[RELz], [WIP] Fearsome Magicka

Post » Fri Dec 31, 2010 8:18 pm

Updates:
-----------

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

0.15b, 2010/05/08 - a hotfix for version 0.15: fixed an issue with startup diagnostic; attempt to fix the 'Rise undead' related CTD; debug messages should now ocurr less frequently;

0.15a, 2010/05/05 - a hotfix for version 0.15: Rise Undead spell will now be used more frequently, "EnemiesUseNewSpells" value in FM.ini file is now taken into account, removed edit on BW10 magic effect; few tweaks;
IF YOU ARE UPDATING FROM VERSION EARLIER THAN 0.15: IT IS STRONGLY RECOMMENDED TO START WITH A CLEAN SAVE(A SAVEGAME MADE WITH THIS MOD DISABLED) AFTER APPLYING THIS PATCH;

0.15, 2010/05/04 - added a FM.ini file which controls NPC's access to new spells; lowered prices of Scrolls containing new spells; Altered NPC's AI: new spells will now be used less frequently; now after mod is launched a diagnostic is performed to detect if all required files are installed; few other tweaks;
IT IS STRONGLY RECOMMENDED TO START WITH A CLEAN SAVE(A SAVEGAME MADE WITH THIS MOD DISABLED) AFTER APPLYING THIS PATCH;


A word of advice
-----------------------

Take note that every spell can be resisted(most with magic resistance, some with fire or frost resistance). That knowledge can sometimes save your life(your PC's life that is ;) )

If you find enemy spellcasters too powerful, it might be a good moment to look for a companion or two. If your companion is a mage, he/she can also make use of new spells. There are some supporting spells provided by this mod, so having a skilled wizard in your party might greatly increase your PC's life length ;)


IMPORTANT INFORMATION:
--------------------------------

One of OBSE plugins required to run the mod, RefStuff, is delivered in wrong directory(Data/OBSE/Plugin), make sure to install it in Data/OBSE/Plugins folder.

When you are installing Screen Effects, you are also placing obge v1 in OBSE/plugins directory. Many of you are also using obge v2(included in Oblivion Graphics Extender). Unfortunatelly those two are incompatible with each other and shouldn't be used at the same time. Solution: Screen Effects will work just fine with obge v2, so it's best to remove obge v1(only if you have obge v2 installed).


Author's notes
-------------------

When rating this mod please remember that this is still a Beta version. Although Beta Testers did really great job hunting down any bugs in this mod, there still might be some issues present. If you'll find any problems with this mod, please report it to me.
I've spent over two years working on this mod and I'll do my best to improve it. Thank you for your understanding

Trailer:

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



Here is the readme:

Name: Fearsome Magicka
Version: 0.15c(Beta)
Date: 13/05/2010
Category: Gameplay Effects and Changes
Requirements: SHIVERING ISLES PATCH v1.2.0416, Oblivion Script Extender (OBSE) v0018, Screen Effects 1.0, Pluggy v132, RefStuff, ALGOHOL v0.11
Recommended mods: Windom Earle_s Oblivion Crash Prevention System, Oblivion Stutter Remover, Let there be Darkness, Bedrolls and Tents Anyone
Author: brucevayne
Forum thread: Official thread
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...

Trailer
=========




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.

If you are stuck and have no idea where to look for scroll down to find the answer.


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)

Take note that spell casts limit multipier can be altered in the FM.ini file located in Data\FearsomeMagicka folder.

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.

A word of advice
=================

Take note that every spell can be resisted(most with magic resistance, some with fire or frost resistance). That knowledge can sometimes save your life(your PC's life that is ;) )

If you find enemy spellcasters too powerful, it might be a good moment to look for a companion or two. If your companion is a mage, he/she can also make use of new spells. There are some supporting spells provided by this mod, so having a skilled wizard in your party might greatly increase your PC's life length ;)

Customization
=================

You can control some features of this mod by altering FM.ini file located in "Data\FearsomeMagicka" directory. Those values are automatically applied when mod initializes.
You can modify this file at anytime, however you'll have to use "(FM) Reinitialize" spell to apply changes.

Compatibility
==================

Fearsome Magicka is fully compatible with almost everything, including: Midas Magic, FCOM(also OOO, MMM, Frans and Warcry separately), Supreme Magicka, LAME, Deadly Reflex, Unnecessary Violence and many more.


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).

Remember to install all required files. You can find it by following those links:
---------------------------------

Oblivion Script Extender (OBSE) v0018

Screen Effects 1.0

Pluggy v132

RefStuff

ALGOHOL v0.11

Recommended mods:

Windom Earle_s Oblivion Crash Prevention System

Oblivion Stutter Remover

Let there be Darkness

Bedrolls and Tents Anyone

Remember that Shivering Isles official add-on is also required!


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
===============

Using Willfull Resistance together with Fearsome Magicka may produce an issue of 'displaced projectiles' when casting spells during the 'Time Stop' spell effect. This still needs to be confirmed though.

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

If you are playing with FOV other than standard (75), using Teleport spell might revert your FOV setting to original value. In order to prevent this, you should edit the 'Oblivion.ini' file:
you should set the fDefaultFOV line in the Display section to the appropriate value.


Troubleshooting
======================

1. Crash to desktop when starting Oblivion: you are missing ScreenEffects.esm in your load order. Download and install Screen Effects mod.

2. You are unable to cast any spell during Time Stop spell effect: put Fearsome Magicka at the VERY bottom of your load order.

3. Any other bug: please make sure that you have all of required mods/OBSE plugins installed. OBSE plugins have to be placed in Data/OBSE/Plugins folder, not in Data/OBSE/Plugin folder.

Make sure that you are running OBSE v.0018.

Make sure you are using the last version of Fearsome Magicka. If you are still experiencing the bug, please report it to me.


History
=======
0.15c, 2010/05/13 - added new customization options in the FM.ini file which control spell casts limits;
0.15b, 2010/05/08 - a hotfix for version 0.15: fixed an issue with startup diagnostic; attempt to fix the 'Rise undead' related CTD; debug messages should now ocurr less frequently;
0.15a, 2010/05/05 - a hotfix for version 0.15: Rise Undead spell will now be used more frequently, "EnemiesUseNewSpells" value in FM.ini file is now taken into account, removed edit on BW10 magic effect; few tweaks;
0.15, 2010/05/04 - added a FM.ini file which controls NPC's access to new spells; lowered prices of Scrolls containing new spells; Altered NPC's AI: new spells will now be used less frequently; now after mod is launched a diagnostic is performed to detect if all required files are installed; few other tweaks;
0.14, 2010/04/24 - fixed a problem with shader related with 'Aura of Fear' spell; fixed a problem with the 'Time Stop' spell(which was making some players unable to cast spells after this spell was cast by a NPC or creature); altered NPC's & creatures spellcasting AI; fixed some problems with the 'Veil of Darkness' spell;
0.13, 2010/04/19 - a hotfix for a 'switching camera bug'(present when enemy spellcasters used FireStorm or Aura of Fear spells);
0.12, 2010/04/12 - improved crime detection for using spells on NPC's; killstats will now increase correctly; added support for Atronach birthsigh; fixed the 'frozen actors issue' that occured sometimes(for some players) after an actor was hit with Magic Missle spell;
0.11, 2010/04/09 - removed the 'persistent gray shader issue' which sometimes occured after using the 'Time Stop' spell, changed an icon for Script Effect;
0.1, 2010/04/07 - 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.

Beta testers:
Thanks to Phoenix7, Dante20XX and YX33A fot beta testing. Muchos gracias, amigos! ;)

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.


Spoiler
=========

You can buy scrolls wich allow you to learn spells from Earil in Earil's Mysteries in Crucible(New Sheoth).


cheers,
brucevayne
User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Sat Jan 01, 2011 12:48 am

Congratulations on public release of beta :foodndrink: . I'm downloading now so should you all. And liking very much what i see here ... especially the word(acrynym to be precise) "AI"
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Adrian Morales
 
Posts: 3474
Joined: Fri Aug 10, 2007 3:19 am

Post » Fri Dec 31, 2010 9:46 pm

lol wewt! :celebration: Had my eye on this for awhile now. My main is a Warlock, and I'm constantly searching for little things to improve upon 'ultimate evil magic' :evil: Having the tactical magic experience of Neverwinter will certainly be interesting. Hopefully I'll have my clean install + savegame updates finished by the weekend, at which point I'm giving the mod a test run. Just 1 suggestion for now; it would be nice if you would include a list of the new spells and their effects. Keeping track of the various spells is already a nightmare in Oblivion, and that's before the addition of SM/LAME/SR Enhanced (and now Fearsome too). Anyways, grats on the release m8 :)
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Heather Dawson
 
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Post » Fri Dec 31, 2010 5:02 pm

[EDIT] Nevermind :facepalm:
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Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Sat Jan 01, 2011 12:37 am



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






Ehem, that'll be the system created in the 70s by Gary Gygax for D&D but that's just me being annoyingly pedantic, sorry.

When (or should I say if) I can ever truely get into OB I'll be sure to give this one a spin. Thanks for sharing!

:)
-kwm
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Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Sat Jan 01, 2011 9:37 am

huzzah! I will download asap! (dialup speeds are a pain for downloads bigger than *this* big |___| ) ;)
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Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Sat Jan 01, 2011 12:47 am

The video look incredible... very beaultifull and complete work.
But as a FCOM/RBP/LAME user I need to ask how it should work with anothers overhauls:
- since it make chances to the AI, not as a simple adition (Midas alike) but as a new system.
- and how powerfull will it be related to the currente magic overhauls.
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Fri Dec 31, 2010 8:36 pm

The video look incredible... very beaultifull and complete work.
But as a FCOM/RBP/LAME user I need to ask how it should work with anothers overhauls:
- since it make chances to the AI, not as a simple adition (Midas alike) but as a new system.
- and how powerfull will it be related to the currente magic overhauls.


The mod is compatible with almost everything, so far only Willfull Resistance has been reported to couse problems for one of Fearsome Magicka's spells.
The AI system blends in very well, it's compatible with everything. As for comparison with other magic overhauls: I'd say some of the spells are powerful, but I'll leave judgement to others.

brucevayne
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Sat Jan 01, 2011 10:55 am

The mod is compatible with almost everything, so far only Willfull Resistance has been reported to couse problems for one of Fearsome Magicka's spells.
The AI system blends in very well, it's compatible with everything. As for comparison with other magic overhauls: I'd say some of the spells are powerful, but I'll leave judgement to others.

brucevayne


Hi there and thx for the mod, it surely looks amazing! I would like to ask some Wrye-bash related questions...

Have you got any suggestion for bash tagging your mod? Or should I load it even after the bashed patch?
Also, it looks like fearsome magicka overwrites any script-effect icon replacer with the old Burden Icon... I tried loading one after it, but I can hear a costant noise in game, in my experience that means something is interfering with a script silencer, so i removed that...
Can something be done? The Burden icon really is ugly :) there are some very nice ones on the nexus, I'm sure some author would gladly contribute such a fine-looking mod...
Anyway, many thanks again for your work!
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James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Fri Dec 31, 2010 11:28 pm

I just quicky tried most of the spells, using god mode. Damn! Their freaking awesome!! Great work! :bowdown: :bowdown:
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Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Sat Jan 01, 2011 9:42 am

My game won't startetd if i Activate Fearsome magicka. I've installed as an omod and another time i just extract the files in my Data order. Its stoped after the Bethesda Intro at the loading screen.

Load order:
Oblivion.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmFCOM_Convergence.esmHorseCombatMaster.esmGlobalSettingsInterface.esmDLCShiveringIsles.espObl-IM.espObl-IM_SI.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espFran_Lv30Item_Maltz.espMap Marker Overhaul.espMap Marker Overhaul - SI additions.espDLCHorseArmor.espDLCOrrery.espDLCVileLair.espDLCMehrunesRazor.espDLCSpellTomes.espMaleBodyReplacerV4.espDLCThievesDen.espBob's Armory Oblivion.espFCOM_BobsArmory.espOblivion WarCry.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espFCOM_Convergence.espFCOM_EntropicOrderRebalance.espFCOM_RealSwords.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Hunting & Crafting.espCelestiel - DV.espDLCFrostcrag.espKnights.espRealisticForceHigh.espX.Races.Comp_v1.2 DV.espOblivion XP.espSM Combat Hide.espMart's Monster Mod - Resized Races.espFearsomeMagicka.espbgMagicDV.espbgBalancingDVCore.espbgMagicDVSpellTomes_for_WryeBash.espbgMagicDVItemSigil.espbgMagicDVStartspells.espbgMagicDVBonus.espbgMagicDVAddEnVar.espbgMagicDVSchnitzeljagd.espbgMagicAlchemy.espbgMagicPotionNumberSoulGemValue.espbgBalancingDVLAMEAddition.espbgMagicDVShader.espbgMagicShaderLifeDetect.espbgMagicLightningbolt.espbgBalancingDVOptionalNPCDiversityLAME.espbgBalancingDVOptionalFangs.espbgBalancingDVOptionalKlassen.espbgBalancingDVOptionalFCOMAdditions.espbgBalancingDVOptionalMehrAugen.espUnarmored Skill for Everyone.espDeadly Reflex 5 - Timed Block and 250% damage.espDeadlyReflex 5 - Combat Moves.espBashed Patch, 0.espEHCombat.espMayu's Animation Overhaul.esp


Please help :/
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Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Fri Dec 31, 2010 9:21 pm

What happens if you use the spell that throws things and there is something like a Havoked chest?
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Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Sat Jan 01, 2011 9:51 am

My game won't startetd if i Activate Fearsome magicka. I've installed as an omod and another time i just extract the files in my Data order. Its stoped after the Bethesda Intro at the loading screen.

Please help :/


That sounds like you are missing a master, have you downloaded all the requirements?
Requirements: SHIVERING ISLES PATCH v1.2.0416, Oblivion Script Extender (OBSE) v0018 beta 6, Screen Effects 1.0, Pluggy v125, RefStuff, ALGOHOL v0.11

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Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Sat Jan 01, 2011 2:52 am

I just have to say thank you. You inspired me to pull out the old DM Guide, and Monster Manual call p a few friends and hope they have a Players handbook. Im getting of this danm computer for a while gonna do some good old PnP. So I thank you for that. I think I'm of to the Sword Coast now. Perhaps I will try this at a later date.
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Sat Jan 01, 2011 7:06 am

My game won't startetd if i Activate Fearsome magicka. I've installed as an omod and another time i just extract the files in my Data order. Its stoped after the Bethesda Intro at the loading screen.

Load order:
Oblivion.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmFCOM_Convergence.esmHorseCombatMaster.esmGlobalSettingsInterface.esmDLCShiveringIsles.espObl-IM.espObl-IM_SI.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espFran_Lv30Item_Maltz.espMap Marker Overhaul.espMap Marker Overhaul - SI additions.espDLCHorseArmor.espDLCOrrery.espDLCVileLair.espDLCMehrunesRazor.espDLCSpellTomes.espMaleBodyReplacerV4.espDLCThievesDen.espBob's Armory Oblivion.espFCOM_BobsArmory.espOblivion WarCry.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espFCOM_Convergence.espFCOM_EntropicOrderRebalance.espFCOM_RealSwords.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Hunting & Crafting.espCelestiel - DV.espDLCFrostcrag.espKnights.espRealisticForceHigh.espX.Races.Comp_v1.2 DV.espOblivion XP.espSM Combat Hide.espMart's Monster Mod - Resized Races.espFearsomeMagicka.espbgMagicDV.espbgBalancingDVCore.espbgMagicDVSpellTomes_for_WryeBash.espbgMagicDVItemSigil.espbgMagicDVStartspells.espbgMagicDVBonus.espbgMagicDVAddEnVar.espbgMagicDVSchnitzeljagd.espbgMagicAlchemy.espbgMagicPotionNumberSoulGemValue.espbgBalancingDVLAMEAddition.espbgMagicDVShader.espbgMagicShaderLifeDetect.espbgMagicLightningbolt.espbgBalancingDVOptionalNPCDiversityLAME.espbgBalancingDVOptionalFangs.espbgBalancingDVOptionalKlassen.espbgBalancingDVOptionalFCOMAdditions.espbgBalancingDVOptionalMehrAugen.espUnarmored Skill for Everyone.espDeadly Reflex 5 - Timed Block and 250% damage.espDeadlyReflex 5 - Combat Moves.espBashed Patch, 0.espEHCombat.espMayu's Animation Overhaul.esp


Please help :/


You are missing the ScreenEffects.esm in your load order.


I just have to say thank you. You inspired me to pull out the old DM Guide, and Monster Manual call p a few friends and hope they have a Players handbook. Im getting of this danm computer for a while gonna do some good old PnP. So I thank you for that. I think I'm of to the Sword Coast now. Perhaps I will try this at a later date.


Good for you! I'd do the same(play a classic RPG session), if only I had some more spare time...

@Divvu: Thanks for the suggestion with the icon, I'll add some more interesting one in next version. As for wrye bash: you don't have to bash this mod, also - it can be loaed either after or before bashed patch, I don't think it should do any difference.

cheers,
brucevayne
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Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Sat Jan 01, 2011 11:41 am

Hi there and thx for the mod, it surely looks amazing! I would like to ask some Wrye-bash related questions...

Have you got any suggestion for bash tagging your mod? Or should I load it even after the bashed patch?
Also, it looks like fearsome magicka overwrites any script-effect icon replacer with the old Burden Icon... I tried loading one after it, but I can hear a costant noise in game, in my experience that means something is interfering with a script silencer, so i removed that...
Can something be done? The Burden icon really is ugly :) there are some very nice ones on the nexus, I'm sure some author would gladly contribute such a fine-looking mod...
Anyway, many thanks again for your work!

Weird, it didt replace my LAME burden icon, i set it to load right before LAME :) mabye try to reinstall the burden icon, and see if it somehow got overwriten.
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Charles Mckinna
 
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Post » Sat Jan 01, 2011 2:01 pm

Hi again! I've been playing with FM for some hour now and I must say... I really am impressed! I met a lot of casters using your new spells in a new and intelligent way! I added your mod because I wanted some new tricks for my main character, a level 40 almost-pure mage, but I've been pleaseantly surprised by the added dept of combat! Also performance doesn't seem to be an issue, your AI seems to blend easily, congratulations!

I just would like to add a couple of comments, the first is a technical one: I love teleport! When I first saw your trailer, months ago I was fascinated by the simple yet amazing graphical effect you used! Only one thing bugging me, I play with a 90° FOV thanks to streamline, and each time I teleport my FOV is restored to the standard 75° one... Could you suggest something? I ve got some limited CS skill, so if instructed I could apply this as a simple tweak for my personal use, I suppose editing a script is all it takes, am I wrong?

Second comment is really minor, and you could simply ignore this... But since so many other caster, human and non (Hungers casting Magic Missile? Epic!!!) can use your new spells, why limiting them to a single vendor? I kept imagining this long queue of liches, sorcerers, wizards etcetc crowding the main road in Crucible, waiting for their turn to buy....

Keep up the good work! you're an incredibly talented modder!
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Mrs. Patton
 
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Post » Sat Jan 01, 2011 3:11 am

I've just uploaded a patch to version 0.11. Changes:
- removed the 'persistent gray shader issue' which sometimes occured after using the 'Time Stop' spell,
- changed an icon for Script Effect;

@Divvu : I'm glad you like it :) As for the teleport spell: the script alters the FOV value according to the 'fDefaultFOV' value in 'Oblivion.ini' file(in 'Display' section). You only need to open the .ini file and set the 'fDefaultFOV' string to appropriate value.

cheers,
brucevayne
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FABIAN RUIZ
 
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Post » Sat Jan 01, 2011 9:53 am


@Divvu : I'm glad you like it :) As for the teleport spell: the script alters the FOV value according to the 'fDefaultFOV' value in 'Oblivion.ini' file(in 'Display' section). You only need to open the .ini file and set the 'fDefaultFOV' string to appropriate value.



Easier than I tought then! One more thing, I saw in the trailer how cool was to launch magic missiles during a time-stop. When I tried in game I got a message telling that the selected spell doesn't work during TS, I suppose that was an early feature in the Video that somehow never reached the final mod? Or is there something I'm not aware of?

Thanks for your quick response and update!
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Lily Evans
 
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Post » Sat Jan 01, 2011 6:32 am

Easier than I tought then! One more thing, I saw in the trailer how cool was to launch magic missiles during a time-stop. When I tried in game I got a message telling that the selected spell doesn't work during TS, I suppose that was an early feature in the Video that somehow never reached the final mod? Or is there something I'm not aware of?

Thanks for your quick response and update!


Magic missles should work without problems in Time Stop. Hmm... Couple of questions: are you sure you haven't cast all 1st circle spells before casting Time Stop? Is Fearsome Magicka loaded as last? Also: are you sure you use the latest OBSE v0018 beta 6? If you'll still have the problem, could you send me your load order?

cheers,
brucevayne
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Olga Xx
 
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Post » Sat Jan 01, 2011 7:10 am

Magic missles should work without problems in Time Stop. Hmm... Couple of questions: are you sure you haven't cast all 1st circle spells before casting Time Stop? Is Fearsome Magicka loaded as last? Also: are you sure you use the latest OBSE v0018 beta 6? If you'll still have the problem, could you send me your load order?

cheers,
brucevayne


SORRYsorrysorrysorry... After changing my load order and putting this after streamline it worked! Usually I avoid that because SL is really touchy, but usually doesn't interfere with nothing... So that's solved!

Also, I forgot, I cannot change the default FOV in my .ini, that is known to screw all menus and the UI
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Charlie Sarson
 
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Post » Sat Jan 01, 2011 12:50 am

I asked about a magic replacement system that would meet what I was looking for and here I find this from the OLD SCHOOL. Nice! Well I downloaded it, haven't got to test it yet but I'm looking forward to this.

However, it's been a long time since I used OBSE and I don't think I misinstalled everything, at least my OBSE.log says everything is correctly loaded. Albeit, OBSE won't launch. I meet all requirements, grabbed the recommendations but still won't load. Is this a windows 7 thing? :S

aha! I seem to be missing the screeneffects.esm as well... strange though, thought I put it in.
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Laurenn Doylee
 
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Post » Sat Jan 01, 2011 1:36 am

Found a clipping issue with the Teneer's Transformation spell...
http://i778.photobucket.com/albums/yy65/mystic1knight/ScreenShot0.jpg?t=1270790615

Also, sometimes the veil of darkness shader effect sometimes gets stuck and wont come off...

Other than that, this mod is an amazing addition to my FCOM+ game
Deadly Reflex + Fearsome Magicka + Duke Patrick Combat Archery = Badass combat system
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xxLindsAffec
 
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Post » Sat Jan 01, 2011 3:16 pm

Congrats on the release brucevayne! I'm really looking forward to putting this into my game. That trailer seriously blew my mind, I haven't been that excited from seeing a trailer in a looong time. You've done some incredible work here, thanks for sharing it with us.
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Melanie
 
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Post » Sat Jan 01, 2011 5:49 am

Congrats on the release brucevayne! I'm really looking forward to putting this into my game. That trailer seriously blew my mind, I haven't been that excited from seeing a trailer in a looong time. You've done some incredible work here, thanks for sharing it with us.



congrats on the release Just one quesetion where to you buy the spells or are they earned some way or found thanks in advance
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renee Duhamel
 
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