[RELz], [WIP] Fearsome Magicka

Post » Sun Jan 02, 2011 3:20 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!*



Thanks I check that also look at the download on the nexus page and found out that ref scope creates it own obse folder which is wrong so I moved it to the plugins obse fold with the rest of the obse plugins
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matt oneil
 
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Post » Sun Jan 02, 2011 8:16 am

Since I'm working on an another update, do you have any suggestions on how to make this mod better?

Next version will contain a fer new spells, support for companions(you'll be able to let them learn new spells) and possibly another merchant in a location available without passing the Gatekeeper(but still in SI).

cheers,
brucevayne
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Horror- Puppe
 
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Post » Sun Jan 02, 2011 11:24 am

New spell idea

Summon Illusion Clones (again, needs a better title): (Circle 4, Journeyman Illusion): As it implies, you suddenly split off into several illusionary "clones". They have all the same inventory, and spell casting abilities as you do, but only 1/10th of your health. All other stats are the same however.
Also, they will always have what you have equipped. If you change your equipment, they will change thiers to match yours (in order to prevent exploiting by giving them really high end daedric armor, then unequipping it)
AGAINST NPCS: If you kill the original, the clones disappear.
Number of clones increases with your illusion skill, just like with the magic missile spell

50 - 56 == 3
57 - 63 == 4
64 - 70 == 5
71 - 77 == 6
78 - 84 == 7
85 - 91 == 8
92 - 99 == 9
100 == 10

ALTERNATE MODE for computers that might choke on a lot of NPCs at once: Number of clones is always fixed at 4. However, the health they now have is now dynamic.

50 - 55 == 1/10th your health
56 - 60 == 2/10th your health
61 - 65 == 3/10th your health
66 - 70 == 4/10th your health
71 - 75 == 5/10th your health
76 - 80 == 6/10th your health
81 - 85 == 7/10ths your health
86 - 90 == 8/10ths your health
91 - 95 == 9/10ths your health
96< == Full health

Got the idea when playing Assassin's creed (and ACII), from both the final bosses.
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Samantha Pattison
 
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Post » Sun Jan 02, 2011 1:57 pm

New spell idea

Summon Illusion Clones (again, needs a better title): (Circle 4, Journeyman Illusion): As it implies, you suddenly split off into several illusionary "clones". They have all the same inventory, and spell casting abilities as you do, but only 1/10th of your health. All other stats are the same however.
Also, they will always have what you have equipped. If you change your equipment, they will change thiers to match yours (in order to prevent exploiting by giving them really high end daedric armor, then unequipping it)
AGAINST NPCS: If you kill the original, the clones disappear.
Number of clones increases with your illusion skill, just like with the magic missile spell

50 - 56 == 3
57 - 63 == 4
64 - 70 == 5
71 - 77 == 6
78 - 84 == 7
85 - 91 == 8
92 - 99 == 9
100 == 10

ALTERNATE MODE for computers that might choke on a lot of NPCs at once: Number of clones is always fixed at 4. However, the health they now have is now dynamic.

50 - 55 == 1/10th your health
56 - 60 == 2/10th your health
61 - 65 == 3/10th your health
66 - 70 == 4/10th your health
71 - 75 == 5/10th your health
76 - 80 == 6/10th your health
81 - 85 == 7/10ths your health
86 - 90 == 8/10ths your health
91 - 95 == 9/10ths your health
96< == Full health

Got the idea when playing Assassin's creed (and ACII), from both the final bosses.


What he said...

ie : Mirror Image .... One of my favorite spells from the Baldur's Gate series and a D&D classic spell.
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Wayne Cole
 
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Post » Sun Jan 02, 2011 1:11 pm

What he said...

ie : Mirror Image .... One of my favorite spells from the Baldur's Gate series and a D&D classic spell.


Oh, BG does have a similar spell?

I actually got the idea from Assassin's Creed and Assassin's Creed II's endings.
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Lew.p
 
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Post » Sun Jan 02, 2011 2:50 pm

Hell, it's been a staple in Dungeons and Dragons for years. Of course, most of they time they just mimic you and do nothing real, but if one explains it as having a [shadow] tag, it can in fact have almost full effect on everyone, barring instances of someone making their will save, in which case they take much less damage from the spells. General effect of having a [shadow] tag on the spell is that you can mimic many damaging spells, dealing about 80% of the normal damage to things, unless they realize it's fake stuff formed from the plane of shadow, in which case they take like 20% at most.
Big dream spell(for me anyway) would be a spell that lets you steal other people's spells, which not only removes it from them, but you gain it.
It's a throw back to both a mod for Morrowind which has a spell series that does that, and a spell in one 3ed book called Book Of Vile Darkness, it's a high level spell called Mindraep(to not trigger any censers) which allows you to seriously mess with peoples minds, make any edits you want, steal memories, tons of mean things.

Another hit in my books would be a series of spells that are beyond evil, they are outright satanic to the point that even Dagon wouldn't use them often, which have big effects on your foes, but pervert your body mind and soul when you use them(such as Apocalypse From The Sky, which deals massive amounts of damage to everything in a huge radius(like ten miles per caster level in the spell description), which you have to prepare before hand to use, and preparing it damages all your stats, and every day you go without casting the spell deals more damage, and you cam only prepare it once at a time), or spell that require you to be suffering from various diseases to use them(but they are also quite evil), etc etc.
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CRuzIta LUVz grlz
 
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Post » Sun Jan 02, 2011 4:19 pm

As for Mirror Image; I started to work on such spell a long time ago, some elements of it are still to be found within the .esp file. I'll get back to it then :)

Nice ideas YX33A, it planted a seed in my mind... With time it might grow into Something. The idea with preparing the spell first and some penalties for not using it is brilliant, thanks!

Thank you for your sugesstions :goodjob:

cheers,
brucevayne
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Ben sutton
 
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Post » Sun Jan 02, 2011 11:18 pm

I'm a lvl 6 elf mage with 2 circle and I have all the spells memorized.. Everything seem to be installed right but, when I go to cast magic missile my hands move to cast but nothing happens ? I have check my obse install and I think everything is fine. So I 'm stumped to ehy the hand move but no sound or magic is coming out any help on this issue would be greatly appreciated thanks in advance.
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Siobhan Thompson
 
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Post » Sun Jan 02, 2011 4:37 pm

I'm a lvl 6 elf mage with 2 circle and I have all the spells memorized.. Everything seem to be installed right but, when I go to cast magic missile my hands move to cast but nothing happens ? I have check my obse install and I think everything is fine. So I 'm stumped to ehy the hand move but no sound or magic is coming out any help on this issue would be greatly appreciated thanks in advance.



Hmm, what about other spells?You have to know that Magic Missiles spell can only be cast on an actor within a certain range. If there is no target actor, the projectiles will not be launched.

I remember that some time ago you've written that you had to move Refstuff from Data\OBSE\Plugin to Data\OBSE\Plugins folder. If you've tried to cast Magic Missiles before you did that, it's possible that due to not being able to perform some of Magic Missiles script functions the script was halted. The only way to fix that would be making a clean save(saving a game with Fearsome Magicka.esp disabled), then enabling FM and loading that save.

If the issue is not solved that way, please PM me your load order.

cheers,
brucevayne
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Pants
 
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Post » Sun Jan 02, 2011 6:36 pm

Hmm, what about other spells?You have to know that Magic Missiles spell can only be cast on an actor within a certain range. If there is no target actor, the projectiles will not be launched.

I remember that some time ago you've written that you had to move Refstuff from Data\OBSE\Plugin to Data\OBSE\Plugins folder. If you've tried to cast Magic Missiles before you did that, it's possible that due to not being able to perform some of Magic Missiles script functions the script was halted. The only way to fix that would be making a clean save(saving a game with Fearsome Magicka.esp disabled), then enabling FM and loading that save.

If the issue is not solved that way, please PM me your load order.

cheers,
brucevayne

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Bryanna Vacchiano
 
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Post » Sun Jan 02, 2011 10:00 am

Sorry about the reply problem . Thanks for the info I'll try a clean save and disabling it and then reinstalling it and see if that fixes it I'll let you know.. I think this is an awesome mod keep up the great worrk. Thanks in advance
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David John Hunter
 
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Post » Sun Jan 02, 2011 1:16 pm

No problem at all my friend. :) I'm glad you like my mod, even though the problem.

Btw, Nealus has prepared a Russian language version of Fearsome Magicke, it's available here: http://hazevalley.ru/downloads.php?page_id=234. It's also available through the Mirrors section on Fearsome Magicka Tesnexus page.

German language version is on it's way. If anyone is interested in making other translations, please PM me.

cheers,
brucevayne
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Allison Sizemore
 
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Post » Mon Jan 03, 2011 1:39 am

dont know if this been asked, but is it possible to obtain the spells without visiting the SI?
I really dont want to visit SI (roleplay issue..kinda lame i know) at this point.
If it it's not possible, is there way to coc using console to get to that shop without going through the portal to SI?
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Your Mum
 
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Post » Sun Jan 02, 2011 7:42 pm

dont know if this been asked, but is it possible to obtain the spells without visiting the SI?
I really dont want to visit SI (roleplay issue..kinda lame i know) at this point.
If it it's not possible, is there way to coc using console to get to that shop without going through the portal to SI?


Actually there is no other way. Using console to get to the shop is not a good idea, getting to SI realm without using the portal leads to many problems with the game. I'm currently preparing another patch, this one will, among other things, add an unique vendor available somewhere near Passwall, so you'll have access to the new spells without defeating the GateKeeper.

cheers,
brucevayne
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Rachel Hall
 
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Post » Mon Jan 03, 2011 2:06 am

Looks like an awsome mod, thanks brucevayne !

Unfortunately I cant get ALGOHOL running (FM cant find it)
I really wonder whats going on with it on my install as noone else seems to have issues with that.
All other OBSE plugins are found and running correctly, not to mention pluggy and obse itself ( as these versions are all checked on init and FM doesn't moan ).

Definately having the ALGOHOL v0.11 dll in the correct folder (OBSE\plugins).
Tested with all esp's and esm's off, just SceenEffects.esm and FearsomeMAgicka.esp active, starting a new char each time.

Any suggestions, anyone ?
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louise tagg
 
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Post » Sun Jan 02, 2011 5:15 pm

I was going to say it's not in the correct folder, but I dunno....

Perhaps you're using an old version of it?
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x a million...
 
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Post » Sun Jan 02, 2011 11:51 pm

I was going to say it's not in the correct folder, but I dunno....

Perhaps you're using an old version of it?

Thanks,
should be the correct verision (v0.11). Cross checked that several times.
Also the folder should be correct, having 6 other plugins installed in it all working flawlessly.
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josh evans
 
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Post » Sun Jan 02, 2011 6:19 pm

Thanks,
should be the correct verision (v0.11). Cross checked that several times.
Also the folder should be correct, having 6 other plugins installed in it all working flawlessly.



Hmm, are you sure you use Fearsome Magicka v0.15c? One of earlier FM versions had a bug, it was detecting a missing Pluggy(or Refstuff, I don't remember exactly) but messaging that Algohol is missing. Please check if you have all required files installed.

cheers,
brucevayne
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Juan Cerda
 
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Post » Sun Jan 02, 2011 2:41 pm

Hmm, are you sure you use Fearsome Magicka v0.15c? One of earlier FM versions had a bug, it was detecting a missing Pluggy(or Refstuff, I don't remember exactly) but messaging that Algohol is missing. Please check if you have all required files installed.

cheers,
brucevayne

yea correct version it is, thanks brucevayne :)
Fumbling around with the FMScanner script while I type and I reckon that FM not only doesnt find algohol but in fact can't find pluggy and refstuff too !
Weired enough that it finds obge though :rolleyes:
strange

maybe obse ? ( using obse_1_2_416 )
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djimi
 
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Post » Sun Jan 02, 2011 6:44 pm

Well i think I've found it.
Only culprit in question was a little outdated OBSE version, I think I had a beta version installed from about 4 month ago or so.

After replacing it with the most recent one, rebuilding the obse\plugin content and un-outcommenting all messagelines in the FMScannerScript all seems fine now.

Thanks for your answers folks,
and again thanks and congrats for releasing this most promising mod. Seems to contain an enormous amount of effort and content !
Cant wait to play it :)

Cheers,
Wiper
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Kelli Wolfe
 
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Post » Mon Jan 03, 2011 3:47 am

My character is Level 26, Non Mage (so I don't shoot spells)

Starting Level 25 I'm getting a very weird problem when some high magicka enemies launch a specified FM new spell (should be a high level spell since this problem started to appear after level 25):

- A deep lich at Memorial Cave
- OOO Far Noor at the last dungeon of Underpall Cave

Every time one of these enemies try to shoot this spell I get instant CTD.
This spell start with a strange sound and a orange/red vertical light...

Tried all what is possible:
- Fearsome ESP at the end of load list
- OBGE v1 disabled and converted to OBGEv2 (by the way I get CDT after EXIT when using OBGEv2 and I thought FASTEXIT2 solved these problems), reverted again to OBGEv1...
- FM.INI tweak tried to disable one by one all enemies spells (1 replaced by 0), nothing worked.
- Updated to the last DirectX (I have Vista with the last updates), even copied some D3DX DLL to Oblivion directory)
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Lawrence Armijo
 
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Post » Sun Jan 02, 2011 2:16 pm

I think I know what spell that is. Firestorm, right?
They cast it, there's a beam of light over them, then you crash? It looks a bit like the pillar of fire that comes out when you take a Sigil stone from it's rightful place, right?
A bit like http://www.tesnexus.com/downloads/images/30973-1-1273535659.jpg(sans actual fireballs)?
Thankfully, the INI allows you to disable certain spells from NPCs(which saved my assassin when I needed to get through a area with several ghosts, since they always seem to have Magic Missile in my game), or even outright disable them from using spells by a simple change.
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X(S.a.R.a.H)X
 
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Post » Mon Jan 03, 2011 1:36 am

I think I know what spell that is. Firestorm, right?
They cast it, there's a beam of light over them, then you crash? It looks a bit like the pillar of fire that comes out when you take a Sigil stone from it's rightful place, right?
A bit like http://www.tesnexus.com/downloads/images/30973-1-1273535659.jpg(sans actual fireballs)?
Thankfully, the INI allows you to disable certain spells from NPCs(which saved my assassin when I needed to get through a area with several ghosts, since they always seem to have Magic Missile in my game), or even outright disable them from using spells by a simple change.

Finally I got rid of the foolish and creazy Fayth Noor at Underpall this morning...
I don't know what happened... what I have done this morning is that I killed two or three remaining Spectral Reavers (espcially one which remains close to Fayth Noor), my high sneak helped me a lot with those. Then I made a save in another location of this last level of Undepall Cave.
In my FM.INI I have the two following spells that remains from yesterday:

set FMini.FireNova to 0
set FMini.FireStorm to 0

Fayth Noor tried to launch some spells that have the same sound but none start with a vertical orange light, so the culprit might be one of the two listed spells Firenova or Firestom.

The lesson I learned is that spells are disabled only if you make a further save with them disabled in the INI and load this save again. Because yesterday I disabled pretty every new FM spell in the INI but I kept to load the same old save.
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Clea Jamerson
 
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Post » Sun Jan 02, 2011 5:30 pm

Finally I got rid of the foolish and creazy Fayth Noor at Underpall this morning...
I don't know what happened... what I have done this morning is that I killed two or three remaining Spectral Reavers (espcially one which remains close to Fayth Noor), my high sneak helped me a lot with those. Then I made a save in another location of this last level of Undepall Cave.
In my FM.INI I have the two following spells that remains from yesterday:

set FMini.FireNova to 0
set FMini.FireStorm to 0

Fayth Noor tried to launch some spells that have the same sound but none start with a vertical orange light, so the culprit might be one of the two listed spells Firenova or Firestom.

The lesson I learned is that spells are disabled only if you make a further save with them disabled in the INI and load this save again. Because yesterday I disabled pretty every new FM spell in the INI but I kept to load the same old save.


The culprit spell could also be Aura of Fear(though I don't think it could cause a CTD) or Rise Undead spell.

The FM.ini values are only applied when Fearsome Magicka is first time loaded. After doing any changes to FM.ini file, you have to use a FMReinitialize greater power to apply the new values.

cheers,
brucevayne
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Elina
 
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Post » Sun Jan 02, 2011 8:41 pm

The culprit spell could also be Aura of Fear(though I don't think it could couse a CTD) or Rise Undead spell.

The FM.ini values are only applied when Fearsome Magicka is first time loaded. After doing any changes to FM.ini file, you have to use a FMReinitialize greater power to apply the new values.


Thanks for the informations.
For now I have no envie to relive my experience with Fayth Noor.
I will jut put all spells to to 1 (I like FM Magicka spells even if sometimes they lead to some weird situations :D) in the INI
and wait another CTD target. In that case I will test our 3 or 4 culprit spells with FMReinitialize and check which one cause CTDs.
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Benji
 
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