[WIP]Fearsome Magicka

Post » Sat Dec 26, 2009 1:11 pm

These are nice spell effects.
My question: How do you defend against your spells?


High magic resistance. Note that the powerful ones will be cast at you only when facing skilled mages(on higher levels), so you should have enough time to prepare. It's also good to have some potions at hand when necessary.


Um..

Bad[censored].


Please explain what you had in mind.
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Alada Vaginah
 
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Post » Sat Dec 26, 2009 6:48 am

Please explain what you had in mind.
[/quote]

I think he meant Bada$$. :)
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Killah Bee
 
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Post » Sat Dec 26, 2009 7:25 pm

Please explain what you had in mind.


I think he meant Bada$$. :)


^_^

High magic resistance. Note that the powerful ones will be cast at you only when facing skilled mages(on higher levels), so you should have enough time to prepare. It's also good to have some potions at hand when necessary.


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.



brucevayne
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Jynx Anthropic
 
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Post » Sat Dec 26, 2009 12:59 pm

^_^



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.



brucevayne


:ahhh: I want it I want it !!! I love going to caves with my team of mages :celebrate:
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Crystal Clear
 
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Post » Sat Dec 26, 2009 7:51 am

About the NPC-casting-spells part, how easily could it be adapted by other mods for their special/scripted spells? I know Supreme Magicka has a few scripted spells that would work quite well when casted by NPCs. :)
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Kellymarie Heppell
 
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Post » Sat Dec 26, 2009 3:55 pm

Looks awesome!

But I don't like the fact that the bandit used the Hell Fire thing. but I'm assuming your going to change that.

How about adding magic for Paladins/Clerics? Mabye a Smite Evil spell? Light Pillar(s)/Wall that actually damages undead?
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Ysabelle
 
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Post » Sat Dec 26, 2009 7:35 am

Hi Edwin (brucevayne)! Long time no see. :lol:

Your mod sounds wonderful... nothing that I've seen has really approached the diversity and utility of AD&D 2nd Edition magic. Very much looking forward to seeing how you translate some of it into OB. :)
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Emilie Joseph
 
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Post » Sat Dec 26, 2009 11:26 am

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


Awesome stuff! :mohawk: Not only very cool spells (BG2 is one of my all time favorite games), but the implementation seems amazing as well. First DR6 and now this. Can't wait for Christmas.
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SHAWNNA-KAY
 
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Post » Sat Dec 26, 2009 2:29 pm

I'm always up for anything that adds more spells to the game. The video looks pretty darn spiffy! Keep up the good work, and I look forward to giving it a shot!
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Avril Churchill
 
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Post » Sat Dec 26, 2009 12:01 pm

Wow, looks amazing :D
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El Khatiri
 
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Post » Sat Dec 26, 2009 7:43 am

A-M-A-Z-I-N-G
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Daddy Cool!
 
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Post » Sat Dec 26, 2009 1:32 pm

Please explain what you had in mind.


I think he meant Bada$$. :)


Indeed, what else could I possibly mean? >.>
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*Chloe*
 
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Post » Sat Dec 26, 2009 4:27 pm

About the NPC-casting-spells part, how easily could it be adapted by other mods for their special/scripted spells? I know Supreme Magicka has a few scripted spells that would work quite well when casted by NPCs. :)


I'm not sure what you mean... do you ask if my spells could be used in other mod or wether my mod could use scripted spells from other mods?

brucevayne
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Ells
 
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Post » Sat Dec 26, 2009 11:47 am

I'm not sure what you mean... do you ask if my spells could be used in other mod or wether my mod could use scripted spells from other mods?

brucevayne
Well you said that your spells would also be used by NPCs, right? And since NPCs don't normally use scripted spells I figured you have some AI scripting in place in order for them to cast your awesome spells. Then that led me to my question on how hard it would be to adapt this 'AI scripting' to other spells. Ofcourse I assumed you had something in place, which may be wrong all together. Then the question becomes, how do you make sure NPCs cast your scripted spells? :)
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Sweets Sweets
 
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Post » Sat Dec 26, 2009 7:52 pm

Then the question becomes, how do you make sure NPCs cast your scripted spells? :)
IIRC, by adding a NPC-usable effect item to the spell; like a 0 magnitude FIDG effect.
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Rozlyn Robinson
 
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Post » Sat Dec 26, 2009 7:18 pm

Actually I've written a separate script(s) that controls the way NPC's are using the new spells. It's a bit complex system, but works pretty well. Adding new spells to this system isn't a problem. :P

This system has a great potetnial, as it allows an intelligent use of those spells by NPC's, and even lets them create combinations(sometimes deadly) of those spells.

brucevayne
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asako
 
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Post » Sat Dec 26, 2009 1:45 pm

A quick update:

Ok, I'm now polishing last spells, next thing is to work a bit on an interface. Everything is constantly tested. I'm just thinking about a new visual for one of spells, but since it's not ready yet, there will be no details on it at the moment.

brucevayne
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jadie kell
 
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Post » Sat Dec 26, 2009 3:11 pm

but this mod is designed to be compatible with other magic overhaul mods, like L.A.M.E. or Supreme Magicka,

That's all I needed to know. :)

Time Stop = :shocking:
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Antony Holdsworth
 
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Post » Sat Dec 26, 2009 10:37 am

Looking awesome!! :rock: :rock: How many spells are you planning to have in the mod?
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Multi Multi
 
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Post » Sat Dec 26, 2009 11:59 am

Actually I've written a separate script(s) that controls the way NPC's are using the new spells. It's a bit complex system, but works pretty well. Adding new spells to this system isn't a problem. :P

This system has a great potetnial, as it allows an intelligent use of those spells by NPC's, and even lets them create combinations(sometimes deadly) of those spells.

brucevayne


A quick update:

Ok, I'm now polishing last spells, next thing is to work a bit on an interface. Everything is constantly tested. I'm just thinking about a new visual for one of spells, but since it's not ready yet, there will be no details on it at the moment.

brucevayne


Awesome x 2.
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James Wilson
 
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Post » Sat Dec 26, 2009 6:19 am

@draogn7ball7: In the initial release there will be 20-30 spells. The number of spells will increase in later versions.

brucevayne
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remi lasisi
 
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Post » Sat Dec 26, 2009 5:33 am

@draogn7ball7: In the initial release there will be 20-30 spells. The number of spells will increase in later versions.


Cool! Sounds like you done alot of work! :cookie:
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TIhIsmc L Griot
 
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Post » Sat Dec 26, 2009 1:21 pm

Oh MY GOD...this is THE magic mod I've been looking for. Of course, I also love L.A.M.E. for its unique spells like summon unicorn and change weather but this is HOLY **** material!

One question to the maker:

Could you make time stop stackable? Lets say TS lasts 20 seconds. If you cast it again after 5 seconds, the TS timer will go back to 20. Or maybe make an option where the player controls when time starts again?

It would add to the realism so much more if TS stopped EVERYTHING in the oblivion world lol. But that seems impossible to do.

Would Teleport be able to go through walls? Not like building walls or mountain walls but annoying little hedges/fences/ slim trees etc.

Do you take suggestions for future spell ideas? I'm a pretty creative guy, maybe I can give you a few ideas :P
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Nikki Hype
 
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Post » Sat Dec 26, 2009 8:21 am

Could you also heavily limit the number of NPCs that can learn your beautiful spells? Because your spells seem very powerful, and it would be fun to see enemies using it against you BUT having an enemy cast Time Stop on you is way too challenging.

For example, only very powerful wizards in Oblivion knows and uses your spells. They have to be high level or someone like Mannimarco

It would be bad to see some random bandit wizard cast that huge fireball on you
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jodie
 
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Post » Sat Dec 26, 2009 10:52 am

Could you also heavily limit the number of NPCs that can learn your beautiful spells? Because your spells seem very powerful, and it would be fun to see enemies using it against you BUT having an enemy cast Time Stop on you is way too challenging.

For example, only very powerful wizards in Oblivion knows and uses your spells. They have to be high level or someone like Mannimarco

It would be bad to see some random bandit wizard cast that huge fireball on you


Must agree here, but looking forward to this mod none the less :D
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Mariana
 
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