[WIP]Fearsome Magicka

Post » Sat Dec 26, 2009 5:50 pm

I was hoping that you'd speak of the Monster™ before that.


Everything will be revealed with time... :shifty:

If this is truly going to be compatible with L.A.M.E., then I am so ready for this. I don't want to have to give up L.A.M.E. or Integration: The Stranded Light, which requires L.A.M.E. This is truly amazing work, man. My hat is off to you.


Yup... :)
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sam smith
 
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Post » Sat Dec 26, 2009 6:10 pm

I'm willing to test. I'm still in writing mode for the main quest for MERP so I have time.
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Jimmie Allen
 
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Post » Sat Dec 26, 2009 11:27 am

This looks like an incredible mod. If its compatable with midas and the other magic mods It'll give us an arsenal of spells that would make daedra princes cringe.
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BEl J
 
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Post » Sat Dec 26, 2009 9:38 am

Cool ive been following this mod for a while and im glad to hear it will be released soon. if you need another tester let me know.
B)
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Alan Whiston
 
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Post » Sat Dec 26, 2009 4:24 pm

I don't want to be annoying but when is the next release date?
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Melung Chan
 
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Post » Sat Dec 26, 2009 10:21 am

This looks simply amazing, but I really hope it won't unbalance the game and make magic users all powerful. Quite fankly these are some of the best spell Ideas with the best execution I've ever seen, in or out of oblivion I'd say- but despite that it would make things less fun if it became a requirment to use them to survive, and not an option.

For example, since magic missiles are basicly undodgeable, could you make it so they can be blocked with a shield? I really like the idea of scaled spells though, that sounds like it will balance things fairly well.

I'd thought the timestop spell was impossible to create (from my little knowlage of the oblivion game engine) but it looks like its pulled off really well! However, the thought of playing a warrior character and entering a room with 3 high power mages or litches and having them all use timestop just sounds keyboard-bashingly frustraiting... is there pehaps a counter to this so that characters with strong willpower (or maybe endurance as it effects more characters) have a chance to resist it? or WOULD that be outside of the game engine? :P

This mod looks like one of the most creative mods out there, and certainly the best spell addition mod I've seen, and I will download instantly no matter WHAT the balancing is like... but It really would be something else if its as balanced as mods such as LAME or Supreme magicka.

peace
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James Potter
 
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Post » Sat Dec 26, 2009 11:50 am

One quick question: would one be able to enchant a piece of clothing or armor with that fantastic darkness-spell you have there? It would really add a more...sinister aura to my character.
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Unstoppable Judge
 
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Post » Sat Dec 26, 2009 4:08 pm

This looks simply amazing, but I really hope it won't unbalance the game and make magic users all powerful. Quite fankly these are some of the best spell Ideas with the best execution I've ever seen, in or out of oblivion I'd say- but despite that it would make things less fun if it became a requirment to use them to survive, and not an option.

For example, since magic missiles are basicly undodgeable, could you make it so they can be blocked with a shield? I really like the idea of scaled spells though, that sounds like it will balance things fairly well.

I'd thought the timestop spell was impossible to create (from my little knowlage of the oblivion game engine) but it looks like its pulled off really well! However, the thought of playing a warrior character and entering a room with 3 high power mages or litches and having them all use timestop just sounds keyboard-bashingly frustraiting... is there pehaps a counter to this so that characters with strong willpower (or maybe endurance as it effects more characters) have a chance to resist it? or WOULD that be outside of the game engine? :P

This mod looks like one of the most creative mods out there, and certainly the best spell addition mod I've seen, and I will download instantly no matter WHAT the balancing is like... but It really would be something else if its as balanced as mods such as LAME or Supreme magicka.

peace

It's always a pleasure to hear something like that... ;)


Actually this mod will make magic users more powerful... As I have montioned before: One more goal of this mod is to make player use aid of companions. When one enters ruins full of necromancers wielding powerful magic he has to face the fact that one-man-army is not always enough. Working in team will greatly increase the chance of success. Take note that your companions will also use thisnew magic, and my mod will also deliver new supporting spells.

I'm not sure about blocking spells with shields, but high magicka resistance will fairly increase a chance of survival, I'm also planning to add some short term high magicka resistance potions to selected traders. Wise usage of those would be very dangerous for your magic users opponents.

As you have noticed, most of the spells will be leveled, so at the beginning of the game you'll only meet mages casting only one or two Magic Missle projectile at you, the same rule apply to other spells as well.

As for the release date: during finishing a last spell I planned to put in initial release I encoutered a strange issue that have never been described before. I'm currently working on resolving it. It should be ready really soon after.

brucevayne
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Madison Poo
 
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Post » Sat Dec 26, 2009 10:15 am

Just for general info ... blocking casted spells illustrated in this mod: http://www.tesnexus.com/downloads/file.php?id=23813
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Vickey Martinez
 
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Post » Sat Dec 26, 2009 10:50 pm

So long as Fearsome Magicka is compatible with L.A.M.E, I am good to go. And thank you for all your hard work and sharing it with all of us.
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Marina Leigh
 
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Post » Sat Dec 26, 2009 7:31 am

woo hoo. glad to hear something. Hope all goes well with fixing the problem. Sadly I must go back to class tomorrow after a long break so I will try to get up here and pay attention to what is going on when I can.
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Skrapp Stephens
 
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Post » Sat Dec 26, 2009 9:37 am

Can't believe I almost missed this one. The mod looks fantastic so far :D The Firestorm spell seems rather bland, but everything else is win. As an avid Warlock, I'm always looking for new and creative ways to have ultimate magic power :evil: (but w/ appropriate mana/stat cost of course). I do have a couple questions though. In addition to SM/LAME, I use a little known mod call http://www.tesnexus.com/downloads/file.php?id=14750 Lets you do fun stuff like spell-chaining and altering the bolt speed for genuine 'instant' cast curse magic. It's rather script-heavy, so I'm wondering if you can foresee any conflicts. Second Q, regarding the Veil of Darkness spell. I'm using Reneer's Guard Overhaul, and dealing with light sources is rather important. Will the light-changing actually affect the npc's that can use torches, night eye, etc.? Anyways, bookmarked and awaiting update :goodjob:
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mike
 
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Post » Sat Dec 26, 2009 4:06 pm

I've sent the .esp file to Scruggs to make him take a look at the problem, hopefully we'll find a solution soon.

At the moment Veil of Darkness does not affect lights produced by actors, but I plan to implement that. Dispelling Light and Night Eye isn't a problem, but I was thinking about how to deal with torches... while it's actually impossible to reduce the light radius of a torch held in hand, I was thinking about just depleating it(removing from inventory).

On the other hand: should this spell also affect actors with Night Eye effect? After all that would be some counterspell... Oh, wait: what do you think about that: using Night Eye is allowed and let's an actor see despite of Veil of Darkness spell running, but when under effect of NE mana is continously drained(as an effect of VoD spell)?
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Mandy Muir
 
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Post » Sat Dec 26, 2009 10:18 pm

I think that night eye should not be hindered and should be a counter spell. It doesn't technically produce light so there really isn't a reason it should be affected in MHO. Just a thought I had, it would be cool if when you cast the darkness spell if it would put everyone in a neutral state, making the "where are you" comment, so that you could slip away from them. Obviously there would have to be some script reading the sneak/illusion level of the pc and the npc to determine whether you disappear from the battle or whether they continue to attack. Hope this is helpful. Keep up the great work, hope your problem gets solved soon.
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CYCO JO-NATE
 
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Post » Sat Dec 26, 2009 3:11 pm

Brilliant Looking Mod. Any news?
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KU Fint
 
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Post » Sat Dec 26, 2009 11:24 pm

I've sent the .esp file to Scruggs to make him take a look at the problem, hopefully we'll find a solution soon.

At the moment Veil of Darkness does not affect lights produced by actors, but I plan to implement that. Dispelling Light and Night Eye isn't a problem, but I was thinking about how to deal with torches... while it's actually impossible to reduce the light radius of a torch held in hand, I was thinking about just depleating it(removing from inventory).

On the other hand: should this spell also affect actors with Night Eye effect? After all that would be some counterspell... Oh, wait: what do you think about that: using Night Eye is allowed and let's an actor see despite of Veil of Darkness spell running, but when under effect of NE mana is continously drained(as an effect of VoD spell)?

Hi, I'm impressed by your great magicka mod, and impatiently look forward for release:)

Have you heared about mod named "Thieves Arsenal" that brings elements of "Thief 3:Deadly shadows" in oblivion? There is an item named "water arrow" which have "turn-off light" effect, perhaps it's a solution to Veil of Darkness problem.
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lisa nuttall
 
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Post » Sat Dec 26, 2009 5:16 pm

Genuinely stunned by all of those spells. Teleport just blew my mind. :D
And awesome choice of music for the trailer! :P
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Flash
 
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Post » Sat Dec 26, 2009 8:45 am

Hehe, thanks :D

@Iroha: lights are not a problem at all, it's only torches when held in hand. On the other hand it's not that big problem, just a matter of finding a best solution.

Currently Scruggs(I asked him for help) is investigating the Strange Issue I encoutered while preparing one of spells. I'll let you know when I got any information from him.

brucevayne
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Arnold Wet
 
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Post » Sat Dec 26, 2009 6:11 pm

Extremely impressive. I'm quite looking forward to this.
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Eduardo Rosas
 
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Post » Sat Dec 26, 2009 7:30 am

Spells should not be blockable. Your shield is a physical object, spell is a magical spirit energy. Maybe if your shield was like a holy enchanted paladin shield or something, I'd understand.

Spell resistance should make up for it.

It would be cool to have a spell where you can transform into any monster that you want (shapeshifting spell)
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Zach Hunter
 
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Post » Sat Dec 26, 2009 1:45 pm

So any news yet? ... It's not like I'm impatient for this mod or anything :poke:
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remi lasisi
 
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Post » Sat Dec 26, 2009 3:31 pm

Count me among the numbers awaiting news anxiously.
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JAY
 
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Post » Sat Dec 26, 2009 4:29 pm

Well, I'm still awaiting for a reply from Scruggs(regarding if there is a solution to a problem I encoutered, or should I use another approach...). It is believed that reply messages send by Scruggs do exist, though not many had opportunity to see one ... :lol:
Turns out Scruggs is a really busy man and at the moment I don't know if he even had time to take a closer look at the issue. Nonetheless, I'm still hoping that he'll manage to help me in this matter.

If this is going to take too long, I'll propably skip the culprit spell in the initial version(it should be added in a patch).

brucevayne
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naome duncan
 
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Post » Sat Dec 26, 2009 11:56 am

Im sure we wouldn't mind a "demo" version of it while you wait on Scruggs.... :bigsmile:

And after Scruggs replies, you can add the culprit spell in a patch, like you said!

I kinda want this mod a lot. Badly. :lol:
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Scotties Hottie
 
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Post » Sat Dec 26, 2009 10:12 pm

I'm going crazy waiting for this mod. Really. I want the teleport spell So very bad!!!
Seriously, that's the main thing I want this mod for. I have had nigh endless moments where I though to myself "Gawd, if I could just reach that twinky, I'd be happy. Happy enough to not kill a couple bandits for no reason other then my rager mode.
...Urge to kill rising..."
Swap the word Twinky with what ever I wanted at that point in time, and you have a pretty clean "Why he went crazy last tuesday" preset.
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Emmanuel Morales
 
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