scripts to answer some of the question marks I left from before on other mods.

So, now that I'm getting a handle on this (for some reason, your note gave me a good entry point into investigating the scripting for the specifics and trying to wrap my head around it -- thanks for that, Helena :) ), I'm curious.

Does Smoke's methodology of getting maximum Magicka and comparing it against base Magicka completely and wholly effective for getting the job done? As opposed to GlassBoy's method of checking for individual races and birthsign effects (Breton, High Elf, Dark Elf, Fay ability and Elfborn ability, specifically).

Or, better put: I mean, if you could just check the maximum Magicka (store current value, then ModCurrentMagicka to subtract 99999, then add 99999, thus getting the real maximum value as determined by the game) and then run your regeneration formula off that, is there any reason to hard-code into your script this and that race or birthsign bonus? Is there any reason, in the end, to retain the specific recognition of specific multipliers for race, birthsign, etc., as opposed to that method? If not, we might list some of the mods as essentially obsolete, no?

Just some info on the Autocalc thing. According to TESPCD the following (172 236 spells) are the same in MPP and Spell Fix:
[codebox snipped]
The following (543 479 spells) are unique to Spell Fix. I.e. they differ somewhat to the MPP entries, now it might be that there are some other differences than AutoCalc between the entries in the two plugins. I haven't check in detail. Just thought the information may be of some use:
[codebox snipped]
[Edit: Just realised I used the WGI version of Spell Fix. Brb]
[Edit2: Fixed]


Hadn't thought to do that. Thanks for checking that out, Dragon32. Hmm... so how to reflect this in the description... Let me know if the updated description covers it decently:

However, many, if not most, of the more absurd results have been addressed in the Morrowind Patch Project (MPP) as of this writing, as, according to Quorn, "In the MPP, I've removed auto-calc from a myriad of spells that shouldn't have it, like shrine effects, birth sign powers, creature-specific spells, trap effects, and other spells that caused issues with auto-calc'd NPCs, especially high-level NPCs. My goal wasn't to rebalance spellcasting, but to at least sort spells for their intended use, and fix some of the obvious auto-calc blunders." Specifically, the MPP contains 236 changes to spells that are identical to those in Spell Fix, though 479 of the spells are still dealt with differently in some way (some may make the same change, but may not incorporate other fixes and updates in the MPP, and therefore are detected as different in the TES Plugin Conflict Detector [TESPCD]). (Thanks, Dragon32, for this information.)

So it is, in the final anolysis, highly debatable whether Auto-Calc is a problem in itself (as opposed to, say, spells needing overall rebalancing). The trade-off is a matter of preference, and the mod may no longer be of as much benefit with the MPP's recent changes (and, indeed, it may reverse some of them as well). If it is used, though, the player should probably, to retain game balance and challenge, use it along with one of the various mods that increases the challenge of the game, either at the character level (Galsiah's Character Development or TAD Balancing, for example) or at the opponent level (a major creature mod like WormGod's Morrowind Advanced, for example).

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Sebrina Johnstone
 
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Post » Mon Apr 11, 2011 1:58 pm


Or, better put: I mean, if you could just check the maximum Magicka (store current value, then ModCurrentMagicka to subtract 99999, then add 99999, thus getting the real maximum value as determined by the game) and then run your regeneration formula off that, is there any reason to hard-code into your script this and that race or birthsign bonus? Is there any reason, in the end, to retain the specific recognition of specific multipliers for race, birthsign, etc., as opposed to that method? If not, we might list some of the mods as essentially obsolete, no?
Well, now you put it like that the derived maximum magicka mods do seem to be a more flexible implementation (catering for modded birthsigns and races) than the hard-coded ones. That at least would be worth recording. As to obsolescence a lot depends on how the player wants to play. For instance, after some searching and trying I started to use and have been using Duncan's mod for quite a while now. I tried the 2.1 update but found the level-bonus regenerated magicka too quickly for my liking.

So, one thing is the formula to calculate regeneration and the other is the mod's flexibility in catering for mod-added content.

Hadn't thought to do that. Thanks for checking that out, Dragon32. Hmm... so how to reflect this in the description... Let me know if the updated description covers it decently:
No problem, I think the extra info gives a bit more background to allow someone to make a call as to whether they just use the MPP or also add in Spell Fix. No need to add me into the text, btw. But thanks :)

Oh, and I am so all over these guides for mlox updates!
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Petr Jordy Zugar
 
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Post » Mon Apr 11, 2011 8:44 am

Well, now you put it like that the derived maximum magicka mods do seem to be a more flexible implementation (catering for modded birthsigns and races) than the hard-coded ones. That at least would be worth recording. [ . . . ]
So, one thing is the formula to calculate regeneration and the other is the mod's flexibility in catering for mod-added content.
No problem, I think the extra info gives a bit more background to allow someone to make a call as to whether they just use the MPP or also add in Spell Fix. No need to add me into the text, btw. But thanks :)


It shall be done. Thanks for that. :foodndrink:
Hey, I figured out something technical. :dance: With help and prodding, yeah, but I'm going to go eat a cookie or something anyway.

Oh, and I am so all over these guides for mlox updates!


:D Love it.
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Fluffer
 
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Post » Mon Apr 11, 2011 12:41 pm

I haven't looked at Spell Fix v1.0, I would assume that along with all the spells no longer set to auto-calc, that all of the NPC spellcasters are also no longer auto-calc'd too, otherwise they would no longer have any pool of spells to choose from. It also means that any mod that adds auto-calc'd spellcasters would be effected too, especially if they are auto-calc'd spell merchants. I do see the merits of removing auto-calc, as it would prevent plug-ins changing the GMSTs (intenionally or not) from drastically affecting spellcasters, but it does has it's drawbacks as stated.

The main thing I disliked about auto-calc is that it only looks at magicka costs for spell weight, so higher level mages sometimes could pick debuffs over direct damage spells, which essentially made them easier than their weaker counterparts who had direct damage spells, solely on the fact that the debuff spells cost more magicka. Higher level NPCs are more likely to pick a variety of useless high cost spells too, solely based on the magicka and difficulty. Auto-calc 'maxes' out with 100 skill and 200 magicka on vanilla settings, which limits the maximum available spell strength to around ~66 magicka with the original GMSTs (the GMSTs dictates the magicka requirement, which is 3-4 castings at max magicka). It doesn't take into effect any racial modifiers.

And yes, spells in general need a large rebalance to make auto-calc worthwhile.
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Motionsharp
 
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Post » Mon Apr 11, 2011 2:56 pm

I haven't looked at Spell Fix v1.0, I would assume that along with all the spells no longer set to auto-calc, that all of the NPC spellcasters are also no longer auto-calc'd too, otherwise they would no longer have any pool of spells to choose from.

It also means that any mod that adds auto-calc'd spellcasters would be effected too, especially if they are auto-calc'd spell merchants. I do see the merits of removing auto-calc, as it would prevent plug-ins changing the GMSTs (intenionally or not) from drastically affecting spellcasters, but it does has it's drawbacks as stated.


How does it manifest in-game? If a spellcaster is set to auto-calc and has no spells in inventory (which seems to be the case for many, from taking a peek at some in the editor), but all spells are set to not auto-calc, does he just charges into melee? Does it CTD upon entering his cell? (I tried testing with Melan Baram, the lvl 1 non-auto-calc'd battlemage in the little cave right outside Seyda Neen, but every change to him I made caused CTDs -- I'm a bit rusty at all this now.) And, I imagine, it's the same if not auto-calc'd and the NPC has no spells in inventory? It makes it sound like generic spellcasters without specific spells in their inventory won't cast spells...?

The main thing I disliked about auto-calc is that it only looks at magicka costs for spell weight, so higher level mages sometimes could pick debuffs over direct damage spells, which essentially made them easier than their weaker counterparts who had direct damage spells, solely on the fact that the debuff spells cost more magicka. Higher level NPCs are more likely to pick a variety of useless high cost spells too, solely based on the magicka and difficulty. Auto-calc 'maxes' out with 100 skill and 200 magicka on vanilla settings, which limits the maximum available spell strength to around ~66 magicka with the original GMSTs (the GMSTs dictates the magicka requirement, which is 3-4 castings at max magicka). It doesn't take into effect any racial modifiers.

And yes, spells in general need a large rebalance to make auto-calc worthwhile.



And that sounds like it'll be a pretty big job, with lots of playtesting and tweaking necessary.
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Pawel Platek
 
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Post » Mon Apr 11, 2011 12:50 pm

How does it manifest in-game? If a spellcaster is set to auto-calc and has no spells in inventory (which seems to be the case for many, from taking a peek at some in the editor), but all spells are set to not auto-calc, does he just charges into melee? Does it CTD upon entering his cell? (I tried testing with Melan Baram, the lvl 1 non-auto-calc'd battlemage in the little cave right outside Seyda Neen, but every change to him I made caused CTDs -- I'm a bit rusty at all this now.) And, I imagine, it's the same if not auto-calc'd and the NPC has no spells in inventory? It makes it sound like generic spellcasters without specific spells in their inventory won't cast spells...?


It'll just turn those auto-calc'd spellcasters into charging melee fighters. One would need to remove auto-calc from the NPCs first to preserve their spell list before removing auto-calc from the spells, or one would need to add spells manually.
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Danielle Brown
 
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Post » Mon Apr 11, 2011 12:08 pm

Wow! Good list! That Spell Cost Reduction is AWESOME!
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CHARLODDE
 
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Joined: Mon Apr 23, 2007 5:33 pm

Post » Mon Apr 11, 2011 10:15 am

It'll just turn those auto-calc'd spellcasters into charging melee fighters. One would need to remove auto-calc from the NPCs first to preserve their spell list before removing auto-calc from the spells, or one would need to add spells manually.


Hmm... it sounds like another layer of complexity I'm not conversent with. I've read something similar, but haven't really checked it out in depth. I'm going to research up on it a bit so I can ask more intelligent questions about it. :read:

Wow! Good list! That Spell Cost Reduction is AWESOME!


Thanks, Chachi!
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Marquis deVille
 
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Joined: Thu Jul 26, 2007 8:24 am

Post » Mon Apr 11, 2011 12:54 pm

It'll just turn those auto-calc'd spellcasters into charging melee fighters. One would need to remove auto-calc from the NPCs first to preserve their spell list before removing auto-calc from the spells, or one would need to add spells manually.

Hmm... it sounds like another layer of complexity I'm not conversent with. I've read something similar, but haven't really checked it out in depth. I'm going to research up on it a bit so I can ask more intelligent questions about it. :read:


I'll clarify a bit. Auto-calculation for spells is mainly for creating a pool of spells for auto-calc'd NPCs, the assignment guided by the settings in the GMSTs. Auto-calc'd NPCs only require the level input from the modder, and it will calculate the stats and assign spells when conditions are met. One can see how spells are assigned by right-clicking and looking at 'info', which will show to whom or what the spell is assigned (both non-calc'd and auto-calc'd). The number of instances next to the spell only includes non-calc'd instances, so spells with zero instances could still have auto-calc'd instances.

When a spell is removed from auto-calculation, it is removed from all auto-calc'd NPCs that had it assigned through the GMSTs, and their spell lists are recalculated with the remaining auto-calc'd spells. So removing auto-calc from 'bad' auto-calc'd spells will re-calc auto-calc'd NPCs' spell lists with 'good' auto-calc'd spells remaining. Removing auto-calc from all spells would result in auto-calc'd NPCs' spell lists being empty, reducing them to melee or unarmed fighters.

Therefore, to preserve auto-calc'd NPCs' spell lists, one needs to remove the NPCs from auto-calculation (which freezes their stats for editing). Preferably after removing auto-calc from the 'bad' spells, but before removing it from 'good' spells. Otherwise, you'd still end up with NPCs assigned 'bad' spells if done beforehand (though you could just delete those now from their spell lists individually, albeit very cumbersome).

Hmm, maybe it's not so clear afterall. :lol:
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Emily Jeffs
 
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