[WIP]Fearsome Magicka

Post » Sat Dec 26, 2009 9:15 am

Amazing vid, brucevayne. Btw I'm a huge fan of your Companion Sound Sets. :)
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Wayne W
 
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Post » Sat Dec 26, 2009 1:21 pm

Dude that Time Stop looks amazing. Can't wait to see this in my game :)
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Agnieszka Bak
 
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Post » Sat Dec 26, 2009 11:55 am

Oh my gawd :ooo: You're a genius to figure all that stuff out. I don't think I could even begin to script some of that stuff myself if I tried!

This will be a insta-download from me once you release it. My only suggestion is to try not to make it too overpowered, like either tone down the power or make the spells difficult to obtain.
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Leanne Molloy
 
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Post » Sat Dec 26, 2009 8:39 am

This is awesome!

I will reinstall Oblivion in my new PC(Coming soon :hubbahubba: ) and I am looking for good mods...

I?m sure I will install this one.

I only ask you one thing: those spells seem to be very powerful, so make them very difficult to get. There could be a quest for example or something,

well this is a lot of work... But, A lot of magicka needed or something?

An idea for time stop: You could lose magicka while the time is stopped. Once your magicka run out the time would go ahead again (only an idea)

Thank you.

P.S: Sorry, I am spanish and my english level is not very good. :embarrass:
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Mark Churchman
 
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Post » Sat Dec 26, 2009 3:29 pm

Awesome :o Space distortion spell (the first one in the new video) is simply brilliant! how did you made that graphical effect??

And time stop spell...all I can say is.....PWNATION!!!

(/me is looking with so much expectation for this mod...).
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GRAEME
 
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Post » Sat Dec 26, 2009 7:27 pm

@All: Thanks ;)

Of course the magicka cost will be significant, but for those spells I plan to implement a bit different casting system, similar to what some of you remember from e.g. Baldurs Gate(+mana cost) as an option.

brucevayne
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Pixie
 
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Post » Sat Dec 26, 2009 3:50 pm

I've seen mods that have fatigue be a factor - this is not playable with realism mods that affect fatigue greatly.

So small request - whatever you do - please don't factor in fatigue.

thanks - waiting for this one.
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Adam
 
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Post » Sat Dec 26, 2009 8:17 am

You won me with Magic Missle. WOW. This is an instant download. I don't use any other magic mods except for Doc's Full Auto and I can easily shut it offf when using these spells since I have to, to use my companion summon spells.

If you need testing let me know but I use very few mods.
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Esther Fernandez
 
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Post » Sat Dec 26, 2009 8:46 am

@Psymon: Don't be afraid, I had something differen in mind. Let me explain:

in BG(and other Forgotten Realms based games) spells are ascribed to one of levels from 1 to 9 with level one containing simple spells and level 9 with most powerful ones. A magic user could cast only limited number of spells(no mana cost here) before resting. Number of spells a character could use(and from which level) was determined by his experience level and his intelligence. With experience the character was gaining access to higher level spells. Number of spells available to cast on each spellcasting level was dependant on character level, which means that characters on level 5 sould cast e.g. 6 spells from level 1, 3-4 spells from level 2 and 1-2 spells on level 3. Upon resting the character could cast the spells again.

This system might sound a bit weird for someone who didn't play Baldurs Gate or Neverwinter Nights, but it has one adventage: it impells to strategic use of your magic.

I plan to make it that way(it's an optional solution at the moment):

all spells would belong to one of levels from 1 to 5. PC would gain access to greater number of spells and higher level spells with experience(+some modification from intelligence). The spells will cost mana, but PC(well, the same goes to NPC's) will be limited to number of times he can use those spells before resting. This will make use of this magic a bit more strategic.

As I have mentioned before, to be able to use a spell, one has to have apropriate skills. Most of the spells will have it's effects dependant from the caster's skill(so, if Fire Burst requires destruction on level 75, it will do more damage if caster has destruction on level 100, or even more if on level 125).

@Sulteric Drums: thanks for the proposition. Soon I'll need testers, so I'll remember that. ;)

brucevayne
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kelly thomson
 
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Post » Sat Dec 26, 2009 4:18 am

That description sounds awesome! My level 36 is looking forward to it.
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Ebony Lawson
 
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Post » Sat Dec 26, 2009 6:46 am

I'm sold :thumbsup:

Awesome :o Space distortion spell (the first one in the new video) is simply brilliant! how did you made that graphical effect??
Spoiler
Probably by tinkering with the field of vision. The effect starts off by increasing it and as movement starts, it decreases back to the original value.

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Marion Geneste
 
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Post » Sat Dec 26, 2009 7:55 pm

Yeah, this will be a great improvement for sure. I tried make some spells once but i got stuck on the graphical side of it. As you probably though the same as me: it gets quite boring to just fire 3 kinds of damage spells, especialy if you played other spellbased games. This is really a must have. Can't wait to try this addon.
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Strawberry
 
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Post » Sat Dec 26, 2009 5:40 am

Hey man this spells are awesome! They're really fearsome and they look so damn cool!

This BG system you mention seems ok to limit the use of this spells as they look really powerful, and it sounds pretty good making the player has to choose the right moment to cast each of them, but won't this make like the player is receiving a lot of spells while s/he can cast only a few? Maybe you could made two .esp, one with the spells as "powers" with that limitation, and the other being "normal" spells and less powerful, so you could go casting this spells, and to make it a bit easier for you, or limit the amount of this spells the AI casts on you.

On another department, I'm working in a 'chargeable spells' mod that allows you to charge the spells before casting, and by now it only works with it's own spells, but I was planning to make it compatible with 3rd party mods, because there are so many good visuals and effects to be missed, like yours, so I'd really like to know if this spells actually use their effects' magnitude to calc the result or it's directly set by script, I mean, if the script take those values from the spell or rather directly from the caster.

Keep up the good work man!
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Kevan Olson
 
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Post » Sat Dec 26, 2009 5:44 pm

Oh. Wow.

This looks pretty [censored] awesome.
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Jason Wolf
 
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Post » Sat Dec 26, 2009 6:02 pm

Woah great work. This is awesome !

Will it be compatible with LAME ?
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Phillip Hamilton
 
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Post » Sat Dec 26, 2009 10:12 am

More I think about it the more I think I'm ok with either this or Chargeable Spells affecting their own spell categories.

Chargeable Spells would make spells sort of like what Sorcerers are in the D&D/NWN vein, while spell cast amounts being more like Wizards (yeah I played D&D as a kid and NWN for a few years before upgrading my puter for a game like this).

I look forward to both mods - problem is I'm not even playing a magic user now - more of a paladin sort. Next Character will be a magic user though.

Thinking of problem with amount to caste per day (need to rest). You're going to have to make it time dependent because there is no penalties for not sleeping in vanilla game and one could also sleep for an hour).

Just thoughts.
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Tamara Primo
 
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Post » Sat Dec 26, 2009 6:14 am

While this is some awesomesauce in purest form I'm always a bit sceptical to how some spells in custom mods are overpowered. I really hope you mean it when you say these things will be costly. Could you possibly add a spoiler/code box with a list of spells?

Keep up the good work!
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Heather Dawson
 
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Post » Sat Dec 26, 2009 9:48 am

It seems I forgot to mention about one important thing: PC will have to first obtain those spells in order to be able to cast them. It's a solution rather from Baldurs Gate(where wizards had to first buy/find scrolls with spells to learn them) than from NWN. PC will have to pay quite a lot for those spells, or if he will have luck, he might also find it during his adventures.

brucevayne
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Lance Vannortwick
 
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Post » Sat Dec 26, 2009 4:12 pm

Looks pretty damn cool to me.
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TIhIsmc L Griot
 
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Post » Sat Dec 26, 2009 12:24 pm

Hello,

Could you explain me what "Chargeable Spells" means? I am spanish and I don?t know how it works.

Thank you. :embarrass:
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Je suis
 
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Post » Sat Dec 26, 2009 10:24 am

Hey man this spells are awesome! They're really fearsome and they look so damn cool!

This BG system you mention seems ok to limit the use of this spells as they look really powerful, and it sounds pretty good making the player has to choose the right moment to cast each of them, but won't this make like the player is receiving a lot of spells while s/he can cast only a few? Maybe you could made two .esp, one with the spells as "powers" with that limitation, and the other being "normal" spells and less powerful, so you could go casting this spells, and to make it a bit easier for you, or limit the amount of this spells the AI casts on you.

On another department, I'm working in a 'chargeable spells' mod that allows you to charge the spells before casting, and by now it only works with it's own spells, but I was planning to make it compatible with 3rd party mods, because there are so many good visuals and effects to be missed, like yours, so I'd really like to know if this spells actually use their effects' magnitude to calc the result or it's directly set by script, I mean, if the script take those values from the spell or rather directly from the caster.

Keep up the good work man!


Oh, I somehow overlooked your post. Unfortunately all those new spells are scripted, the effect and magnitude depends mainly on the magic skills of the caster. At the moment I'm busy bringing the mod to the state of being ready to publish, but eventually I'd like to take a peek on how exactly your mod works, and maybe we could work out some 'compatible' version.


Hello,

Could you explain me what "Chargeable Spells" means? I am spanish and I don?t know how it works.

Thank you. :embarrass:


Chargeable Spells is a promising mod that grmblf is working on. It's available on TesNexus(just search for Chargeable Spells).

brucevayne
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Naomi Ward
 
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Post » Sat Dec 26, 2009 1:50 pm

Team Up!!!
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latrina
 
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Post » Sat Dec 26, 2009 6:01 pm

I'm rather impressed with the teleport spell and the veil of darkness one, will definitely be using those with my vampire (might edit it to be continuous, or at least last a very long time though). Looking forward to the release, good work!
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ashleigh bryden
 
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Post » Sat Dec 26, 2009 9:55 am

These are nice spell effects.
My question: How do you defend against your spells?
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Charles Mckinna
 
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Post » Sat Dec 26, 2009 6:12 pm

I would like to present to you Fearsome Magicka, a new 'magic user's overhaul' mod.

Those videos says it all:

http://www.youtube.com/watch?v=t1JkwcycHTw

http://www.youtube.com/watch?v=EgkE0b88jJg

The mod is to be released soon, hopefully before Christmas.

brucevayne


Um..

Bad[censored].
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Julie Serebrekoff
 
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