Fearsome Magicka

Post » Fri Apr 08, 2011 10:40 pm

Since thread limit has been reached, I'm opening another one.

For all new here:

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

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

I'll update this thread with an official readme propably tomorrow. I planned to have it ready by now, but life once again proved that planning does not have much in common with making our plans come true ;) .

brucevayne
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Colton Idonthavealastna
 
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Post » Sat Apr 09, 2011 1:02 am

but life once again proved that planning does not have much in common with making our plans come true .


very true, my game started messing up anyway and I had to reinstall everything to figure out what the problem was. One lighting mod, can you believe it. :facepalm:
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Claire Lynham
 
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Post » Fri Apr 08, 2011 9:18 pm

I am stunned.

The trailer is very nice, and I cannot wait for the release.
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Rach B
 
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Post » Fri Apr 08, 2011 9:16 pm

I'll update this thread with an official readme propably tomorrow. I planned to have it ready by now, but life once again proved that planning does not have much in common with making our plans come true

Yeah, no big deal. Things happen :(
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luis dejesus
 
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Post » Sat Apr 09, 2011 2:33 am

I am eagerly anticipating this release. It looks stunning.

Is it compatible with FCOM/SM/LAME (any or all)?
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m Gardner
 
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Post » Sat Apr 09, 2011 6:23 am

Yes it is actually.
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Roberta Obrien
 
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Post » Fri Apr 08, 2011 5:38 pm

WANT. NAO. :D
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Mrs shelly Sugarplum
 
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Post » Sat Apr 09, 2011 7:35 am

I love the look of that Teleportation spell. Up untill now, I've been using the Blink spell out of Supreme Magicka, which provides some similar utility as that teleportation spell, but the visuals used here are great. Very nice! :thumbsup:
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Dezzeh
 
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Post » Fri Apr 08, 2011 11:46 pm

Dang, no update yet?

:sad:
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StunnaLiike FiiFii
 
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Post » Fri Apr 08, 2011 8:42 pm

/me patiently waits...
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Ashley Clifft
 
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Post » Sat Apr 09, 2011 12:00 am

Hopefully it will come out soon. :)
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zoe
 
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Post » Sat Apr 09, 2011 2:51 am

Let's hope so...! :sad:
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CArlos BArrera
 
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Post » Sat Apr 09, 2011 6:52 am

Here is an early version of the readme, tomorrow I'll upload the mod for testing(it's 3:40 a.m. here ;) ). After a few days it should be also available to download on TesNexus.


cheers

Name: Fearsome Magicka
Version: 0.1(Beta)
Date: 2/27/2010
Category: Gameplay Effects and Changes
Requirements: SHIVERING ISLES PATCH v1.2.0416, Oblivion Script Extender (OBSE) v0018 beta 6, Screen Effects 1.0, Pluggy v125, RefStuff, ALGOHOL v0.11
Recommended mods: Windom Earle_s Oblivion Crash Prevention System, Oblivion Stutter Remover
Author: brucevayne
Source:

Description
===========
Behold mages and warlocks, as from now you'll become more formidable than ever! But be warned: you are not the only ones that grow in power...

Features:
- New spells that affect the game in many various aspects,
- Most of spells are scaled, making them more powerful as the mage grow in experience
- New Magic System that controlls access to new spells, designed to make the new magic being used strategically
- NPC's and creatures will also use new spells, with the same magic system implemented

Location
========

To get the new spells find the student of Chronomancy.


Details
=======

Spells:

All new spells are designed to increase immersion of magic experience. Magic is being made an actual power, that allows to affect and shift surrounding reality in more varied ways.

There are of course spells that deal damage to it's victims, but also spells that has other purposes, like shrouding the caster with darkness, time stopping or slowing down nearby enemies.

Magic System:

Fearsome Magicka brings a new magic system to Cyrodil. It is inspired on a system present in Forgotten Realms.

In Baldurs Gate(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 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.

This is how it works in Fearsome Magicka:

All spells belong to one of circles from 1 to 5. PC(well, the same goes to NPC's and creatures) is limited to number of times he can use those spells before resting. All spellcasters gain access to more

powerful spells and increase number of times a certain circle spells can be cast with experience(+ modification from intelligence) according to this formula:

1st Circle spells: character level / 3 + (intelligence / 10 - 5)
2nd Circle spells: (character level - 5) / 4 + (intelligence / 10 - 5) * 0.8
3rd Circle spells: (character level - 13) / 5 + (intelligence / 10 - 5) * 0.6
4th Circle spells: (character level - 21) / 6 + (intelligence / 10 - 5) * 0.4
5th Circle spells: (character level - 29) / 7 + (intelligence / 10 - 5) * 0.2

The outcome is rounded down. Intelligence factor applies only if the minimum level for certain spell circle has been reached, which is:

1st circle: level 3 (a new 'spell slot' every three levels)
2nd circle: level 9 (a new 'spell slot' every four levels)
3rd circle: level 18 (a new 'spell slot' every five levels)
4th circle: level 27 (a new 'spell slot' every six levels)
5th circle: level 36 (a new 'spell slot' every seven levels)

A 6 hours of sleep is required to be able to cast the spells again.

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).

NPC's & Creatures spell casting AI:

For the purpose of this mod an unique NPC's & Creatures spell casting AI was designed, making them more challanging opponents. It allows an intelligent use of the new spells by NPC's, and even lets them

create combinations(sometimes deadly) of those spells.

NPC's will also use Magicka potions to regenerate their magicka if necessary.



Future plans:

1. Add new spells.
2. Add support for companions.
3. Add customization options.
4. Add an unique vendor and quests to obtain spells.
4. .... we'll see ;)



Install
=======
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Oblivion\Data\
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the Fearsome Magicka.esp file.
5. Fearsome Magicka.esp should be loaded as last(on the bottom of the load order).

Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the Fearsome Magicka.esp file.
2. Delete the files/folders associated with the mod.

Oblivion\Data\Meshes\Fearsome Magicka
Oblivion\Data\Meshes\HWings
Oblivion\Data\Textures\HWings
Oblivion\Data\Meshes\Characters\_male\Idleanims\FearsomeMagicka
Oblivion\Data\Textures\Weapons\pale_rider_berserker
Oblivion\Data\Textures\Weapons\pale_rider_guardian
Oblivion\Data\Textures\Weapons\pale_rider_NordicWarrior
Oblivion\Data\Textures\Armor\pale_rider_berserker
Oblivion\Data\Textures\Armor\pale_rider_guardian
Oblivion\Data\Textures\Armor\pale_rider_NordicWarrior
Oblivion\Data\Meshes\Weapons\pale_rider_berserker
Oblivion\Data\Meshes\Weapons\pale_rider_guardian
Oblivion\Data\Meshes\Weapons\pale_rider_NordicWarrior
Oblivion\Data\Meshes\Armor\pale_rider_berserker
Oblivion\Data\Meshes\Armor\pale_rider_guardian
Oblivion\Data\Meshes\Armor\pale_rider_NordicWarrior
Oblivion\Data\Textures\FearsomeMagicka
Oblivion\Data\Textures\Menus\Icons\FearsomeMagicka
Oblivion\Data\Textures\Menus\Icons\Weapons\pale_rider_berserker
Oblivion\Data\Textures\Menus\Icons\Weapons\pale_rider_guardian
Oblivion\Data\Textures\Menus\Icons\Weapons\pale_rider_NordicWarrior
Oblivion\Data\Textures\Menus\Icons\Armor\pale_rider_berserker
Oblivion\Data\Textures\Menus\Icons\Armor\pale_rider_guardian
Oblivion\Data\Textures\Menus\Icons\Armor\pale_rider_NordicWarrior
Oblivion\Data\Sound\FX\FM


Incompatibility
===============

No known at the moment, let me know if you find this mod conflicting with anything else.

Known Issues or Bugs
====================

None known at the moment.

History
=======

1.0, 2010/02/27 - Initial release.

Contact
=======

You can find me on the official Elder Scrolls forums as 'brucevayne'
You can find me on TESNexus as 'brucevayne'
You can send me an email here: brucevayne@wp.pl


Credits
=======
Thanks to all guys on the forum who helped me, especially to:
ShadeMe,
Scruggsywuggsytheferret,
QQuix,
The Filthy Spaniard,
throttlekitty
Much appreciated!
Thanks to XMarksTheSpot for acension animation and Froceball mesh.
Thanks to pale_Rider for his unique weapons and armor.
Thanks to Hentai for his Dark wings.
Thanks to Spike4072 for his Dark Flame shader.
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to God for creating us all.

Tools Used
==========
GIMP - http://www.tesnexus.com/downloads/file.php?id=14920
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Audacity - http://audacity.sourceforge.net/
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============

You must contact me and obtain my permission before re-packaging any part of
this mod.

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Jeff Turner
 
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Post » Sat Apr 09, 2011 5:13 am

sounds very complex, kind of like giving you powers that are exhausting physically and mentally. Can't wait to try it out and see how it works
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DAVId Bryant
 
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Post » Fri Apr 08, 2011 11:29 pm

I have to say that I like the "resting system", even if it becomes somewhat... Difficult to cope up with, at least in my personal opinion. Nonetheless, I'm going to wait to try out the mod first before spouting nonsense, I'm just generally not used to having my characters sleep much but... Yeah... It sounds rather "new" and perhaps somewhat "difficult" to cope up with, specially with this new system you're implementing. But, meh, we'll just have to get used to this... I can't wait until it becomes available, the spells simply look stunning! :)
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Jordyn Youngman
 
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Post » Fri Apr 08, 2011 11:35 pm

The requirements are a bit weird to me. I've never heard of RefStuff, ALGOHOL at all.....

Could you also maybe link those tomorrow? It's late here and I don't feel like searching for them right now anyways. I also heard pluggy was a bit glitchy though I never tried it.
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Brandi Norton
 
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Post » Sat Apr 09, 2011 7:05 am

Here is an early version of the readme, tomorrow I'll upload the mod for testing(it's 3:40 a.m. here ;) ). After a few days it should be also available to download on TesNexus.


cheers
Just a look at the requirements gets me drooling :D I take that you use RefStuff to delete cloneforms - How reliable is it ? And ALGOHOL should certainly help with path calculations :wub:
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bonita mathews
 
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Post » Fri Apr 08, 2011 10:31 pm

Well, I'm not using OSBE 18 yet til it comes out of beta phase(you know what I mean). So I'll be sure to grab this whenever that happens.
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Evaa
 
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Post » Sat Apr 09, 2011 8:50 am

This sounds very interesting!
I already use mods that make your health and fatigue very important factors and magic was still a bit eh.. Vanilla. Until now! :drool:
I realy look forward to try this system and the new spells!
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Breanna Van Dijk
 
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Post » Fri Apr 08, 2011 9:52 pm

Ok. I managed to find refstuff and ScreenEffects 1.0 but someone could tell me what ALGOHOL v0.11 is ?

Thx
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Allison C
 
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Post » Sat Apr 09, 2011 12:33 am

For people who are slightly more lazier than I am, here's the requirements you need:

http://www.tesnexus.com/downloads/file.php?id=23979
http://www.tesnexus.com/downloads/file.php?id=13337
http://www.tesnexus.com/downloads/file.php?id=16323

Refstuff was a bit harder to find as the first download link was not working for me (this: http://zenthought.org/content/project/refstuff). However, I found it in this file instead -
http://www.tesnexus.com/downloads/file.php?id=29652

Download that mod and it should be in the OBSE -> plugins folder. It's another dll file since it's an obse plugin.
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sharon
 
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Post » Sat Apr 09, 2011 10:07 am

That's odd, the Refstuff site was working for me this morning.
Give it a while.:)
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Jade Payton
 
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Post » Fri Apr 08, 2011 6:47 pm

Well it's fine, it's included in that other mod (a very small download) :D
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Kayla Keizer
 
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Post » Fri Apr 08, 2011 9:45 pm

Are any download links up, or is FM being uploaded right now?
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Theodore Walling
 
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Post » Sat Apr 09, 2011 3:57 am

Ok, I've uploaded the mod for testing(by TesAlliance Beta Testers Guild). Soon it should be available on TesNexus.

cheers,
brucevayne
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Sierra Ritsuka
 
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