[RELz], [WIP] Fearsome Magicka

Post » Sun Jan 02, 2011 7:25 am

Really? It actually can be absorbed or reduced? Hm, maybe I'll get out that outfit again, I always thought that 100% magic resist was overpowered, but now I need to test this...


Would you kindly report here results of your test?

cheers,
brucevayne
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lacy lake
 
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Post » Sun Jan 02, 2011 2:20 pm

I've uploaded another patch, changelog:

0.15c, 2010/05/13 - added new customization options in the FM.ini file which control spell casts limits;

... which means that now you can increase number of spell casts on every level up to five times higher than the default limit.
Just thought some of you might like that... :D

cheers,
brucevayne
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Mandi Norton
 
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Post » Sun Jan 02, 2011 1:16 pm

I just started a new game with V0.15b
so far my game is stable.
I will update now to v0.15c
Thanks for your work.
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Penny Flame
 
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Post » Sun Jan 02, 2011 1:37 am

Thanks for the update!

Had an epic battle with my mage against a horde of conjurers in fort Blackboot yesterday.
Spells were flying everywhere and there was no relent. Lovely.:)
But the spells were literally everywhere.
I had noticed that magick missiles are able to pass through anything, which is(though difficult) okay with me.
But I encountered the telekinetic objects flung at me were also passing through the door I shut close.
Is this intended? It does seem strange, in any case.

Loving the mod!
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Mark
 
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Post » Sun Jan 02, 2011 1:46 am

Thanks for the update!

Had an epic battle with my mage against a horde of conjurers in fort Blackboot yesterday.
Spells were flying everywhere and there was no relent. Lovely.:)
But the spells were literally everywhere.
I had noticed that magick missiles are able to pass through anything, which is(though difficult) okay with me.
But I encountered the telekinetic objects flung at me were also passing through the door I shut close.
Is this intended? It does seem strange, in any case.

Loving the mod!


Ahh, I love to hear such things(concerning the epic fights with magic involved)! :)

Concerning Magic Missiles: the same as for Baldurs Gate, here also those projectiles cas pass physical obstacles.

As for Combat Telekinesis: any solution that appears in my mind(and I have thought about it for a long time now) would be very FPS consuming. So for now, until one day an idea on how to change that pops in my head, it remains like that.

cheers,
brucevayne
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Nauty
 
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Post » Sun Jan 02, 2011 11:12 am

Are any of the ye olde power word spells in there? Be cool, I think, to put the cross hair on an NPC and do power word kill and see them just drop dead. Like using the kill command in the console. Stun could I guess instantly drain all their stamina to a sizable negative amount so they stay down for a bit. Not particularly complicated but still kinda cool, am sure you've got lots of ideas already though.

Am yet to play with it but am still watching development.

Thanks for sharing.

:)
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Chris BEvan
 
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Post » Sun Jan 02, 2011 2:13 am

Thankyou very much for making this very awesome mod. This now has a permanent spot in my load order.

Having a companion is very, very helpful as well.

I just killed the Gatekeeper with my character and it took me like seventy tries. The Gatekeeper loves those Magic Missiles.

I think the ability for npcs makes it so much better.

Again thanks a lot. And your consistent updates make an awesome mod better.
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Nicole M
 
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Post » Sun Jan 02, 2011 5:42 am

I just figured I'd bump this up for others who may not have noticed the new update.

I have upped the limit that I can cast spells from the circles by double. Seems MUCH better this way. I always thought it was too restrictive before.
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Kay O'Hara
 
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Post » Sun Jan 02, 2011 10:28 am

Whenever I reach my limit on casting a certain spell I CTD, for example when I cast teleport, on the 4th cast I'll CTD, or when I cast magic missiles ill crash on the 8th time, anyone know why it might be doing this?
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Nicole Elocin
 
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Post » Sun Jan 02, 2011 2:04 pm

You propably use a mod that changes messages from second person to first(from "you" to "I"). This mod has been reported to cause CTD when used along with Fearsome Magicka. I don't remember the name of it though... Maybe someone could shed some light on it?

cheers,
brucevayne
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NeverStopThe
 
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Post » Sun Jan 02, 2011 5:34 am

Ah, okay, well here's my LO, maybe someone can point it out for me? I have no idea what mod might even be doing that...

Spoiler

Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  You Are Here.esm03  All Natural Base.esm  [Version 0.9.7]04  Francesco's Leveled Creatures-Items Mod.esm05  Francesco's Optional New Items Add-On.esm06  Cobl Main.esm  [Version 1.71]07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b3p3]09  CyrodiilUpgradeResourcePack.esm0A  TamrielTravellers.esm  [Version 1.39c]0B  FCOM_Convergence.esm  [Version 0.9.9a7]0C  Armamentarium.esm0D  Artifacts.esm0E  Better Cities Resources.esm0F  CURP_Controller.esm10  AFC v2 Core.esm11  Progress.esm  [Version 2.0]12  Toaster Says Share v3.esm13  HorseCombatMaster.esm14  TNR ALL RACES FINAL.esp15  Unofficial Oblivion Patch.esp  [Version 3.2.6]16  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]17  Oblivion Citadel Door Fix.esp18  DLCShiveringIsles.esp19  Better Cities .esp1A  Francesco's Optional Chance of Stronger Bosses.esp1B  Francesco's Optional Chance of Stronger Enemies.esp1C  Francesco's Optional Chance of More Enemies.esp1D  Francesco's Optional Leveled Guards.esp1E  FCOM_Francescos.esp  [Version 0.9.9]1F  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]20  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]21  LoadingScreens.esp22  LoadingScreensAddOn.esp23  LoadingScreensSI.esp24  All Natural - Real Lights.esp  [Version 0.9.7]25  All Natural.esp  [Version 0.9.7]26  All Natural - EW + NW + AWS.esp  [Version 0.9.6]27  Atmospheric Oblivion.esp28  PowerAttack Voicemod - The Shivering Isles.esp29  Storms & Sound.esp2A  WindowLightingSystem.esp2B  AmbientDungeons.esp  [Version 1.2]2C  300_Lore_Dialogue_Updated.esp2D  AFC v2 Combo Chains.esp2E  AFC v2 Locational Damage.esp++  Item interchange - Extraction.esp  [Version 0.74]2F  Enhanced Economy.esp  [Version 4.0.5]30  sr_super_hotkeys.esp31  MaleBodyReplacerV4.esp32  ArmamentariumArmor.esp33  ArmamentariumKatanas.esp34  ArmamentariumStaffs.esp35  Crossbows of Cyrodiil.esp36  CSR - Fine Iron.esp37  DMACArmor.esp38  NexonsArmoryENG.esp39  Thieves Arsenal.esp3A  Slof's Horses Base.esp3B  Slof's Extra Horses.esp3C  Slof's Oblivion Robe Trader.esp3D  Cobl Glue.esp  [Version 1.69]3E  Cobl Si.esp  [Version 1.63]3F  OOO 1.32-Cobl.esp  [Version 1.69]40  FCOM_Cobl.esp  [Version 0.9.9]41  Bob's Armory Oblivion.esp42  FCOM_BobsArmory.esp  [Version 0.9.9]43  Oblivion WarCry EV.esp44  FCOM_WarCry.esp  [Version 0.9.9]45  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]46  ArmamentariumLLVendors.esp47  ArmamentariumArtifacts.esp48  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]49  FCOM_Convergence.esp  [Version 0.9.9]4A  FCOM_RealSwords.esp  [Version 0.9.9]4B  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]4C  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]4D  FCOM_SaferRoads.esp  [Version 0.9.9]4E  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]4F  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]50  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]51  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]52  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]53  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]54  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]55  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]56  TamrielTravellers4OOO.esp  [Version 1.39c]57  TamrielTravellersItemsnpc.esp  [Version 1.39c]58  TamrielTravellersItemsCobl.esp  [Version 1.39c]59  TamrielTravellersItemsVendor.esp  [Version 1.39c]5A  ShiveringIsleTravellers.esp  [Version 1.39c]5B  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]5C  FCOM_TamrielTravelers.esp  [Version 0.9.9]5D  kuerteeWanderingEncounters.esp5E  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]5F  T.I.E4MODS.esp  [Version 0.41]60  T.I.E4MODSOOO+FCOM.esp  [Version 0.41]61  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]62  ArmamentariumLL4OOO.esp63  Lock Bash Omega.esp  [Version 1.3]64  Artifacts.esp65  BrotherhoodRenewed.esp  [Version 1.0]66  ChangeinManagement.esp67  Kragenir's Death Quest.esp68  KDQ - Rural Line Additions.esp69  The Ayleid Steps.esp  [Version 3.0]6A  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]6B  TheStorytellersBrotherQuest.esp6C  TOTF.esp6D  TheNecromancer.esp6E  Shadowcrest_Vineyard_COBL.esp6F  BloodSpray.esp70  Cliff's Shacks Basemants-Radiant AI.esp  [Version 1.0]71  Dungeon Actors Have Torches 1.6 CT.esp72  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.0]73  Alternative Start by Robert Evrae.esp74  Cliff_Roleplayingcharacter.esp  [Version 2.1]75  SetEssentialActors.esp76  SupremeMagicka.esp  [Version 0.88]77  SM_ShiveringIsles.esp  [Version 0.86]78  SM_COBL.esp  [Version 0.86]79  SM_AbsorbRestoration.esp  [Version 0.80]7A  SM_EnableCharmChameleon.esp  [Version 0.80]7B  SM_EnchantStaff.esp  [Version 0.80]7C  SM_NoSpellLights.esp  [Version 0.70]7D  SM_Scrolls.esp  [Version 0.84]7E  SM_SigilStone.esp  [Version 0.83]7F  FearsomeMagicka.esp80  sr_spell_deletion.esp81  Enchantment Enhanced.esp82  attack and hide medium v2.1.esp83  ZumbsLockpickingMod - OBSE.esp84  RenGuardOverhaul.esp85  RenGuardOverhaulShiveringIsles.esp86  sycHearNoEvil.esp  [Version 1.0]87  Enhanced Grabbing.esp  [Version 0.4]88  Deadly Reflex 5 - Timed Block and 250% damage.esp89  DeadlyReflex 5 - Combat Moves.esp8A  SM_DeadlyReflex.esp  [Version 0.86]8B  nGCD.esp8C  nGCD Character Generation.esp8D  ProgressMBSP.esp  [Version 1.0]8E  ProgressSBSP.esp  [Version 1.0]8F  Francesco's Slower skills x1.5.esp++  Item interchange - Placement for FCOM.esp  [Version 0.74]90  Toaster Says Share Faction Recruitment.esp91  bgBalancingEVCore.esp  [Version 10.5EV-D]92  bgMagicEV.esp  [Version 1.7EV]93  bgMagicEVStartspells.esp  [Version 1.68EV]94  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]95  bgBalancingEVOptionalMoreEyes.esp  [Version 10]96  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]97  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]98  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]99  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]9A  bgIntegrationEV.esp  [Version 0.9]9B  Better Cities - Full City Defences.esp9C  Better Cities SKINGRAD.esp9D  Better Cities BRAVIL.esp9E  Better Cities ANVIL.esp9F  Better Cities CHORROL.espA0  Better Cities CHEYDINHAL.espA1  Better Cities - Tears of the Fiend.espA2  Better Cities LEYAWIIN.espA3  Better Cities - No LEYAWIIN Flooding.espA4  Better Cities BRUMA.espA5  Better Cities - VWD of the IC.espA6  Better Cities IC Arboretum.espA7  Better Cities IC Arcane University.espA8  Better Cities IC Arena.espA9  Better Cities IC Elven Gardens.espAA  Better Cities IC Green Emperor Way.espAB  Better Cities IC Market.espAC  Better Cities IC Prison.espAD  Better Cities IC Talos Plaza.espAE  Better Cities IC Temple.espAF  Better Cities IC Waterfront.espB0  Better Cities - COBL.esp  [Version 2]B1  Better Cities Skingrad FPS Patch.espB2  Better Cities Leyawiin FPS Patch.espB3  Better Cities Chorrol FPS Patch.espB4  Better Cities Cheydinhal FPS Patch.espB5  Better Cities Bruma FPS Patch.espB6  Better Cities Bravil FPS Patch.espB7  Better Cities Anvil FPS Patch.espB8  Better Cities IC Tunnel FPS Patch.espB9  Better Cities IC Temple FPS Patch.espBA  Better Cities IC Talos Plaza FPS Patch.espBB  Better Cities IC Prison FPS Patch.espBC  Better Cities IC Market FPS Patch.espBD  StarX Witcher Based Outfit.espBE  Better Cities IC Elven Gardens FPS Patch.espBF  ANBDayWalkerAmulet.espC0  Better Cities IC Arcane University FPS Patch.espC1  RSArmor.espC2  Better Cities IC Arboretum FPS Patch.espC3  no recommandation.espC4  _No__persistant_enchantment_glow_fix-1843.espC5  [GFX]_Initial_Glow-self.espC6  bgMagicEVShader.esp  [Version 1.7EV]C7  bgMagicLightningbolt.espC8  DS Flaming Arrows.esp  [Version 1.2]C9  ScreenControls.espCA  MassA.I-30.esp**  All Natural - Indoor Weather Filter For Mods.espCB  Bashed Patch, 0.espCC  Duke Patricks - Combat Archery.esp  [Version 2.3]CD  Duke Patricks - BASIC Script Effect Silencer.espCE  FormID Finder4.espCF  Streamline 3.1.esp


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CORY
 
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Post » Sun Jan 02, 2011 3:41 pm

Doesn't OOO have that as part of it? I kinda remember it having that.
Other then that, no clue.
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MR.BIGG
 
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Post » Sun Jan 02, 2011 4:42 pm

Hmm, I don't think that OOO is causing that CTD for two reasons: 1) FCOM users have reported that Fearsome Magicka works without any problems with their builds, 2) person that reported the same CTD as described by Vaso mentioned that switching the mod off solved the problem, and we all know that OOO cannot be simply 'switched off' upon installing it. Unfortunately the guy didn't remember the name of the culprit mod. I'll scan now through Vaso's load order and try to determine the conflicting mod.

Btw: YX33A, have you tested the magicka resistance/absorption relation to FM spells' output damage?

EDIT: First deduction: Vaso, could you try moving FearsomeMagicka.esp to the bottom of your load order?

cheers,
brucevayne
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Alberto Aguilera
 
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Post » Sun Jan 02, 2011 6:06 am

Thanks, that worked.
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Jhenna lee Lizama
 
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Post » Sun Jan 02, 2011 6:18 am

Glad to hear that :)

cheers,
brucevayne
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Amy Siebenhaar
 
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Post » Sun Jan 02, 2011 2:41 pm

~Btw: YX33A, have you tested the magicka resistance/absorption relation to FM spells' output damage?
~
cheers,
brucevayne

I got distracted and died in a fire. I'll get some results as soon as I get my eyes back.
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Daniel Lozano
 
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Post » Sun Jan 02, 2011 8:16 pm

I've been enjoying this mod since it came out! Thanks for all the hard work you put into it!
Really my only issue with it is I hate sharing my cool spells with lowly NPCs, but this is no big deal at all, I'm just a cheap bastard that likes being OP :D
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Jade MacSpade
 
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Post » Sun Jan 02, 2011 8:26 pm

Trying to use this mod but when I loaded up a save game the screen was completely grey, I think because of the screen effects shader.
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Sammygirl
 
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Post » Sun Jan 02, 2011 8:56 pm

OMFG.................again..........OMFG. between this and and the alternate magic mod being worked on my dream of completely replacing the stupid TES magic system is becoming a reality..............im gonna pee my pants now.
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Pants
 
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Post » Sun Jan 02, 2011 7:12 pm

I have a question on why the spells I purchased in Si don't work I thin k I have all the componetiks installed for the mod the speels show and I have memeoried them . I am level 4 mage so I know some the the spells won't work yet. I thought some might. any help would be appreciated. Thanks
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naana
 
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Post » Sun Jan 02, 2011 8:52 pm

Well, you first have to be able to use them skill level wise, and second, you can only use so many of each circle of spell per day, so even if you somehow have 100 mysticism at level four, you still can't cast time stop until somewhere around level thirty.
Not that I'd want to stop anyone from being overpowered. <_<
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Minako
 
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Post » Sun Jan 02, 2011 6:44 am

Well, you first have to be able to use them skill level wise, and second, you can only use so many of each circle of spell per day, so even if you somehow have 100 mysticism at level four, you still can't cast time stop until somewhere around level thirty.
Not that I'd want to stop anyone from being overpowered. <_<



I will look at that I just don't understand the circle thing it says I have 1 circle so I must need to continue to level up I hope I'm right. I did checheck in my ini file and and unbder obse i had must of the pluggins and under another plugiin fold I had ref file which I moved into the plugin folder where all the other obse pluginns are I don't know if this is right or if it will make any difference.
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Lloyd Muldowney
 
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Post » Sun Jan 02, 2011 3:53 pm

at level 4 you dont get squat. use willieseas leverlers shack mod. lot easier than the console. i always premake my characters.

in particular which enemies use timestop. i was looking to see what happens to my pc but i havent seen it yet. im currently trying to find a necromancers lair to see if they use it.

excellent mod im having fun with it.
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BethanyRhain
 
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Post » Sun Jan 02, 2011 12:24 pm

at level 4 you dont get squat. use willieseas leverlers shack mod. lot easier than the console. i always premake my characters.

in particular which enemies use timestop. i was looking to see what happens to my pc but i havent seen it yet. im currently trying to find a necromancers lair to see if they use it.

excellent mod im having fun with it.



So being a mage level 4 means I'm not at a high enough level to use the spell s correct?
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Cheville Thompson
 
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Post » Sun Jan 02, 2011 6:36 pm

You can use some circle one spells. Such as Magic Missile and Force Burst. Other then that, not much. Kinda pitiful, really, half of my characters will never use half of these spells because they aren't high enough level in both the skill and character level.
But it doesn't bother me because I have a working teleport spell! Up to the top of the building! Down at the guards! Into a small box! Out of my jail cell! Into the clouds! *runs out of casts left* Fall like a whale!
Hello Ground!
*whump!*
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Jessie Butterfield
 
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