[WIP]Fearsome Magicka

Post » Sat Dec 26, 2009 4:13 pm

True, things like time manipulation are the stuff of legends and unbelievable power in the Elder Scrolls Lore, like the Warp in the West(surely it is on a more massive scale, but still).
No ordinary Guild Mage could pull that off, an ancient Lich might know it, if lucky.

Though I think that magic missiles and the likes would be challenging spells to counter, they still would seem like a good addition to any moderate wizzard's arsenal.:)
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neen
 
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Post » Sat Dec 26, 2009 11:23 am

bump for an awesome mod...can't wait
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Astargoth Rockin' Design
 
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Post » Sat Dec 26, 2009 8:19 am

Looks great!
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Julia Schwalbe
 
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Post » Sat Dec 26, 2009 10:44 am

Sorry for being silent for so long, but I was coping with my PC's hardware issue. Looks like it should be ok now.

The mod is of course soon to be released...but the closer I am to finish the initial version, the more new ideas pop in my head. Putting them all in the first version would move the release date more further, and I really would like to release it as soon as possible. The 'new' ideas will come in a patch.

brucevayne
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Myles
 
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Post » Sat Dec 26, 2009 1:52 pm

Awesome!

Good luck, I can't wait. I'm waiting to make a Breton mage when this mod comes out. Does the mod have a spell where it changes the weather? Kinda like from L.A.M.E.
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Katey Meyer
 
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Post » Sat Dec 26, 2009 9:24 pm

Just made a new breton mage haha, I can't wait for the first release. I've been waiting for this mod since I saw the first video posted. Awesome work
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Code Affinity
 
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Post » Sat Dec 26, 2009 11:59 am

The Christmas is upon us, and the mod unfortunatelly isn't ready yet... my apologies. The only thing that explains me is a fact that the spell I'm finishing now needs ~350 activators and ~170 scripts for full functionality, hopefully this is(propably) the last one I'm going to add before the initial release. Other will be added soon after.

Merry Christmas everyone!

brucevayne
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Euan
 
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Post » Sat Dec 26, 2009 5:54 am

The Christmas is upon us, and the mod unfortunatelly isn't ready yet... my apologies. The only thing that explains me is a fact that the spell I'm finishing now needs ~350 activators and ~170 scripts for full functionality, hopefully this is(propably) the last one I'm going to add before the initial release. Other will be added soon after.

Merry Christmas everyone!

brucevayne
Good Lord ! What might such a monster be ?
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Rik Douglas
 
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Post » Sat Dec 26, 2009 3:10 pm

can't wait to see the results. my breton is all powered up now
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Brιonα Renae
 
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Post » Sat Dec 26, 2009 10:04 am

The Christmas is upon us, and the mod unfortunatelly isn't ready yet... my apologies. The only thing that explains me is a fact that the spell I'm finishing now needs ~350 activators and ~170 scripts for full functionality, hopefully this is(propably) the last one I'm going to add before the initial release. Other will be added soon after.

Merry Christmas everyone!

brucevayne
Wow! That's alot of activators. :P Wouldn't it be easier to use User Functions? Or are you trying to keep it OBSE v17 because v18 is still in beta?

And to quote shadeMe: "Good Lord ! What might such a monster be ?"

-kyoma
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Nick Jase Mason
 
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Post » Sat Dec 26, 2009 7:16 pm

I'm with Kyoma on that one. A spell needing that many activators..and scripts, is not going to be an ordinary run-of-the-mill spell. This is going to be something to see!
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Stacyia
 
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Post » Sat Dec 26, 2009 1:03 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


I have just one thing to say to this. WOW
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Eoh
 
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Post » Sat Dec 26, 2009 8:06 pm

The Christmas is upon us, and the mod unfortunatelly isn't ready yet... my apologies. The only thing that explains me is a fact that the spell I'm finishing now needs ~350 activators and ~170 scripts for full functionality, hopefully this is(propably) the last one I'm going to add before the initial release. Other will be added soon after.


ahhhhh how many?!!! Flee's in terror.
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Saul C
 
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Post » Sat Dec 26, 2009 10:43 am

I want this so bad o.o
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Jose ordaz
 
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Post » Sat Dec 26, 2009 1:31 pm

I'm very eager for this mod. It sounds like its awful fun :)
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Lynette Wilson
 
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Post » Sat Dec 26, 2009 3:31 pm

Wow, this is the first time I have considered using a mage character. I can't wait to see how this turns out.
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Emily Jeffs
 
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Post » Sat Dec 26, 2009 12:01 pm

Would we need to start a new game for your mod? If not, I wanna get started on my breton mage right away :D

Hopefully you've restricted your new spells to powerful powerful mages in the game, it would be terrible to see a low level bandit mage casting time stop =/
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Davorah Katz
 
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Post » Sat Dec 26, 2009 6:40 am

Ok, I'm back home again.

Forst off: It seems I've mislead you, the number of activators and scripts of this spells is caused by the fact that this mod has to be prepared for a situation when spell is cast multiple times(espacially during Time Stop). I am sorry for this.
On the other hand I plan to add a spell that will use about 100-150 activators and 50-80 scripts. This one is going to be that powerful that there is going to be only one running at the time. I planned to put it in the next version, but now I'm considering putting it in the initial release.

@February: You don't have to start a new game to use this mod.

@Kyoma: Yup, I stick to OBSE v.17 until next version is confirmed to be bug free. With this number of scripts this mod uses I have to be sure that any errors I encouter in the gameplay are coused only by my mistake.

brucevayne
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FirDaus LOVe farhana
 
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Post » Sat Dec 26, 2009 11:26 am

either way I can't wait to see what comes of it haha. I keep checking tes nexus hoping to see the first release. :drool:
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Glu Glu
 
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Post » Sat Dec 26, 2009 1:18 pm

This one excites me, yes..., I make odd spellcasting characters (Orc Sorcerer is my farthest along, and in the KotN Questline right up to Underpall pass.) Timestop would be so cool for a thief with heavy magic training... pick everyone's pockets in freeze time and then run and hide when Time Stop ends...
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Marie
 
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Post » Sat Dec 26, 2009 7:35 am

just thought I would bump the thread since a release is coming up soon (hopefully)?? :hehe:
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zoe
 
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Post » Sat Dec 26, 2009 2:36 pm

just thought I would bump the thread since a release is coming up soon (hopefully)?? :hehe:


Yup, just give me a few days to finalize it.

But then, I'll need volunteers to test it... :P

brucevayne
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JD bernal
 
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Post » Sat Dec 26, 2009 12:58 pm

I was hoping that you'd speak of the Monster? before that.
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gemma king
 
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Post » Sat Dec 26, 2009 6:23 am

sweet, I'd be willing to test it if you need.
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luis dejesus
 
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Post » Sat Dec 26, 2009 6:47 am

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.
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leni
 
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