Duke Patrick's Combat Magic II

Post » Wed Sep 01, 2010 1:59 pm

YIKES !!! errr... I am a Little overwhelmed by your post but this is what I as able to pick out ans answer: :laugh:

Next the omni shield. It works, but only when no shield is equipped.

Right, this can be changed in the INI file. Should be more info on this in the read me file that is in the zip. If not the INI file should be self explanatory as well if you open it up with a txt editor.


My main question is - is the magicka gain part of this mod?

Yes, but again this can be turn down or turned off in the INI file. see here http://www.gamesas.com/index.php?/topic/1107578-duke-patricks-combat-magic-ii/page__view__findpost__p__16473578

In the console I see Spell 'Fix Fake Magic Items' added followed by Spell 'Fix Fake Magic Items' removed repeating the removed part.

This is normal per how I do my thing, do not worry about it. Load order should not matter with this mod but I "hate" when anyone "bash" my mods for reason we have already talked about in other posts. But you are experienced with my mods and Bash so I will trust you on that
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Rex Help
 
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Post » Wed Sep 01, 2010 11:23 am

Damn you know what ... I had configured the ini but then after the last update put the new ini in and forgot to even look at it.

It is better with the mods I have to not have magicka regen fast ... though I'm still considering starting over as not being an Atronach. I was hoping these mods I described above would improve the atronach sign but that is not happening easily.

So the only question out of all that is - did you set a mechanism to have this spell set as the active one at each game load?

Also wasn't their going to be a quest to get the powers?
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Chris Johnston
 
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Post » Wed Sep 01, 2010 5:36 pm

Yes but that was only for my own convenience for modding it will not be in the final mod. I have a slightly updated version that I will upload and take that out if that will make it easier for you to use.

However...err... you do know this is only an Alpha right? It was just a very limited unfinished release for the readers of the thread that were begging for a taste of the mod.

I still have a week or two before I even release a beta for bug hunting the features, then I do not even know how long until I get the quest working...THEN the final release will be ready.


see here:

http://www.gamesas.com/index.php?/topic/1107578-duke-patricks-combat-magic-ii/page__view__findpost__p__16633307



So the only question out of all that is - did you set a mechanism to have this spell set as the active one at each game load?

Also wasn't their going to be a quest to get the powers?

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FABIAN RUIZ
 
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Post » Wed Sep 01, 2010 3:27 pm

Yeah I know it is alpha - sorry if it seems I'm sweating the details or impatient.

I don't mind getting all the powers up front either. I just want to make sure the behavior I'm seeing is from this mod and not a conflict or problem.

So then it currently sets itself as active - I look forward to version that doesn't and will use Enhanced Hotkeys (great mod) to hotkey the spell. Wouldn't it be more appropriate as a lesser power?

Now gotta stay stocked up on mana potions.

I've curious if you have considered how this will play with even vanilla version of atronach birthsign. Such as will the plasma be absorbable and perhaps recommend no magicka regen in the ini as it seems to override the atronach stunted magicka.
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Oyuki Manson Lavey
 
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Post » Wed Sep 01, 2010 12:45 pm

An updated ESP only file will be on Tesnexus tonight but give me some time because my connection is ridiculously SLOW right now and it times out often while uploading and downloading. I still cannot (spent 2 hours trying) download OBSE 19 and now I need it.

As long as the INI will fix the situation about the Atronach I am not worried about that, not at this time anyway. I guess it would be worth mentioning in the read me when I finish the read me file.

Edit: the ESP ONLY file is now on Tesnexus.

So has anyone seen the momentary slow downs in combat using this mod? If not I need to start looking at my PC for what could be causing this if it is not the mod.
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u gone see
 
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Post » Wed Sep 01, 2010 8:58 am

Thanks I got the esp and played some with it. Those plasma arcs are strong - is there a way to get feedback on how much damage is being dealt? I appreciate the non-sticky active spell.

I met a few magic users (lowly necromancers) and they had their omni shields up and cast some plasma balls that were instant death to my lvl 1 wimp.

also got this weird console read out about dumping arrays - not sure if normal so reported in the http://www.gamesas.com/index.php?/topic/1131224-relz-oblivion-script-extender-obse-0019/page__view__findpost__p__16649111.

I guess TheNiceOne thinks their normal, so what do I know. :bonk: <-- what scripts do to my head.
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Haley Cooper
 
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Post » Wed Sep 01, 2010 11:56 am

Damage is scaled by various factors and reduced by magic resistance up to 85% or what ever your armor protection limit is set to in your game (magic protection upper limit is matched to your physical damage armor upper limit. Do not be confused by this, it is not SET by your armor limit only "constrained" by it. This is so as to be in balance with your mêlée combat settings.) But you would not know what damage your opponent was casting for any spell normally anyway right? Except as to how hard it hits you when it hits. Or do you mean damage YOU the player is doing? Again scaled, and I have had almost no luck with any hud type modding so I am at a lost to know how to show this in the menu. Maybe I can show it in a pop up message if you hover over the combat spells in the inventory.

Get up closer to the plasma caster and they will NOT cast plasma balls (most of the time) , but do not get too close or they will use a touch attack that is even stronger than plasma balls...range games, yes...I love range strategy.




Those plasma arcs are strong - is there a way to get feedback on how much damage is being dealt?
I met a few magic users (lowly necromancers) and they had their omni shields up and cast some plasma balls that were instant death to my lvl 1 wimp.

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мistrєss
 
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Post » Wed Sep 01, 2010 9:06 pm

Yeah knowing both would be cool, but that is a start.

And if you check the Hypothermia thread you will see theNiceOne offering to help with HUD bars.
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CxvIII
 
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Post » Wed Sep 01, 2010 10:59 am

Duke Patricks Combat Magic Mark II ( Alpha version ) rev 4 now on Tesnexus
ESP file only.

OBSE 19 required

Hover your mouse over the COMBAT MAGIC KIT entry in the magic selection menu to take a peek at the damage and cost of the Bolt, Ball and Touch spells.


Plasma Bolt and Touch Damage Formulas

It is a complicated formula but factors include:

Character level
Current Willpower
Current Intelligence
Current Fatigue
Current Magicka Level

Damage is also scaled in relation to your melee damage. So if you have a mod that boost your melee weapon's damage 3 times this mod detect that and then Combat Magic damage is also multiplied 3 times. And finally the target's Magic resistance will modify the damage as well a great deal.

This Alpha REV 4 also has improved scripts for the OS Melee blocking and Projectile tracking.

I am still severely handicapped by my ridiculously slow internet connection. I may not be able to post often for the foreseeable future.

I cannot watch any you tube videos and my browser times out often when I try to download files. IT take 15 minutes just to log into this site so I can post, and my posts often get dumped as I write them. I have no options at this time for a better connection.

If this continues I may need to just take a break from the internet and just play fallout Vegas for a while ...IF I CAN EVEN LOAD THE GAME DVD's WITHOU A DECENT INTERNET CONNECTION!
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Laura
 
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Post » Wed Sep 01, 2010 2:22 pm

I cannot watch any you tube videos and my browser times out often when I try to download files. IT take 15 minutes just to log into this site so I can post, and my posts often get dumped as I write them. I have no options at this time for a better connection.

If this continues I may need to just take a break from the internet and just play fallout Vegas for a while ...IF I CAN EVEN LOAD THE GAME DVD's WITHOU A DECENT INTERNET CONNECTION!

Has internet always been that bad.

Last few nights I had trouble staying connected then ran an indepth scan and found 18 potential viruses (trojans, etc). No troubles now.

Careful with installing New Vegas - I heard it demands STEAM activation and tries to download the entire game through STEAM even if you have the disk. People found workarounds on it though - a few threads on that forum might be worth reading.

thanks for update.
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Karl harris
 
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Post » Wed Sep 01, 2010 10:24 pm

Hey all Duke us having internet connection issues and in a correspondence with me asked me to post that:
I Think I may be uploading Combat Magic Alpha file updates to TesNexus on a somewhat regular bases. Because it is an ESP only file it uploads in only 5 minutes and thus I do not get dropped (internet time out). So just check for a newer file ever other day. I will also still read bug reports on the forums I just cannot answer easily (log in and post) as I said before.

I do not like the way the pop up message is working for the plasma damage and cost. That will get changed tonight to “something” better.

So I just checked the http://www.tesnexus.com/downloads/file.php?id=23541 and see that it is at 4.1 and maybe another update due soon so keep checking back there and if I get more word I will post it up here.

[edit]
Now updated to 4.2, but I don't know what the changes are.
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Bethany Watkin
 
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Post » Wed Sep 01, 2010 5:54 pm

I am home sick today, and for what ever reason my INTERNET connection is going at a OK speed (not fast but well enough for me to post and download some updates I desperately need for my PC.).
And I got Fallout Vegas finally authorized on my PC via steam so now even with the Internet not working I can play it. I have a TIME WARNER TECH coming this Saturday so hopefully my connection will be fixed next week....

Testonly is up to 4,4 now. Please use that one ans pleas someone report what they see using the mod as no one has done so yet?

I think the slowdowns I saw are not from this mod, but I made a major change to how the projectiles are tracked (in 4.4) that should make the mod more efficient anyway.
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Margarita Diaz
 
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Post » Wed Sep 01, 2010 8:41 am

Hey Duke,

Just got a chance to play a bit on my conjurer after installing your mod earlier this week. I couldn't spend a lot of time today but I thought I'd voice my experiences so far.

After installing the mod, I checked out a checked the shield and plasma abilities, all worked fine. I'd actually thought there would be magicka drain just from putting the shield up, but It does work well how it is, I learned later. I was out in the middle of nowhere so I found a few bears to kill and let them try attack me with the shield up, but they weren't hitting very hard so they didn't drain my magicka to nothing. After a while I just plasma blasted them to death which blew them all over the place, very fun! I did notice one of the bears actually lived after a touch plasma blast that drained all my magicka and was a bit surprised at that but it died a bit later from regular blasts anyways and I was able to kill a few bears with the touch afterward.

Next, I went to do the wellspring cave quest to see how the spells work with NPC necromancers using them. Was using FCOM by the way, so combined with the new shield abilities and a couple of powerfully leveled undead knights, they were way tougher than before! I died a few times with my shield running out because of too many spell blasts and with the undead knights hacking away at me. One thing I noticed here that I hadn't before was I experienced that problem with disabled controls. Only, it didn't really happen for me as you'd described in the readme. I found that when changing from my hotkeyed combat magic kit to another spell like a summon or vanilla fire spell, the cast key was disabled but the movements were fine. This made the fights even tougher, because everytime I would switch to use plasma blasts or block and then tried to renew some summons I had to F2 in and out to be able to cast.

I didn't get a chance to use the new hand to hand combat magic and forgot what key ghost dodge was, but from what I saw the NPCs all used the abilities very well! They were ghost dodging my power attacks and reflecting my fireballs all over the place, and they used it all pretty intelligently. I think they were around level 10 or so, but they were far from the pathetic, meager necromancers that usually show up in that cave lol. I still need to practice up with the new spells I think, so I don't get demolished next time I fight a spellcaster!

So far, other than that cast disabling bug I had, everything looks good to me. Really makes spell duels a lot more interesting, and from what I've seen, necromancers, mages, and conjurers will be as deadly as they're supposed to be instead of being 3 hit kills. Keep up the excellent work!

Leold
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Captian Caveman
 
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Post » Wed Sep 01, 2010 10:54 am

A few questions ...

So all the console spam is that because this is alpha and has debug messages on by default?

I've noticed a greater power and spell have your trademark symbol {} but not sure if it this mod that is altering them. Is it?

I've had a few ctds on hitting undead that have reflect damage on them - gloom wraith being one. Not repeatable but obvious in that as soon as impact there is my desktop.
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yessenia hermosillo
 
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Post » Wed Sep 01, 2010 3:41 pm

I've been playing with the Combat Magic alpha any time I get the chance to play and its really quite good despite a few issues. The most difficult for me to overcome is the cast key disable that keeps occurring when I switch to the Combat Magic kit and then try to cast any spell other than Combat Magic spells. Having to go to menu every time sometimes makes me lazy with how much I use the shield, because for some reason when I switch to a menu and back sometimes my character will randomly perform a Sudden Violence attack like I'd pressed a key combination for that mod.

I see the same console spam as Psymon does as well, but as far as I can tell it at least doesn't affect anything in game. I've seen a few times though when I kill a mage with a shield up by area of effect spells and the shield remains floating in the air after death. One last thing is how the shield doesn't help much against some of Fearsome Magicka's spells, most notably the Magic Missles, which go right through or around the shield. This might be balanced though, because you can only cast those spells a specific number for times a day per your level, similar to D&D style.

I have had a few crashes every once and a while, maybe every six hours on average, but I doubt my crashes are coming specifically from your mod. Just the random you-have-alot-of-mods crashes I think.

I haven't seen anything negative beyond those things though, and IMO none of them are really too hampering on the mod itself other than that cast key disable I'm getting.

Leold
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roxxii lenaghan
 
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Post » Wed Sep 01, 2010 10:31 pm

So all the console spam is that because this is alpha and has debug messages on by default?


No, it is because the mod removes and add spells and tokens often. Do not worry about it as the same kind of thing has been going on in my combat mods for years. It is strange you never noticed this before however as you have used my mods for years.


I've noticed a greater power and spell have your trademark symbol {} but not sure if it this mod that is altering them. Is it?


Right, all spells that my mod can get hold of that fall into a particular category will be boosted in the same way weapons are boosted in my combat mods. But in this case the mod looks at the difference from the vanilla WeapSteelWarhammer compared to your to your modded WeapSteelWarhammer weapon damage. So if you have any mod that increased your WeapSteelWarhammer to 2 times normal the Plasma attacks and other magic damage (such as elemental attacks) will hit at 2 times their normal damage. I designed this WeapSteelWarhammer damage comparison "script trick" to be used to detect your level of preferred damage and it applies to all plasma magic attacks as well as most elemental and health type spells. In this way the Combat Magic is automatically in balance with your chosen level of mêlée damage.


I've had a few ctds on hitting undead that have reflect damage on them - gloom wraith being one. Not repeatable but obvious in that as soon as impact there is my desktop.


mmmm... well scripts will run on dead bodies but they also can choke when the NPC they are ruining on dies suddenly or is hit with a weapon that disables them or sets parameters on them such as their processes level.
Do you think you are killing then in them in one hit or using an enchanted weapons that might disable them? I know of one staff in the game that dose that. But I will look at the part of the mod that concerns this again thanks!
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Sheila Reyes
 
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Post » Wed Sep 01, 2010 10:33 pm

The only other mod I've seen console spam (well more than usual messages) is Combat Archery. All the rest I've not see readouts like this:
Spoiler
** Dumping Array #11 **Refs: 1 Owner F9: Duke Patricks - Combat Magic II.esp[ 0.000000 ] : Automagic Cloak (BA0042F9)[ 1.000000 ] : Automagic Cloak (BA0042F7)[ 2.000000 ] : Ancestor Guardian (D9001C35)[ 3.000000 ] : Battle Meditation (D9000801)[ 4.000000 ] : Burning Well Ritual {} (D9002128)[ 5.000000 ] : Feeblemind (D9000822)[ 6.000000 ] : (FM) Reinitialize (CB006EC0)[ 7.000000 ] : Dehydrate (D9001C38)[ 8.000000 ] : Dismiss Companion (D8015178)[ 9.000000 ] : Fix Follower Double-Face Bug (18001BC3)[ 10.000000 ] : Join Faction (D8015167)[ 11.000000 ] : Mental Alacrity (BA00A034)[ 12.000000 ] : Recruit Companion (D8015171)[ 13.000000 ] : Sense Magicka (D9003213)[ 14.000000 ] : Soft Shoes (C1002F40)[ 15.000000 ] : Voice Alteration (270194A2)[ 16.000000 ] : A - Burdening Touch (000A97C1)[ 17.000000 ] : A - Protect (000A97A7)[ 18.000000 ] : A - Protect Other (00071090)[ 19.000000 ] : Combat Magic Kit (F9001C84)[ 20.000000 ] : Fix Fake Magic Item (F901DF23)[ 21.000000 ] : I - Illuminate (000A319D)[ 22.000000 ] : R - Absorb Health {} (000A9367)[ 23.000000 ] : Weapon Correction (F7006797)[ 24.000000 ] : Automagic Cloak (BA0042F5)[ 25.000000 ] : Azura's Spell (D90160E4)[ 26.000000 ] : Bare feet (C1000CE6)[ 27.000000 ] : Combat Expertise: Spell Disruption (BA02D3B1)[ 28.000000 ] : Correction Spell Ability (F8000ED8)[ 29.000000 ] : Dampworm (0009840D)[ 30.000000 ] : Mer Heritage - Base (D901597A)[ 31.000000 ] : Realistic Fatigue Effects (C6000810)[ 32.000000 ] : Void Blessing - Base (D90159EA)[ 33.000000 ] : Weak Endurance (D9015A00)[ 34.000000 ] : Wombburn (D90160F4)moving** Dumping Array #26 **Refs: 1 Owner F9: Duke Patricks - Combat Magic II.esp[ 0.000000 ] : Automagic Cloak (BA0042F9)[ 1.000000 ] : Automagic Cloak (BA0042F7)[ 2.000000 ] : Ancestor Guardian (D9001C35)[ 3.000000 ] : Battle Meditation (D9000801)[ 4.000000 ] : Burning Well Ritual {} (D9002128)[ 5.000000 ] : Feeblemind (D9000822)[ 6.000000 ] : (FM) Reinitialize (CB006EC0)[ 7.000000 ] : Dehydrate (D9001C38)[ 8.000000 ] : Dismiss Companion (D8015178)[ 9.000000 ] : Fix Follower Double-Face Bug (18001BC3)[ 10.000000 ] : Join Faction (D8015167)[ 11.000000 ] : Mental Alacrity (BA00A034)[ 12.000000 ] : Recruit Companion (D8015171)[ 13.000000 ] : Sense Magicka (D9003213)[ 14.000000 ] : Soft Shoes (C1002F40)[ 15.000000 ] : Voice Alteration (270194A2)[ 16.000000 ] : A - Burdening Touch (000A97C1)[ 17.000000 ] : A - Protect (000A97A7)[ 18.000000 ] : A - Protect Other (00071090)[ 19.000000 ] : Combat Magic Kit (F9001C84)[ 20.000000 ] : Fix Fake Magic Item (F901DF23)[ 21.000000 ] : I - Illuminate (000A319D)[ 22.000000 ] : R - Absorb Health {} (000A9367)[ 23.000000 ] : Weapon Correction (F7006797)[ 24.000000 ] : Automagic Cloak (BA0042F5)[ 25.000000 ] : Azura's Spell (D90160E4)[ 26.000000 ] : Bare feet (C1000CE6)[ 27.000000 ] : Combat Expertise: Spell Disruption (BA02D3B1)[ 28.000000 ] : Correction Spell Ability (F8000ED8)[ 29.000000 ] : Dampworm (0009840D)[ 30.000000 ] : Mer Heritage - Base (D901597A)[ 31.000000 ] : Realistic Fatigue Effects (C6000810)[ 32.000000 ] : Void Blessing - Base (D90159EA)[ 33.000000 ] : Weak Endurance (D9015A00)[ 34.000000 ] : Wombburn (D90160F4)movingmovingmovingmovingRF: incrementing strength skills experience by 0.1A:1B:1Blade equippedmoving** Dumping Array #21 **Refs: 1 Owner F9: Duke Patricks - Combat Magic II.esp[ 0.000000 ] : Automagic Cloak (BA0042F9)[ 1.000000 ] : Automagic Cloak (BA0042F7)[ 2.000000 ] : Ancestor Guardian (D9001C35)[ 3.000000 ] : Battle Meditation (D9000801)[ 4.000000 ] : Burning Well Ritual {} (D9002128)[ 5.000000 ] : Feeblemind (D9000822)[ 6.000000 ] : (FM) Reinitialize (CB006EC0)[ 7.000000 ] : Dehydrate (D9001C38)[ 8.000000 ] : Dismiss Companion (D8015178)[ 9.000000 ] : Fix Follower Double-Face Bug (18001BC3)[ 10.000000 ] : Join Faction (D8015167)[ 11.000000 ] : Mental Alacrity (BA00A034)[ 12.000000 ] : Recruit Companion (D8015171)[ 13.000000 ] : Sense Magicka (D9003213)[ 14.000000 ] : Soft Shoes (C1002F40)[ 15.000000 ] : Voice Alteration (270194A2)[ 16.000000 ] : A - Burdening Touch (000A97C1)[ 17.000000 ] : A - Protect (000A97A7)[ 18.000000 ] : A - Protect Other (00071090)[ 19.000000 ] : Combat Magic Kit (F9001C84)[ 20.000000 ] : Fix Fake Magic Item (F901DF23)[ 21.000000 ] : I - Illuminate (000A319D)[ 22.000000 ] : R - Absorb Health {} (000A9367)[ 23.000000 ] : Weapon Correction (F7006797)[ 24.000000 ] : Automagic Cloak (BA0042F5)[ 25.000000 ] : Azura's Spell (D90160E4)[ 26.000000 ] : Bare feet (C1000CE6)[ 27.000000 ] : Combat Expertise: Spell Disruption (BA02D3B1)[ 28.000000 ] : Correction Spell Ability (F8000ED8)[ 29.000000 ] : Dampworm (0009840D)[ 30.000000 ] : Mer Heritage - Base (D901597A)[ 31.000000 ] : Realistic Fatigue Effects (C6000810)[ 32.000000 ] : Void Blessing - Base (D90159EA)[ 33.000000 ] : Weak Endurance (D9015A00)[ 34.000000 ] : Wombburn (D90160F4)movingmovingRF: incrementing agility skills experience by 0.1bow quest stoppedBlade equippedBlade equippedRL: recalculating all attributesBlade equippedmoving** Dumping Array #11 **Refs: 1 Owner F9: Duke Patricks - Combat Magic II.esp[ 0.000000 ] : Automagic Cloak (BA0042F9)[ 1.000000 ] : Automagic Cloak (BA0042F7)[ 2.000000 ] : Ancestor Guardian (D9001C35)[ 3.000000 ] : Battle Meditation (D9000801)[ 4.000000 ] : Burning Well Ritual {} (D9002128)[ 5.000000 ] : Feeblemind (D9000822)[ 6.000000 ] : (FM) Reinitialize (CB006EC0)[ 7.000000 ] : Dehydrate (D9001C38)[ 8.000000 ] : Dismiss Companion (D8015178)[ 9.000000 ] : Fix Follower Double-Face Bug (18001BC3)[ 10.000000 ] : Join Faction (D8015167)[ 11.000000 ] : Mental Alacrity (BA00A034)[ 12.000000 ] : Recruit Companion (D8015171)[ 13.000000 ] : Sense Magicka (D9003213)[ 14.000000 ] : Soft Shoes (C1002F40)[ 15.000000 ] : Voice Alteration (270194A2)[ 16.000000 ] : A - Burdening Touch (000A97C1)[ 17.000000 ] : A - Protect (000A97A7)[ 18.000000 ] : A - Protect Other (00071090)[ 19.000000 ] : Combat Magic Kit (F9001C84)[ 20.000000 ] : Fix Fake Magic Item (F901DF23)[ 21.000000 ] : I - Illuminate (000A319D)[ 22.000000 ] : R - Absorb Health {} (000A9367)[ 23.000000 ] : Weapon Correction (F7006797)[ 24.000000 ] : Automagic Cloak (BA0042F5)[ 25.000000 ] : Azura's Spell (D90160E4)[ 26.000000 ] : Bare feet (C1000CE6)[ 27.000000 ] : Combat Expertise: Spell Disruption (BA02D3B1)[ 28.000000 ] : Correction Spell Ability (F8000ED8)[ 29.000000 ] : Dampworm (0009840D)[ 30.000000 ] : Mer Heritage - 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Protect Other (00071090)[ 18.000000 ] : Combat Magic Kit (F9001C84)[ 19.000000 ] : Fix Fake Magic Item (F901DF23)[ 20.000000 ] : I - Illuminate (000A319D)[ 21.000000 ] : R - Absorb Health {} (000A9367)[ 22.000000 ] : Weapon Correction (F7006797)[ 23.000000 ] : Automagic Cloak (BA0042F5)[ 24.000000 ] : Automagic Cloak (BA0042F7)[ 25.000000 ] : Azura's Spell (D90160E4)[ 26.000000 ] : Bare feet (C1000CE6)[ 27.000000 ] : Combat Expertise: Spell Disruption (BA02D3B1)[ 28.000000 ] : Correction Spell Ability (F8000ED8)[ 29.000000 ] : Dampworm (0009840D)[ 30.000000 ] : Mer Heritage - Base (D901597A)[ 31.000000 ] : Realistic Fatigue Effects (C6000810)[ 32.000000 ] : Void Blessing - Base (D90159EA)[ 33.000000 ] : Weak Endurance (D9015A00)[ 34.000000 ] : Wombburn (D90160F4)** Dumping Array #11 **Refs: 1 Owner F9: Duke Patricks - Combat Magic II.esp[ 0.000000 ] : Fix Fake Magic Items (F90015B0)[ 1.000000 ] : Ancestor Guardian (D9001C35)[ 2.000000 ] : Battle Meditation (D9000801)[ 3.000000 ] : Burning Well Ritual {} (D9002128)[ 4.000000 ] : Feeblemind (D9000822)[ 5.000000 ] : (FM) Reinitialize (CB006EC0)[ 6.000000 ] : Dehydrate (D9001C38)[ 7.000000 ] : Dismiss Companion (D8015178)[ 8.000000 ] : Fix Follower Double-Face Bug (18001BC3)[ 9.000000 ] : Join Faction (D8015167)[ 10.000000 ] : Mental Alacrity (BA00A034)[ 11.000000 ] : Recruit Companion (D8015171)[ 12.000000 ] : Sense Magicka (D9003213)[ 13.000000 ] : Soft Shoes (C1002F40)[ 14.000000 ] : Voice Alteration (270194A2)[ 15.000000 ] : A - 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PiiiP : Grabbing a dead Vampire Patriarch ...PiiiP : Toggle Grab fired...PiiiP : Waiting for grab key release ...PiiiP : Untoggle Grab fired ...PiiiP : Grab key released ...PiiiP : Grabbing Core - Cycle complete ! 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All the array dumping. I'm not sure I understand what the fix fake magic spell is for either. That conscribe log is from a load order that has these mods active as well:
F2  Duke Patricks - Actors Can Miss Now.espF3  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]F4  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]F5  Duke Patricks - Basic Combat Geometry.esp  [Version 1.6]F6  Duke Patricks - Momentum Damage And Jump Risk.esp  [Version 2.5.1]F7  Duke Patricks - SCA Melee Combat with NO RECOIL.esp  [Version 4.6]F8  Duke Patricks - Combat Archery.esp  [Version 3.4.1]F9  Duke Patricks - Combat Magic II.espFA  Duke Patricks - BASIC Script Effect Silencer.esp
All loaded after bash.
I'm going to have to really look at the spells with the symbol - I recall a racial greater power that absorbed magicka and another spell that had absorption too. I will report back.

I know you said that this mod will reduce/remove damage reflection from spells - can we get a similar but maybe different symbol for those spells it recognizes and alters?

As for the ctds - well It happened a few times, my character is level 1 fighting some pretty tough foes - so in a dungeon, trying to stay stealthy, getting attacked throw the plasma ball and boom. Very chaotic. I may need to go to the testing hall or some environment more controlled. I will try also and get the FormID on any critter that this occurs with. No special staff was being used (fire damage), but it was not the staff that I was casting it was the plasma ball.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Wed Sep 01, 2010 3:15 pm

The most difficult for me to overcome is the cast key disable that keeps occurring when I switch to the Combat Magic kit and then try to cast any spell other than Combat Magic spells. Leold


I do not understand, why would you think you could cast any other spell if you choose the combat magic kit? You will have to change out of the combat magic kit to use any other spell. This is the same for any vanillia spell as well.
Unless you mean you are trying to use a hot key mod with this mod. Then yes that may not ever work.

But you can try this, make a hot key that changes your "equip spell" but does not try to cast it at the same time. Just change it from the combat magic kit to some other spell One or two frame must pass for my mod to detect that this change has occurred. That is why you cannot change the spell and then cast it in the same frame.

However I may try to find a way for you to use the OS even if you do not have the combat magic kit going, that I can understand somewhat. But in the end this is a KIT not just a selection in a sm?rg?sbord of spells. The OS and all the other Combat Magic spells are designed to balance out each other when used together. Remember this is a POC project to show how I would make a magic combat game. But again I will try to find a way to allow the player to use the OS anyway as the NPC get to do so, so the player should as well. Otherwise I will just have to stop NPC from using any other spells as long as they want to use the Combat magic kit.


for some reason when I switch to a menu and back sometimes my character will randomly perform a Sudden Violence attack like I'd pressed a key combination for that mod.


That sounds like an issue in Sudden Violence not Combat Magic. My understanding is that mod only works if you press their SV button right? So if it is trigging even if you are NOT pressing their SV buttom that is not something I can fix. My mod checks to see if you have the Combat Magic Kit equipped, if so the cast button is disabled. Then my mod monitors your cast button to see when you press the cast button to fire spells. This MUST be done this way in order to make the POWER UP mechanics work. But I suppose it is possible this could be effecting the Sudden Violence script somehow, but again I would not be able to alter their scripts to fix this.


I've seen a few times though when I kill a mage with a shield up by area of effect spells and the shield remains floating in the air after death.


Scripts can choke when the NPC they are ruining on dies suddenly, I thought I had compensated for this already but I will look at that part of the script again thanks!


One last thing is how the shield doesn't help much against some of Fearsome Magicka's spells, most notably the Magic Missles, which go right through or around the shield.


Spells are intend to hit you if they go AROUND the shield to hit your exposed sides. AOE spells as well. And spells will go THRU the OS if the spell is a fog type spell or is fired from an activator as there is no way for my script to know when a spell is fired from said activators. No way to fix that that I have found so far. I tired by using sound detection to HEAR when a spell is cast or a spell is travailing in th air (thus using the spell travel sound) in the cell but the getsoundplaying command either has a bug in it (not likely) or the game does (very likely) because many sounds including summon spell sounds HANG in the cell even after the player can no longer hear it. But the command still detects the sound as being in the cell. This will only change if you leave the cell and come back. Until this is can be worked around I just have no practical way to detect when an activator from another mod fires a spell.

I do this myself in my mod to make the NPC look like their are firing plasma balls but in realty it is their OS (used as an activator) to fire the spell. The NPC only play the cast animation. But in my case I then tell my mod that a spell was fired in the cell. I think I do this already but if not maybe I can use an animation check to detect the animation and thus my script would know that a new spell was in the cell. I will try that, it will be in the next Alpha rev so let me know OK?
User avatar
lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

Post » Thu Sep 02, 2010 1:07 am

No, I already do check for casting animations:

if ( Me.AnimPathIncludes "staffattack" == 1 || Me.AnimPathIncludes "bowattack" == 1 || Me.AnimPathIncludes "casttargetalt" == 1 || Me.AnimPathIncludes "casttarget" == 1 ) && ProjRadarSwitch == 0
set Tmpref to 0
Set TmpRef to me.GetProjectile

and so on...

However That mod is an older mod and may not be setting the spell to the NPC that LOOKS like they are casting the spell. Setting the spell projectile to a particular NPC came in OBSE about level 17 or 18. If that it is true that Fearsome Magicka's is not setting the spell "ownership" to the right NPC then my mod would ignore the spell and thus the OS would not be able to know it is about to hit. Also that mod may be putting an object in the air and then moving it via scripting, this would then NOT be a "spell" and would not be detected as such.

If that is the issue with Fearsome Magicka's spells there is nothing I can do about that at tis time.

Edit: Also that mod may be putting an object in the air and then moving it via scripting, this "projectile" would then NOT be a real spell or arrow and would not be detected as such.
User avatar
Pixie
 
Posts: 3430
Joined: Sat Oct 07, 2006 4:50 am

Post » Wed Sep 01, 2010 6:17 pm

I do not understand, why would you think you could cast any other spell if you choose the combat magic kit? You will have to change out of the combat magic kit to use any other spell. This is the same for any vanillia spell as well.
Unless you mean you are trying to use a hot key mod with this mod. Then yes that may not ever work.

But you can try this, make a hot key that changes your "equip spell" but does not try to cast it at the same time. Just change it from the combat magic kit to some other spell One or two frame must pass for my mod to detect that this change has occurred. That is why you cannot change the spell and then cast it in the same frame.

However I may try to find a way for you to use the OS even if you do not have the combat magic kit going, that I can understand somewhat. But in the end this is a KIT not just a selection in a sm?rg?sbord of spells. The OS and all the other Combat Magic spells are designed to balance out each other when used together. Remember this is a POC project to show how I would make a magic combat game. But again I will try to find a way to allow the player to use the OS anyway as the NPC get to do so, so the player should as well. Otherwise I will just have to stop NPC from using any other spells as long as they want to use the Combat magic kit.


Yes, that must be why I thought my casting simply wasn't working I suppose, I was trying to use Enhanced Hotkeys to try to switch my equipped spell back and forth between the kit and other spells. You mentioned making a hot key to change the equipped spell but not cast it immediately, but I thought that was what I was doing? Though Enhanced Hotkeys has an autocast feature, I'm not using it at the moment, so I'm a bit confused with this but for now I'll just switch between them without hotkeys.

That sounds like an issue in Sudden Violence not Combat Magic. My understanding is that mod only works if you press their SV button right? So if it is trigging even if you are NOT pressing their SV buttom that is not something I can fix. My mod checks to see if you have the Combat Magic Kit equipped, if so the cast button is disabled. Then my mod monitors your cast button to see when you press the cast button to fire spells. This MUST be done this way in order to make the POWER UP mechanics work. But I suppose it is possible this could be effecting the Sudden Violence script somehow, but again I would not be able to alter their scripts to fix this.


Yes, the issue does lie with SV, and I apologize if it sort of sounded as if I believed your mod was conflicted. SV is somewhat unstable that way, as when switching through menus, if you click or use the movement keys in a menu like the inventory, it initiates one of its powerattacks as if you were making the key combination during a fight. Nothing to be done about this, except I'm going to play without it for a bit to see if I feel its necessary in my LO.

Spells are intend to hit you if they go AROUND the shield to hit your exposed sides. AOE spells as well. And spells will go THRU the OS if the spell is a fog type spell or is fired from an activator as there is no way for my script to know when a spell is fired from said activators. No way to fix that that I have found so far. I tired by using sound detection to HEAR when a spell is cast or a spell is travailing in th air (thus using the spell travel sound) in the cell but the getsoundplaying command either has a bug in it (not likely) or the game does (very likely) because many sounds including summon spell sounds HANG in the cell even after the player can no longer hear it. But the command still detects the sound as being in the cell. This will only change if you leave the cell and come back. Until this is can be worked around I just have no practical way to detect when an activator from another mod fires a spell.


Yeah, I knew attacks that come around the shield should be able to hurt you, so it won't just make mages invincible to arrows or spells. I've been having to use more area of effect spells than I normally would when fighting mages or fire spells when I can get a clear shot past the shield, which gives battle with mages a bigger thrill than normal. Fighting a group of mages can now be really difficult if you can't get creative or get single combat with each! And as for blocking Fearsome Magicka's stuff, If it can work eventually, great, but its really not that big of issue. They're pretty balanced so you (and the NPCs I believe) can only fire them a certain number of times anyways.

Thanks for the replies and explanations, I might start my unarmed/mage character soon so I can see those awesome hand to hand perks you added :ninja:

Leold
User avatar
noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Wed Sep 01, 2010 7:13 pm

Well I have not used magic missile with fearsome magic but I have in the game NWN and in my nerdier youth playing pen and paper DnD.

I recall the magic missle is a hunt and seek and damage regardless of defenses kind of spell - it is not a spell that can be dodged or blocked well.
http://en.wikipedia.org/wiki/Magic_of_Dungeons_%26_Dragons
Magic Missile — A bolt of pure energy from the caster's fingertips. Up to the 3rd edition, magic missile struck a target automatically, with multiple missiles launched at higher levels. The spell's ability to cause automatic damage makes it one of the most-used spells of these editions.[3] In the initial release of 4e, magic missile required an attack roll. The July 2010 update changed this to an automatic hit with a lower amount of damage.
So I would ask Bruce Vayne if that spell was meant to be able to be blockable.

As it is in NWN and DnD if the spell is cast and the target is acquired bam that is it - and resistances and such still play a part but it is not the same kind of spell as a fireball which is a projectile that can miss.
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Stu Clarke
 
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Joined: Fri Jun 22, 2007 1:45 pm

Post » Wed Sep 01, 2010 10:45 am

I know you said that this mod will reduce/remove damage reflection from spells - can we get a similar but maybe different symbol for those spells it recognizes and alters?



eerrrr.... no, the mod attempts to changes as many "reflect magic" spells it can find into "resist magic" and "reflect damage" into resist damage magic spells/items.

I cannot do that (use a different symbols for different types of changes) very easily. If I tried to do that the end result for some items that were once reflect magic or reflect damage would get very impractical. I mean I am worried that this would get too bulky on the name if the item is an enchanted fire/reflect damage sword for example the name would be changed 3 different times and end up with 3 different add sets of symbols. One for SCA mêlée combat change, one for magic damage upgrade and then one for the Reflect magic change. :wacko:

Why did you want this anyway?



As for the ctds - well It happened a few times, my character is level 1 fighting some pretty tough foes - so in a dungeon, trying to stay stealthy, getting attacked throw the plasma ball and boom. Very chaotic. I may need to go to the testing hall or some environment more controlled. I will try also and get the FormID on any critter that this occurs with. No special staff was being used (fire damage), but it was not the staff that I was casting it was the plasma ball.



Mmmm...not good... I need to look into this.


BTW I was sooooooo immersed in Fallout Vegas (after making a few simple mods for it) but I finally ran into a save game bug that freezes my PC arms when I try to equipped a gun. I had to load a very old save game to get around this. So I am not much into in playing it until these bugs get better patches from the Dev. That means I am full time back on modding Combat Magic. But I am sad I had to leave Vegas, it had it all, gambling, shows, gunfights and supernatural anomalies. Man this is a small taste of the future for old folks homes. Can you imagine traveling around the world on a cruse, gambling in Vegas or getting front row seats to see Seinfeld stand up show and never needing to leave the old folks home?

This is also why advanced aliens on other worlds are too busy to talk to us, they are busy playing their ultra advanced virtual realty games and NOT working for a iving because they have zero point (free clean) energy for everyone on their planet and robots to do all the work!
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Robert
 
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Post » Wed Sep 01, 2010 5:22 pm

Why did you want this anyway?

Well with many mod added spells these effects may be secondary or tertiary to the main point of a spell or effect or item.

Knowing what spell is altered before you buy or make would be good to know before investing.

I mostly meant spells - to add something like <-> or (-) ... or even as simple as a + at the end so that we can know it was recognized and dealt with and when we cast it we know what we are really getting.

How does this mod deal with heavily scripted spells that combine effects. I'm very much thinking of Fearsome in this regard. Does it address the effects at the time they come into play or only by scanning what the player or NPC has available before it comes into active mode? (hope that question made sense).

When should I be casting the fix fake magic spell? I don't see it in the readme at all yet it is in my spell book.

================

Just went in game to look over those altered spells. One was a low level absorb health that appears to have been upped (quite a bit). The other was, well jeez this isn't going to work well ... it was a greater power from Race Balancing Project for the Atronach birthsign called burning well. from the RBP readme:
Greater Power: Damage Magicka 100, Drain Intelligence 100, Silence, 60 sec on touch
Lesser Power: Absorb Magicka 25 for 6 sec on touch (costs 50 Magicka and Fatigue)
Lesser Power: Sense Magicka
Greater Power: Restore Magicka 2, Paralyze, Fire Damage 2 for 25 sec on self
So the last one which is a called burning well. The idea being that an Atronach could summon forth magicka at the cost of short term paralysis and damage to health - in this case fire damage. This mod ups that damage to 14 points per second for 25 seconds = 350 points of damage as opposed to how RBP has it set to a total of 50 points.

This is damage to the self. Even so my character is a dark elf and is able to resist fire damage better than most. The net result is this power is deadly to most character up to level 10 or more depending on mods and settings. No longer is it an annoyance to use to get some magicka but will kill the user.

With LAME and SM - there are a few other spells that can harm the user as well when used.

This leads me to consider a request for having this damage increase on other spells optional in an ini setting like it is with damage in the CA mod.
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Dj Matty P
 
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Post » Wed Sep 01, 2010 9:51 pm

This leads me to consider a request for having this damage increase on other spells optional in an ini setting like it is with damage in the CA mod.



This I can do!

Update now on tesnexus that will have the following changes for rev 4.5:

Dead NPC will no longer have their OS still floating in the air ( I hope).

Two INI file additions,
1, to turn off the spell damage/health boost for all non CM spellls (I.E not including the Combat Magic spells).
2, choice to have the OS on all the time (triggered when you block) or only when you have the Combat Magic spell equipped (also triggered when you block).
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naome duncan
 
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Post » Wed Sep 01, 2010 3:22 pm

2, choice to have the OS on all the time (triggered when you block) or only when you have the Combat Magic spell equipped (also triggered when you block).

Cool to the options! Yay :tops:

Does point 2 here mean that one could have the OS and then be able to cast other magic offensively.

Thinking of the encounters my character had with fighting vampire sorcerers in windfall last night - man they were tough - I did see them on several occasions power up their OS and cast a few plasma balls which were easier to dodge than the arcs ... then, I'm guess here, after having lower magicka they would either switch to melee or other offensive spells. Not sure if there is vanilla/native AI for what spell gets chosen, but they were coming at me with full force no conservation or timing.

Then also how my character is - a hybrid stealth magic character - so I can see using the OS but also wanting to train with shields - tough decision on which to choose here. One option is OS with every block (which is not a stealth move to have that on), but be able to use other spells with it more easily - or just the kit and plasme for trading off.

Wish there could be a way to toggle the OS on or off then switch offensive capabilities, but this is good. Probably I will stick with only when the kit is active.

As for damage - both LAME and Supreme Magicka make magic more deadly. I've had some seriously powerful spells thrown at my characters in TIE games FCOM games and with these two spell overhauls - even more deadly. So I may keep that off for now, besides the plasma is always there to scare me.
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Brittany Abner
 
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