[Relz] Less Annoying Magic Experience

Post » Fri Mar 18, 2011 11:41 am

I'd love to include creatures like this :).
Would you like a custom retexture? I am sure I can still find a colour combo not already covered by the 400 versions I already made of the higgs. :biglaugh: Any preferences for colours?
I've got to confess I'd also love an eidolon as it's got the most wonderful heartbeat effect with it (and is much less powerful than the higgs). I need to get a nice video of that some time. Again, if you've got a preference for colour combinations, just say the word: custom retextures of these creatures can be done in... minutes?

Vac

Edit: A picture of http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/EidolonHowlingHalls.jpg.
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Dean Ashcroft
 
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Post » Fri Mar 18, 2011 11:25 pm

Now if you're asking... I could need a few colors for Integration, mostly along the lines of gold / dark greenish color motives of Golden Saints / Dark Seducers. Oh and maybe one that's bloody red, like a swirling cloud of blood :ooo: .

As for LAME, I like the higg design. Twinkle should be blue, so a light blue one would be nice :).
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James Shaw
 
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Post » Fri Mar 18, 2011 2:18 pm

Now if you're asking... I could need a few colors for Integration, mostly along the lines of gold / dark greenish color motives of Golden Saints / Dark Seducers. Oh and maybe one that's bloody red, like a swirling cloud of blood :ooo: .

As for LAME, I like the higg design. Twinkle should be blue, so a light blue one would be nice :).

Wait, you want some wisp-style creatures for Integration? That can be done, but which style do you want? If you want anything from the styles in Diverse Wisps or VASE just with alternate textures I can do them very quickly. If you want custom skeleton designs that takes time: possibly quite a bit of time as there's a workload queue. :shrug:

For LAME, I'd quite like the option of these things as combat summons personally, but I'm not going to be too picky. I'll get you the resources for a light blue higgs asap.

Vac

Edit: That took longer than expected because I found an error in one of my animations for the higgs. :ooo: So I had to fix that as well as make you custom textures. Here's some shots http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/LameHiggsMockup1.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/LameHiggsMockup2.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/LameHiggsMockup3.jpg.
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Rach B
 
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Post » Fri Mar 18, 2011 8:48 am

Scrolls: They don't show any special behavior. Odd. Very odd. Hm. You're not running version 1.2.0.414 of Oblivion by chance? It has a bug causing such behavior, but that was fixed in 1.2.0.416.

Yeah, I've got 1.2.0416.

Only other explanation I have would be container overflow, which shouldn't happen in unrelated containers :blink:.

Definitely not that - the containers I used only had scrolls/books in them. At the time I noted the "disappearances", they had maybe a dozen items total.
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(G-yen)
 
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Post » Fri Mar 18, 2011 11:04 pm

Vac

Edit: That took longer than expected because I found an error in one of my animations for the higgs. :ooo: So I had to fix that as well as make you custom textures. Here's some shots http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/LameHiggsMockup1.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/LameHiggsMockup2.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/LameHiggsMockup3.jpg.


That looks lovely.:)
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Mario Alcantar
 
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Post » Fri Mar 18, 2011 2:53 pm

I really want to download this mod to use as well as for integration, i've looked at the incompatibilities and found nothing wrong, but i want to check anyways. Are there any problems with the major overhaul mods, midas magic, any changes to world-spaces (i run home-made mods so i need to know this) any known conflicts or changes that could happen with any other mods?

Thx for your help.
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Da Missz
 
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Post » Fri Mar 18, 2011 5:06 pm

I really want to download this mod to use as well as for integration, i've looked at the incompatibilities and found nothing wrong, but i want to check anyways. Are there any problems with the major overhaul mods, midas magic, any changes to world-spaces (i run home-made mods so i need to know this) any known conflicts or changes that could happen with any other mods?

Thx for your help.


None that I know of, you should download this anyway
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Oscar Vazquez
 
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Post » Fri Mar 18, 2011 8:51 pm

thx, hope to see LAME get better (woah, that sounded weird :huh: )
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Ludivine Poussineau
 
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Post » Fri Mar 18, 2011 8:56 am

I'd love to include creatures like this :).


Would you like a custom retexture? I am sure I can still find a colour combo not already covered by the 400 versions I already made of the higgs. :biglaugh: Any preferences for colours?
I've got to confess I'd also love an eidolon as it's got the most wonderful heartbeat effect with it (and is much less powerful than the higgs). I need to get a nice video of that some time. Again, if you've got a preference for colour combinations, just say the word: custom retextures of these creatures can be done in... minutes?

Vac

Edit: A picture of http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/EidolonHowlingHalls.jpg.

Close your eyes, folks! They are going to do it! :D
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BaNK.RoLL
 
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Post » Fri Mar 18, 2011 10:30 pm

Does LAME remove some effects from spellmaking? Notably drain magicka?

Also, it seems paralysis 3 (Ita Rienus) sec is now an expert level spell?
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Anthony Rand
 
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Post » Fri Mar 18, 2011 11:02 am

Hey bg,

I was thinking about the disappearing scroll thing earlier, and I think I hit on a commonality: Both containers where I was storing scrolls were in extradimensional spaces. Specifically, I was using Septim Mansion and The Arcane Storage, both of which are house/storage mods in their own worldspace. I dropped SM a month or so ago (despite it being a fantastic mod) in favor of TAS because I wanted to use actual houses this time around - I use TAS to store stuff until I can drop it off at my castle in the north or the house in the south. If/when I find any more scrolls, I'll be sure to hold them in my inventory until I can drop them directly at the house, then we'll see if they still vanish.
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Quick draw II
 
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Post » Fri Mar 18, 2011 3:43 pm

Are there any problems with the major overhaul mods, midas magic, any changes to world-spaces (i run home-made mods so i need to know this) any known conflicts or changes that could happen with any other mods?
Only known problems are mentioned in the readme, which fortunately isn't a lot.

Only thing that comes to my mind at the moment is a certain Tiefling race, which wasn't used that often to begin with (if I recall correctly it supports only the BAB body).

I use FCOM, Unique Lanscapes and around a hundred of other mods myself, so I'm making sure they're compatible :).

Only important thing is to load LAME after e.g. OOO.esp, otherwise you'd still get OOO's magic system mostly ;).

Close your eyes, folks! They are going to do it! :D
I just don't know when :cold:. Was ill the last couple of days, and now my already busy schedule exploded. Integration update takes priority, LAME comes next.


Does LAME remove some effects from spellmaking?

Yes, it does.
Drain Health 150 for 1 sec on target sounds like fun, but ...

Also, it seems paralysis 3 (Ita Rienus) sec is now an expert level spell?
Too powerful as a journeyman spell ;).


[snip]
Hm. Interesting. Sounds a bit like a problem with the storage you used (e.g. if you use some kinds of clutter remover, and the area/container is unowned instead of player owned, they may get cleared despite being set to not respawn). Just a wild guess here, because the spell notes are just your typical books, with only special ability is to teach you something and setting their value to 1.
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ILy- Forver
 
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Post » Fri Mar 18, 2011 7:16 pm

I got a quick questions about something in LAME. I'm using both LAME and SM (LAME loads first so i can use SM's stats) but Why do you need the conjuration patch if you want the new summons (such as Summon Timber Wolf and the like?) I'm not a modder but is there a limited number of spell slots one can use? (Unless Gluttonous Hunger summoned a wolf too)
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Elena Alina
 
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Post » Fri Mar 18, 2011 12:55 pm

You've pretty much given you the answer themselves ;). Magic Effects are pretty much hardcoded, and without the patch (which uses SM's stats), you get weird summons instead of the intended ones.
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Cameron Wood
 
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Post » Fri Mar 18, 2011 12:47 pm

You've pretty much given you the answer themselves ;). Magic Effects are pretty much hardcoded, and without the patch (which uses SM's stats), you get weird summons instead of the intended ones.



Ah okay, on a side note, I suggest adding the "NAME" bash tag to the Conjuration patch, otherwise you still get the name "Summon Gluttonous Hunger" for the Timber Wolf Spell, and Summon Baligwog came up as "Summon Flesh Antranoch"
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Richard Thompson
 
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Post » Fri Mar 18, 2011 10:01 am

bgMagicShaderLifeDetect.esp seems to turn the weapons of the OOO's spectrals "invisible" when they are equipped. When they are dead and drop their weapons they are visible again. At least I'm pretty sure it is caused by bgMagicShaderLifeDetect.esp as the weapons were invisble when using it and when I have it unchecked they are visible again, but I haven't done any lengthy tests. Perhaps it is inevitable as I know shader mods can be problematic? Which is one reason I like this life detect shader so much - as it has worked so well except of this little issue.
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Ebou Suso
 
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Post » Fri Mar 18, 2011 8:46 pm

Ah okay, on a side note, I suggest adding the "NAME" bash tag to the Conjuration patch, otherwise you still get the name "Summon Gluttonous Hunger" for the Timber Wolf Spell, and Summon Baligwog came up as "Summon Flesh Antranoch"
I'll look into it.

(This must mean that another mod had the name tag that shouldn't have it, but oh well... *sigh*)


bgMagicShaderLifeDetect.esp seems to turn the weapons of the OOO's spectrals "invisible" when they are equipped. When they are dead and drop their weapons they are visible again. At least I'm pretty sure it is caused by bgMagicShaderLifeDetect.esp as the weapons were invisble when using it and when I have it unchecked they are visible again, but I haven't done any lengthy tests. Perhaps it is inevitable as I know shader mods can be problematic? Which is one reason I like this life detect shader so much - as it has worked so well except of this little issue.

Does it only disappear while Detect Life is active, or always?

If only when Detect Life is active, I fear I can explain it: Only one skin shader can be active at the same time, and considering the the spectral weapons only consists of skin shaders (unless you use LAME's full shader package, then they should also have particle shaders), they'd only display the detect life flash whenever it appears.
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Jordan Fletcher
 
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Post » Fri Mar 18, 2011 7:29 pm

Does it only disappear while Detect Life is active, or always?

If only when Detect Life is active, I fear I can explain it: Only one skin shader can be active at the same time, and considering the the spectral weapons only consists of skin shaders (unless you use LAME's full shader package, then they should also have particle shaders), they'd only display the detect life flash whenever it appears.


EDIT: Sorry, I was premature. I've should done what I did now before posting about it. I did Rielle to have a bunch of spectrals to observe - and the issue isn't caused by bgMagicShaderLifeDetect.esp. And the weapons aren't really invisible - it's rather that they don't have any "ghostly shader" and are dark. This with both bgMagicShaderLifeDetect.esp and w/o it. I thought it sounded strange as you're using spectral summons in LAME, right? Anyway, it's odd but caused by something else.
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sunny lovett
 
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Post » Fri Mar 18, 2011 10:21 pm

Question - does telekinisis in LAME do exactly the same things it did in vanilla, or can it be used to access chests and such?

Great mod so far, but that would make it perfect for my needs.
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Jessica Stokes
 
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Post » Fri Mar 18, 2011 8:29 pm

Hey bg, I was wondering if you happened to know which of the vanilla summon effects are filled in by SI. Obviously the effects that are with SI creatures/NPCs but since the order of things is a bit weird (Z004 - Flesh Atronach, then a vanilla(?) Z005 - Summon Bear, then the rest of the SI summons).

-kyoma
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Marnesia Steele
 
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Post » Fri Mar 18, 2011 1:24 pm

EDIT: Sorry, I was premature. I've should done what I did now before posting about it. I did Rielle to have a bunch of spectrals to observe - and the issue isn't caused by bgMagicShaderLifeDetect.esp. And the weapons aren't really invisible - it's rather that they don't have any "ghostly shader" and are dark. This with both bgMagicShaderLifeDetect.esp and w/o it. I thought it sounded strange as you're using spectral summons in LAME, right? Anyway, it's odd but caused by something else.
Glad that this was, uhm, discovered. Unfortunately I don't see edits, so I just investigated the issue - and found out that regardless of which shader mod I use (or don't use), the weapons appear as they should :blink:.

PS: The Spectral Summon in LAME uses a unique weapon ;).


Question - does telekinisis in LAME do exactly the same things it did in vanilla, or can it be used to access chests and such?
Unfortunately not, as this would require OBSE.


Hey bg, I was wondering if you happened to know which of the vanilla summon effects are filled in by SI. Obviously the effects that are with SI creatures/NPCs but since the order of things is a bit weird (Z004 - Flesh Atronach, then a vanilla(?) Z005 - Summon Bear, then the rest of the SI summons).

-kyoma
Z004, Z006-Z019 are used by SI. Z006 to Z020 were included with the 1.2 patch and didn't exist before. Z004 was, if I recall correctly, already there but blank (similar to Z020 today). SI itself merely uses the magic effects, but they were included by the patch - just left blank. Hope that helps!
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April
 
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Post » Fri Mar 18, 2011 8:51 am

Z004, Z006-Z019 are used by SI. Z006 to Z020 were included with the 1.2 patch and didn't exist before. Z004 was, if I recall correctly, already there but blank (similar to Z020 today). SI itself merely uses the magic effects, but they were included by the patch - just left blank. Hope that helps!
Yup that helps. Wanted to make sure I got it right. :)
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Tracy Byworth
 
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Post » Fri Mar 18, 2011 11:04 pm

I noticed in the Magic Overhaul Comparison thread that LAME's conjurations ignore friendly fire, while Supreme Magicka's don't. If I load LAME, then Supreme Magicka, then LAME's conjuration overwrite, will my summons ignore friendly fire?
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Steph
 
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Post » Fri Mar 18, 2011 1:47 pm

@fable2: That comparison chart is slightly outdated. Both mods do, well ignore the first number of hits same as all creatures and npcs in game and then turn on you after that.
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BrEezy Baby
 
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Post » Fri Mar 18, 2011 1:51 pm

@fable2: That comparison chart is slightly outdated. Both mods do, well ignore the first number of hits same as all creatures and npcs in game and then turn on you after that.


Thanks! Good to hear. Not that this makes the conjuration overwrite less valuable, from what I've read earlier in this thread.
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Vincent Joe
 
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