[WIP]Fearsome Magicka

Post » Sat Dec 26, 2009 1:29 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
User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Sat Dec 26, 2009 3:00 pm

Looks pretty darn good :tops:
User avatar
Captian Caveman
 
Posts: 3410
Joined: Thu Sep 20, 2007 5:36 am

Post » Sat Dec 26, 2009 11:32 am

Looks great, especially Time Stop! :D How do you do it, 'just' (not ment in a 'oh that's easy way') modifying the fGlobalTimeMultiplier in the ini? Also, what is the general theme of the mod, you mention 'overhaul' but I mostly see some cool new spells. Not that it would be any less of a mod, I'm just curious as to what kind of changes it might be making to the existing magic. )

P.S. Oh and I can't wait to see how you scripted all those cool effects (*drools* over Time Stop, Magic Missles and much much more. *drools*).

-kyoma
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Sat Dec 26, 2009 3:04 pm

awesome :goodjob:
User avatar
Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Sat Dec 26, 2009 12:34 pm

Looks great, especially Time Stop! :D How do you do it, 'just' (not ment in a 'oh that's easy way') modifying the fGlobalTimeMultiplier in the ini? Also, what is the general theme of the mod, you mention 'overhaul' but I mostly see some cool new spells. Not that it would be any less of a mod, I'm just curious as to what kind of changes it might be making to the existing magic. )

P.S. Oh and I can't wait to see how you scripted all those cool effects (*drools* over Time Stop, Magic Missles and much much more. *drools*).

-kyoma


Thanks, I'm glad you like it ;)

I've written 'overhaul' because this mod will make ALL magic users of Oblivion to use the new spells(all spells, including Time Stop).

EDIT: well there will be some other changes also, but this mod is designed to be compatible with other magic overhaul mods, like L.A.M.E. or Supreme Magicka, so I think I'll leave mose of the tweaking to those mods.

brucevayne
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Sat Dec 26, 2009 4:02 pm

I've written 'overhaul' because this mod will make ALL magic users of Oblivion to use the new spells(all spells, including Time Stop).
Yes I noticed that and forgot to mention I'm drooling over that too. :D

And to keep myself from imploding due to impatience might I ask how Combat Telekinesis works? Does it simple throw the closest object at the target or whichever object was selected last? Oh and with Magic Missles, are you changing the angles of the projectiles themselves or are you scripting the entire trajectory (in which case, double kudos and double the excitement)? Sorry for all the questions, I'm just really excited after seeing the videos. :D

[edit]
Hmmm, how will it look when an NPC casts Time Stop? Will everything be frozen except for the NPC itself and then just watch as he beats you to a pulp? That might make an interesting challenge. :hehe:
[/edit]

-kyoma
User avatar
Elizabeth Davis
 
Posts: 3406
Joined: Sat Aug 18, 2007 10:30 am

Post » Sat Dec 26, 2009 12:26 pm

I love that combat telekinesis, brilliant!

THese things look incredibly powerfull.
Will Npc's have these powers as well?:)

Beautiful effects!
Looking forward to this.
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Sat Dec 26, 2009 1:45 pm

Will Npc's have these powers as well?:)

....this mod will make ALL magic users of Oblivion to use the new spells(all spells, including Time Stop).
Voila. :)
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Sat Dec 26, 2009 6:59 am

Voila. :)

Godamn this'll be great^^.
User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Sat Dec 26, 2009 4:04 am

Yes I noticed that and forgot to mention I'm drooling over that too. :D

And to keep myself from imploding due to impatience might I ask how Combat Telekinesis works? Does it simple throw the closest object at the target or whichever object was selected last? Oh and with Magic Missles, are you changing the angles of the projectiles themselves or are you scripting the entire trajectory (in which case, double kudos and double the excitement)? Sorry for all the questions, I'm just really excited after seeing the videos. :D

[edit]
Hmmm, how will it look when an NPC casts Time Stop? Will everything be frozen except for the NPC itself and then just watch as he beats you to a pulp? That might make an interesting challenge. :hehe:
[/edit]

-kyoma



Combat Telekinesis selects the heaviest nearby object(as the damage dealt increases with the weight of an object).
In Magic Missles the whole trajectory is scripted, the angles are also updated to match the direction along which the projectile is currently moving.

Oh, as I written in the first post, this mod is a 'magic user's overhaul'. It not only adds new spells to enemies, but it also alters their AI to use those spells effectively.

EDIT: when NPC's casts Time Stop he/she will mainly concentrate on casting spells at his/hers opponent, which might have devastating results, especially if he/she uses some of the 'guided' spells, like Magic Missles or Acid Arrow.

brucevayne
User avatar
Britta Gronkowski
 
Posts: 3475
Joined: Mon Apr 09, 2007 3:14 pm

Post » Sat Dec 26, 2009 8:40 am

These are some of the best custom spells I've ever seen! Good work! :D
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

Post » Sat Dec 26, 2009 4:06 pm

Holy... This looks awesome! First (working) time stopper that I have seen, plus it stops projectiles(?)!
So, if I cast Time Stop, will I be able to create arrow storm with bow? That would be terrific!
EDIT: Disregard that, I am idiot and didn't watch first video.
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Sat Dec 26, 2009 1:21 pm

This and Chargeable spells show a lot of promise.

very neato looking.
User avatar
Reanan-Marie Olsen
 
Posts: 3386
Joined: Thu Mar 01, 2007 6:12 am

Post » Sat Dec 26, 2009 12:23 pm

... Wow! This looks amazing!!

One question, why do the spells appear to consume no magicka? I thought maybe tgm for making the video, but your char was taking damage...

I really love the missles and the fire spell where the npc was pulled upward. Very cool effects!!

*bookmarks
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Sat Dec 26, 2009 4:51 pm

EDIT: well there will be some other changes also, but this mod is designed to be compatible with other magic overhaul mods, like L.A.M.E. or Supreme Magicka, so I think I'll leave mose of the tweaking to those mods.

How would it work with LAME's?
- AddEnVar: Adds some new spells to enemies, so they use some goodies from LAME, too. REQUIRES SHIVERING ISLES! NoSI-version also available


Also how are the Spells distributed? I noticed a random axe wielding bandit in fur, and all using the Veil of Darkness spell, as well as http://www.gamefaqs.com/computer/doswin/image/926702.html?gf=12. Was that just for the trailer, and the spells will be more controlled and rare in the final version?... at least the very powerful ones.
User avatar
Lexy Corpsey
 
Posts: 3448
Joined: Tue Jun 27, 2006 12:39 am

Post » Sat Dec 26, 2009 5:25 am

How would it work with LAME's?


Also how are the Spells distributed? I noticed a random axe wielding bandit in fur, and all using the lights out spell, as well as http://www.gamefaqs.com/computer/doswin/image/926702.html?gf=12. Was that just for the trailer, and the spells will be more controlled and rare in the final version?... at least the very powerful ones.



Currently the mod is extensively tested, so I made NPC's to use those spells quite often. In the final version it is NPC's magic skills will determine the which spells he/she will be able to use.
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Sat Dec 26, 2009 3:02 pm

Wow, those spells exceed even the epicness of Midas Magic! :ooo: So downloading this once you release it. Keep up the good work!
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Sat Dec 26, 2009 7:43 am

I would love if this neatly intregrated into supreme magicka . As other have said , some of the spells are really cool . I'll wait and let a few other test and such as I finally got a stable fcom game now :P
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Sat Dec 26, 2009 3:43 am

Wow! This looks amazing! I can't wait to try this one out. That storm of Fireballs looked really cool. Is there a version of it for Frost and Shock, too?
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Sat Dec 26, 2009 3:04 pm

Wow i didn'y look trough half the video before i was amazed and just stared at the magic missiles. This is a true keeper.
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Sat Dec 26, 2009 12:03 pm

Very nice work on this. I was going to suggest that you have the damage of objects from combat telekinesis be dependent on the item's weight/quality (if applicable), but I see you've already taken that into account. As someone who always plays a Rogue type, I'm looking forward to having some fun with veil of darkness. Will the spells scale up with more impressive effects at different skill levels? For example, more projectiles with a higher level magic missile, larger fire explosion, perhaps more than one item at once with combat telekinesis? In any case, the work so far looks excellent. The effects are very well thought out and looked very polished overall.
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Sat Dec 26, 2009 6:39 am

Very nice work on this. I was going to suggest that you have the damage of objects from combat telekinesis be dependent on the item's weight/quality (if applicable), but I see you've already taken that into account. As someone who always plays a Rogue type, I'm looking forward to having some fun with veil of darkness. Will the spells scale up with more impressive effects at different skill levels? For example, more projectiles with a higher level magic missile, larger fire explosion, perhaps more than one item at once with combat telekinesis? In any case, the work so far looks excellent. The effects are very well thought out and looked very polished overall.


Yeah i would nice if they got more impressive scaling with your skill or maybe you needed a certain skill to be able to cast them.let say 75 or something or maybe even have to seek an old hermit that is the only person that could teach you them.
User avatar
stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Sat Dec 26, 2009 7:13 pm

Very nice work on this. I was going to suggest that you have the damage of objects from combat telekinesis be dependent on the item's weight/quality (if applicable), but I see you've already taken that into account. As someone who always plays a Rogue type, I'm looking forward to having some fun with veil of darkness. Will the spells scale up with more impressive effects at different skill levels? For example, more projectiles with a higher level magic missile, larger fire explosion, perhaps more than one item at once with combat telekinesis? In any case, the work so far looks excellent. The effects are very well thought out and looked very polished overall.



Yeah i would nice if they got more impressive scaling with your skill or maybe you needed a certain skill to be able to cast them.let say 75 or something or maybe even have to seek an old hermit that is the only person that could teach you them.



Almost all spells are dependant to caster's skill level(e.g. number of projectiles in Magic Missles). All spells demand the caster to reach certain skill level before being able to cast them.

brucevayne
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Sat Dec 26, 2009 11:39 am

Woah, combat telekinesis looks a lot of fun.
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Sat Dec 26, 2009 4:22 am

Those spells look fantastic! Very slick. :thumbsup:

Is there equal support for third and first-person? Most of the videos were from first person perspective.
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Next

Return to IV - Oblivion