[RELz] Duke Patrick's Combat Magic II

Post » Wed Mar 30, 2011 6:39 am

You have it all well figured out so far.

Hint 1:
Spoiler

The trick is to listen to the sound, there is a clue in the sound of each, each time you hear the sound clue you then immediatly turn the next knob starting from the top.



Hint2 if hint 1 is not enough for you:
Spoiler

The sound is the bad "mis-calibration" banging sound.






This is a really amazing mod! The quest is incredibly atmospheric and very unique, and, even though I've only fought Necromancers with Combat Magic so far, it looks to be a neat new way to battle.
If anyone can give me any help with the puzzle found in the Hidden Room after the battle with the Overseer, I'd really appreciate it.

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louise tagg
 
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Post » Wed Mar 30, 2011 11:17 am

Hello Duke,

I just wanted to ask: is your mod compatible with Fearsome Magicka?

My concern lies on the fact that Fearsome Magicka employs scripts to make NPC's use its new spells intelligently. Your mod also modifies NPC's; it makes them use your combat magic system and it also makes them prefer it over other spells.

If I use both mods together and yours is load last, will NPC's use Fearsome Magicka spells at all? Are any other conflicts likely?

Thank you,

Tiny Lampe.
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Jade MacSpade
 
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Post » Wed Mar 30, 2011 3:08 am

I have not used/tried Fearsome Magicka yet but my guess would be that it should be ok as long as Fearsome Magicka did not make any changes to the game aspects:

The Actor value "Confusion"
The Magic effects called "Reflect Damage" and "Reflect Spell".
The Lighting bolts for Shock Magic
The vanilla oblivion object TestKurtMarker
The NPC Delphine Jend must be alive in your game.
The same wilderness area as this mod. One such mod may be Unique Landscapes - Snowdale. But LOAD my mod after such a conflicting terrain mod and it may be OK!



Hello Duke,

I just wanted to ask: is your mod compatible with Fearsome Magicka?

My concern lies on the fact that Fearsome Magicka employs scripts to make NPC's use its new spells intelligently. Your mod also modifies NPC's; it makes them use your combat magic system and it also makes them prefer it over other spells.

If I use both mods together and yours is load last, will NPC's use Fearsome Magicka spells at all? Are any other conflicts likely?

Thank you,

Tiny Lampe.

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..xX Vin Xx..
 
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Post » Wed Mar 30, 2011 2:30 am

Hello Duke,

I just wanted to ask: is your mod compatible with Fearsome Magicka?

My concern lies on the fact that Fearsome Magicka employs scripts to make NPC's use its new spells intelligently. Your mod also modifies NPC's; it makes them use your combat magic system and it also makes them prefer it over other spells.

If I use both mods together and yours is load last, will NPC's use Fearsome Magicka spells at all? Are any other conflicts likely?

Thank you,

Tiny Lampe.


Should be fine to run with Fearsome Magicka. I run both, putting Combat Magic below Fearsome Magicka and other magicka mods, and have seen no problems. Only thing is the omni-shield won't defend you from homing spells like Magic Missle, but thats how it's supposed to be, unblockable.
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Sarah MacLeod
 
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Post » Wed Mar 30, 2011 4:42 am

Should be fine to run with Fearsome Magicka. I run both, putting Combat Magic below Fearsome Magicka and other magicka mods, and have seen no problems. Only thing is the omni-shield won't defend you from homing spells like Magic Missle, but thats how it's supposed to be, unblockable.


Thank you Leold!

I'm glad I can use both (the decision of deciding between those two would have been too hard).
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Haley Cooper
 
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Post » Wed Mar 30, 2011 1:22 pm

I have been having a similar problem with the replacement of Reflect Spells on items. It has apparently not replaced any of the spells on items (there are quite a few http://www.pbase.com/ewaldorph/image/134523538/original.jpg )

This would not be a particularly big problem as the FFMI spell appears to work (I have not had a chance to test it to see if it fails to stick as reported in another post.) I do have a problem with one item from the mod Darkness Hollows that seems to become disabled when dropped. It sticks in mid air and can't be picked up again. I'm trying to find out now if this is a conflict with your mod but I got cut short on time.

What i did notice was that the spell is added when the game starts and then is immediately removed. Oddly the removal script goes into a loop and continues to fire http://www.pbase.com/ewaldorph/image/134523506/original.jpg

I am using OBSE v.2.0 and loading CM after FoF and the .ini file is in place. The files are Bashed. BTW: BOSS is unaware of either mod. Right now they are loaded last, just before the Bash Patch.
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Rach B
 
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Post » Wed Mar 30, 2011 7:10 am

Yes, as per my previous posts:

"This mod was started years ago back before ref walking was possible, so spells are used (cast on the player/actor and removed a second later) to get some of the changes done. Spells are not 100% reliable, however when used many times over more than the first second of game play this method will work (after some time) but certainly not at the moment you start the game. This is why I use the word"eventually" in the read me file. I am slowly changing out the old magic cast system for ref walking in all my older mods (I have been modding Oblivion for many years) but not every single one has been switched out yet."

... that is how it is suppose to work.

I have learned how to use a neat trick to get around the "delay" in updating the player's inventory while working on my current project. Something TheNiceOne showed me. When I am done with the current project I am on now I can add new scripting to this Combat Magic mod so the player will not see the "delay" in updating their inventory.

Remind me to do this after release of my Melee Combat Mod.

What i did notice was that the spell is added when the game starts and then is immediately removed. Oddly the removal script goes into a loop and continues to fire

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Matt Bigelow
 
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Post » Wed Mar 30, 2011 6:24 am

Yes, as per my previous posts:

Remind me to do this after release of my Melee Combat Mod.

Okay :thumbsup:
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Tanika O'Connell
 
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Post » Wed Mar 30, 2011 6:23 am

For reasons i do not wish to go in to, i hat to restart with my current character Thana. I could make changes in my modlist and one of the changes is that i have Combat Magic installed. According to the readme it adds a spell called Fix Fake Magic in case an item shows "Fake Magic Item". After i started a new with Thana i checked my inventory after a while to see if any of my items showed this Fake Magic text...and it did not. :)

But when i opened the console, i saw this...

http://i176.photobucket.com/albums/w172/Illius_photos/Mod%20Problems/Whatisthis.jpg

Every time i open the console it first shows the line Spell "Fix Fake Magic Items" added to Thana, followed by more and more lines of Spell "Fix Fake Magic Items" removed from Thana? I know nothing about how this mod works or checks things, but i doubt it should continue to add and then remove that spell. When i check the spells list then i can see the spell is there? And as i already stated...non of my characters items shows the line "Fake Magic Item".

My current loadlist:

Spoiler
Masters for: AutoSave3.ess00  Oblivion.esm01  All Natural Base.esm  [Version 1.3]02  Cobl Main.esm  [Version 1.72]03  Waalx Animals & Creatures.esm04  VASE - core.esm05  Ayleid Power Stones.esm06  Unofficial Oblivion Patch.esp  [Version 3.3.5]07  Oblivion Citadel Door Fix.esp08  DLCShiveringIsles.esp09  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]0A  SM Plugin Refurbish - SI.esp  [Version 1.30]0B  All Natural.esp  [Version 1.3]0C  All Natural - SI.esp  [Version 1.3]0D  Immersive Interiors.esp  [Version 0.7]0E  Enhanced Water v2.0 HD.esp0F  Rainbows.esp10  All Natural - Real Lights.esp  [Version 1.3]11  300_Lore_Dialogue_Updated.esp12  ChaseCameraMod.esp13  Guiding Beacons.esp14  GW71_Soulgems.esp15  ImprovedSigns.esp16  Security Rebalance-Traps and Bash Locks.esp17  MoveQuestItems - OBSE.esp18  Raestloz Auto Reset Emotion.esp19  Enhanced Economy.esp  [Version 5.2.2]1A  WAC - Crowded Roads Revisited.esp  [Version 1.1]1B  BookTrackerOBSE.esp1C  DarNifiedUI Config Addon.esp1D  Display Stats.esp  [Version 1.3.1]1E  DS Time Manager.esp  [Version 1.1]1F  DynamicLeveledLists.esp20  Get Wet Dark.esp21  kuerteeAutoSaveAndTime.esp22  kuerteeCleanUp.esp23  Quest Log Manager.esp  [Version 1.3.2]24  Map Marker Overhaul.esp  [Version 3.9]25  Map Marker Overhaul - SI additions.esp  [Version 3.5]26  Enhanced Hotkeys.esp  [Version 2.1.1]++  MaleBodyReplacerV4.esp27  Forestlight Armor.esp28  mnp Nighteye Goggles.esp29  trfjBladeMasterSword.esp2A  Slof's Horses Base.esp2B  Cobl Glue.esp  [Version 1.72]2C  Cobl Si.esp  [Version 1.63]++  VASE - Vanilla Cyrodiil.esp++  VASE - Vanilla SI.esp2D  WAC.esp2E  WAC - OverSpawn.esp2F  WAC - Dead Knights.esp30  WAC - Player Summons.esp31  WAC - TCOS.esp32  WAC - TCOS Shops.esp  [Version 03]33  WAC - Legion.esp34  WAC - Magic.esp35  LBUndeadAdditions.esp36  allinonebasemant_COBLnoCM.esp37  Ancient Ruins - Ayleid Edition.esp38  APS Rare Stones.esp39  IC Atmospheric Shops Mod.esp3A  Kragenir's Death Quest.esp  [Version 2.1]3B  Lem - Celestial Lagoon.esp3C  Lem - Zemus's Lair.esp3D  Nightmist Manor.esp  [Version 1.22]3E  Nightmist Manor - AN Patch.esp  [Version 1.22]3F  VOILA.esp40  VOILA - Soldiers of Empire.esp41  zDangerSense.esp42  The Lost Spires.esp++  The Lost Spires v14 Delayer.esp  [Version 2.2]43  The Soul of Ilithiel.esp44  TalosBridgeGateHouse.esp45  Automatic Difficulty Increaser.esp46  Auto Repair.esp47  Automagic Bags.esp48  DS Portable Sorters.esp  [Version 1.3]**  FrbitPotionReplacer.esp49  PersuasionOverhaul.esp  [Version 1.43]4A  Respawning Varla & Welkynd Stones.esp++  ScriptIcon_Replacer.esp4B  Toggleable Quantity Prompt.esp  [Version 3.2.0]4C  Quest Award Leveling.esp4D  IOM - Main Quest.esp4E  IOM - Kvatch.esp4F  RealisticForceMedium.esp50  RealisticMagicForceLow.esp51  Duke Patricks - Nosferatu Class Vampires.esp  [Version y]52  Oblivion Gate Closer Spell.esp53  MidasSpells.esp54  TheKillingMoon.esp55  SSEE.esp56  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp57  SM Combat Hide.esp  [Version 1.2]58  Lem - Bounty Reduction Over Gametime.esp59  Creature Damage Fix.esp  [Version 2.4]5A  Duke Patricks - Combat Archery.esp  [Version 5]5B  kuerteeAttributeAndSkillBasedDamageModifiers.esp5C  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]5D  Phitt's Phighting Phixes.esp5E  Sneaking Detection Recalibrated.esp5F  Oblivion XP.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp60  X.Dea.Obscura.esp61  ZUSwordFlameAtro.esp++  ZUSwordFlameAtro_Vanilla.esp62  SPAWN.esp  [Version 0.3]**  [GFX]_Initial_Glow-all.esp63  GW71_Life_Detect.esp64  MiniMap.esp++  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp65  Duke Patricks - Fortress of Fear.esp66  Duke Patricks - Combat Magic II.esp67  Bashed Patch, 0.esp

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Kelly Upshall
 
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Post » Wed Mar 30, 2011 10:45 am

Bump.

No one knows what would cause the thing i mentioned in my post above this one?
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FLYBOYLEAK
 
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Post » Wed Mar 30, 2011 2:50 pm

Bump.

No one knows what would cause the thing i mentioned in my post above this one?

Yep, this is normal and it's how Duke can make sure that the Reflect Spell and Reflect Damage effects are successfully replaced in each instance. It won't be reliable if it doesn't fire in a relatively constantly. Read his posts just above yours, he found a more efficient way to do this and will be implementing it after his new melee mod releases.

In the mean time, it may look alarming in the console but it really won't affect your running of the game, just ignore it.
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carly mcdonough
 
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Post » Wed Mar 30, 2011 5:36 am

Yep, this is normal and it's how Duke can make sure that the Reflect Spell and Reflect Damage effects are successfully replaced in each instance. It won't be reliable if it doesn't fire in a relatively constantly. Read his posts just above yours, he found a more efficient way to do this and will be implementing it after his new melee mod releases.

In the mean time, it may look alarming in the console but it really won't affect your running of the game, just ignore it.


Phew that is good to know, thanks Leold. :celebration:
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rolanda h
 
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Post » Wed Mar 30, 2011 11:42 am

Ok although i hate doing this i am also not afraid to ask anyway. I am on the quest "Incursion into the Fortress of Fear" where i have to intercept the messenger on the Silver Road at 12 noon. So after i got the message that the messenger was on the Silver Road i checked no NPC's/Guards where near and placed the Calthrops across the road. One row of 5 and a bit further the remaining 4. The horse fell to the ground as did the messenger, i tried talking to her which did not seem to work...i tried pickpocketing her while she was down. That resulted in her and her horse attacking my character, and surprisingly the horse was a whole darn lot tougher then she was. :)

I tried killing her out right after she got up from the fall...i tried around 8 times and every time i took everything she hat including the locked book and the messenger items, but i never got a quest update. So i tried taking the items to Delphine Jend but after she asked if i hat anything to report about the messenger...all i could tell was "Not yet..(Do not remember the rest)" I already can not continue with the quest, as i mentioned i tried around 8 times so if i am doing something wrong then i do not know what that mistake is?
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Noely Ulloa
 
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Post » Wed Mar 30, 2011 3:27 am

Spoiler
Delpine said: "You must take everything the messenger has on them and examine it all for clues."

er...you said you got all the messenger's items in your inventory, right?
So....now examine it all for clues. To start with you can click on the "Messenger bag of items" in your inventory.


Then it gets more challenging.... :whistling:

Ok although i hate doing this i am also not afraid to ask anyway. I am on the quest "Incursion into the Fortress of Fear" where i have to intercept the messenger on the Silver Road at 12 noon. So after i got the message that the messenger was on the Silver Road i checked no NPC's/Guards where near and placed the Calthrops across the road. One row of 5 and a bit further the remaining 4. The horse fell to the ground as did the messenger, i tried talking to her which did not seem to work...i tried pickpocketing her while she was down. That resulted in her and her horse attacking my character, and surprisingly the horse was a whole darn lot tougher then she was. :)

I tried killing her out right after she got up from the fall...i tried around 8 times and every time i took everything she hat including the locked book and the messenger items, but i never got a quest update. So i tried taking the items to Delphine Jend but after she asked if i hat anything to report about the messenger...all i could tell was "Not yet..(Do not remember the rest)" I already can not continue with the quest, as i mentioned i tried around 8 times so if i am doing something wrong then i do not know what that mistake is?

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Makenna Nomad
 
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Post » Wed Mar 30, 2011 9:29 am

Spoiler
Delpine said: "You must take everything the messenger has on them and examine it all for clues."

er...you said you got all the messenger's items in your inventory, right?
So....now examine it all for clues. To start with you can click on the "Messenger bag of items" in your inventory.


Doh :banghead:

I actually did take everything but since they are misc items and since this is a magic mod i assumed some kind of special magic hat to be used hence i did not click on those items. Wrong assumption on my part.

Then it gets more challenging.... :whistling:


Ok that is just outright mean...using security measures like that on those items. Although it is realistic considering what they are trying to protect...guess my evening is filled with code breaking, thanks for the hint spookyfx.com. :)
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Josh Sabatini
 
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