[Relz] Less Annoying Magic Experience

Post » Fri Mar 18, 2011 2:52 pm

BOSS simply follows what it knows best. That doesn't mean it's the best for you. I'd suggest just moving the LAME graphical effects and conjuration mod (the latter if you want to keep LAME summons) after SM. It works fine, and causes no problems.



Thanks for your help fable2 I'll do that. Is there any specific esp.s that you do or don't recommend to use when using both lame and supreme magicka together?
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Erich Lendermon
 
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Post » Fri Mar 18, 2011 8:19 pm

Thanks for your help fable2 I'll do that. Is there any specific esp.s that you do or don't recommend to use when using both lame and supreme magicka together?


Just follow the instructions for installing both--and I urge you to use OBMM, since it simplifies the installation process. Remember, too, SM comes with a very handy INI file that lets you customize a lot of general spell parameters. You'll certainly want to check it out once you've got everything in place.
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Spaceman
 
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Post » Fri Mar 18, 2011 8:33 pm

Just follow the instructions for installing both--and I urge you to use OBMM, since it simplifies the installation process. Remember, too, SM comes with a very handy INI file that lets you customize a lot of general spell parameters. You'll certainly want to check it out once you've got everything in place.


I use omm for both. I just wanted to know since you seen my load order in the other thread if there was some over kill or over lapping with the esp.s that maybe with your experience playing with both lame and supreme magicaka together if there were esp.s I didn't need?
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OJY
 
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Post » Fri Mar 18, 2011 11:21 pm

I use omm for both. I just wanted to know since you seen my load order in the other thread if there was some over kill or over lapping with the esp.s that maybe with your experience playing with both lame and supreme magicaka together if there were esp.s I didn't need?


I'd already suggested a loading order in that other thread, though. Nothing looked redundant. Just a few of the LAME ESPs needed moving around so you could take advantage of the graphical improvements and added conjurations, if you wanted the latter as well.
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Donatus Uwasomba
 
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Post » Sat Mar 19, 2011 4:13 am

Why won't boss allow it and is there away to have boss allow lame to load first and then supreme magicak?
Edit your BOSS' masterlist, or use a program to lock times (like Wrye Bash).

Background: It was a conscious decision of the BOSS' team. Both variants, SM first or last, work. Why they have chosen to have SM loading first I do not know. It may have something to do with various polls in the past pointing to a very slight preference to this setup, or may have something to do with that this combination plays the best with each other (e.g. LAME first and the AddEnVars create a few odd results. Nothing gamebreaking, but merely odd).

I do not know.

Hi, i'e run into a little bug, the note that adds the Rusty Order sword doesn't seem to be working for me, this is my second playthrough with LAME and i haven't encountered any similar problems with the other notes. I would read the note for Rusty Order, but the message doesn't come and the notes value stays the same, any feedback?

The note only works if you either heard of the Shivering Isles, or have been there. Not before. Unfortunately this was necessary to keep compatibility for people without SI.


Question - where can I buy an 'Open hard lock' spell? Reached 50 in alteration, and because I can open average at 25 and v.hard at 75 I'm guessing I can open hard at 50 but I can't find it anywhere.
Something's strange on your installation.

Normally in LAME it is:
0 - Very Easy
25 - Easy
50 - Average
75 - Hard / Very Hard

If you can already create an average with a skill below 50, then something's strange :blink:.
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Vincent Joe
 
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Post » Sat Mar 19, 2011 2:17 am

sorry for the bump can't seev response how does lock times fix where lame loads becuse boss loads it after now what I want is lame tio load before in boss and then supremem magicka
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Mari martnez Martinez
 
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Post » Fri Mar 18, 2011 5:01 pm

I am install lame again andn the question I have is that if I use darn ui I can 't install the new script effects icon i need to say no right?
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Sarah Kim
 
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Post » Sat Mar 19, 2011 12:55 am

Er, I have only a vague guess as to what you just asked, but if I understand correctly, you asked if one can use the new script effect icons with DarNUI, and that is a yes(no problems will arise between those two), but if any other mod edits the script effect spell(such as DR or a script effect silencer, which DR includes), then you'll need to make a patch(or edit that mod to use LAMEs icon, which is IMO easier, plus saves a mod slot).
The Script Effect Icon in lame uses a different name that the normal script effect icon(which really just uses the burden icon instead of a unique one), so it's safe to use with UI mods or any other mod that edits the script effect icon(though only one can work in this case).

Minor question: Is there a thing we can do to edit the number of summons we can have out at one time? I'm thinking of raising it from three because I have a spell in mind for my character when he gets better at summoning(Think Shivering Intervention, but with beasts and a wabba summon).
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Kelly Osbourne Kelly
 
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Post » Fri Mar 18, 2011 4:06 pm

Er, I have only a vague guess as to what you just asked, but if I understand correctly, you asked if one can use the new script effect icons with DarNUI, and that is a yes(no problems will arise between those two), but if any other mod edits the script effect spell(such as DR or a script effect silencer, which DR includes), then you'll need to make a patch(or edit that mod to use LAMEs icon, which is IMO easier, plus saves a mod slot).
The Script Effect Icon in lame uses a different name that the normal script effect icon(which really just uses the burden icon instead of a unique one), so it's safe to use with UI mods or any other mod that edits the script effect icon(though only one can work in this case).

Minor question: Is there a thing we can do to edit the number of summons we can have out at one time? I'm thinking of raising it from three because I have a spell in mind for my character when he gets better at summoning(Think Shivering Intervention, but with beasts and a wabba summon).



thanks
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Crystal Birch
 
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Post » Fri Mar 18, 2011 3:03 pm

I have a question about the paperchase part of the mod.
I'm a bit confused about where you're supposed to find the clues to those static "spelltomes" ones?

And do I have to type startquest paperchase to start the quest or is it just to customize(didn't try yet, didn't want to mess anything up :x)?

edit:
Ok nevermind the diary all right :P.
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mishionary
 
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Post » Fri Mar 18, 2011 9:15 pm

I finally remembered what the bug I forgot was: A alteration spell called Lesser Slowfall(forgot what the code was) is labeled a journeyman alteration spell, but can be cast by a apprentice with enough Magicka. I don't know if it can be cast by a novice with enough MP, but I think it might be able to be.

I also remembered that some of Edgar Voutrien's Discount Spells, when used with your Race Balancing Project, change spell types(or maybe it's without RBP, but I couldn't check anyway, because the mod is a must have for me). Namely the Resist Magic and Resist Normal Weapons spells, which have a weakness spell attached to them, which is 10% instead of the beneficial 5% amount.
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Chenae Butler
 
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Post » Sat Mar 19, 2011 1:51 am

I have a question about the paperchase part of the mod.
I'm a bit confused about where you're supposed to find the clues to those static "spelltomes" ones?

And do I have to type startquest paperchase to start the quest or is it just to customize(didn't try yet, didn't want to mess anything up :x)?

edit:
Ok nevermind the diary all right :P.

Startquest paperchase will also start the quest, and give you a few (vague) hints.


My question: AddStartSpells says it works as soon as you leave the sewers. It doesn't appear to play nice with alt start mods, though - if you start somewhere else, you won't get the spells. Is this normal, or just a problem with me? If I get arrested later and go through the tutorial dungeon, will I get the spells when I exit?
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Rudi Carter
 
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Post » Sat Mar 19, 2011 4:20 am

My question: AddStartSpells says it works as soon as you leave the sewers. It doesn't appear to play nice with alt start mods, though - if you start somewhere else, you won't get the spells. Is this normal, or just a problem with me? If I get arrested later and go through the tutorial dungeon, will I get the spells when I exit?


AddStartSpells is the one with the spells for each school where you cast them and choose your spells right?
It works with Alternative Start - Arrive By Ship(Robert evrae's mod).
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Taylor Thompson
 
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Post » Fri Mar 18, 2011 7:51 pm

Yeah, that's the one. I'm using Horny Quintus' Start Choices, though.
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Sara Lee
 
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Post » Fri Mar 18, 2011 4:34 pm

Yeah, that's the one. I'm using Horny Quintus' Start Choices, though.


Ok I looked a bit at bgMagicEVStartspells.esp and all it does(as far as I could see) is removing the "Player Start Flags" from standard spells and setting the "Player Start Flags" on those spells that let you choose what you actually want.
So any alternative start shouldn't have any effect on that...
Maybe the flags are overwritten by something else but without seeing your mod list I can't really say.

Are you using a bashed patch?
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Rachael
 
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Post » Sat Mar 19, 2011 2:15 am

Yeah, that's the one. I'm using Horny Quintus' Start Choices, though.


It works with start choices here (I am using bash)
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Michelle Smith
 
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Post » Fri Mar 18, 2011 3:04 pm

Yeah, I'm using a bashed patch. Here's my load order:

Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.3]02  Francesco's Leveled Creatures-Items Mod.esm03  Cobl Main.esm  [Version 1.71]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]05  Mart's Monster Mod.esm  [Version 3.6beta3]06  Enhanced Daedric Invasion.esm07  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.8]09  Better Cities Resources.esm0A  NNWAEMaster.esm0B  CM Partners.esm++  TweakedGenericFaces.esp0C  Unofficial Oblivion Patch.esp  [Version 3.2.1]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Better Cities .esp10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Leveled Quests.esp++  FCOM_Francescos.esp  [Version 0.9.8]13  EnhancedWeather.esp  [Version 1.3]++  EnhancedWeather - Darker Nights, 50.esp  [Version Final]++  Advanced_Water_Modification-2734.esp++  Symphony of Violence.esp14  Echo_ChapelChant.esp15  MIS Low Wind.esp16  MIS New Sounds Optional Part.esp17  PCSoundAnnah.esp  [Version 2.6]18  WindowLightingSystem.esp19  1DeadlyShadows.esp1A  AliveWaters.esp1B  Book Jackets Oblivion.esp1C  CNRP Bruma4OOO.esp  [Version 0.2]1D  CNRP Chorrol4OOO.esp  [Version 1.1]1E  CNRP Cheydinhal4OOO.esp  [Version 1.0]1F  CNRP DB for OOO.esp  [Version 1.0]20  CNRP FightersGuild4OOO.esp  [Version 1.0]21  diversegrasses.esp22  DS Time Manager.esp  [Version 1.0]++  Item interchange - Extraction.esp  [Version 0.76]++  Less Creepy Guild Porters.esp23  Musical Immersion 1.0.esp24  QZ Easy Menus.esp25  RealitySpectre'sBetterPotions.esp26  ReneerCreatureMod.esp27  Reznod_Mannequin.esp28  Living Economy.esp29  Choices and Consequences.esp  [Version 2.02]2A  C&C - The Blackwood Company.esp2B  sr_super_hotkeys.esp2C  Nicoroshi Creations DW Light.esp2D  StealthArmor.esp2E  mz_Shields.esp2F  Thieves Arsenal.esp30  Oblivion WarCry EV.esp31  FCOM_WarCry.esp  [Version 0.9.8]32  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33b]33  OOO-LightOfDawnFlamesWhenDrawnOBSE_1handed.esp34  Choices and Consequences - OOO.esp  [Version 2.0]35  OBSE-Storms & Sound SI.esp36  FCOM_Convergence.esp  [Version 0.9.8]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.8]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.6Beta3]37  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.6Beta3]++  Mart's Monster Mod - No Blood.esp  [Version 3.6Beta3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.6beta3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.6Beta3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.6beta3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.6Beta3]38  Mart's Monster Mod - Extra Wounding.esp  [Version 3.6Beta3]++  FCOM_FriendlierFactions.esp  [Version 0.9.8]++  TamrielTravellerAdvScript.esp  [Version 1.39c]39  TamrielTravellers4OOO.esp  [Version 1.39c]++  TamrielTravellersItemsnpc.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.8]3A  TIE In.esp  [Version 1.07]3B  TIE In - FCOM Convergence.esp  [Version 1.07]3C  TIE In - Game Settings.esp  [Version 1.07]++  TIE In - Sounds.esp  [Version 1.07]3D  Ayelid Wells.esp3E  SSEE-OOO.esp++  MOBS SI.esp  [Version 1.2.2a]3F  C&C - The Blackwood Company - OOO.esp40  Ivellon.esp  [Version 1.8]41  Bandit Hideouts.esp42  Bottomless Cavern.esp43  Brendi.esp44  CDEP_FanaCeya.esp45  CDEP-UnderpallCave.esp46  Sylar_INNMergedCyrodillInnsRevised.esp47  Fort Ferrion.esp48  FortDragonShirev1.esp49  Gelden_Halls.esp4A  Dirtier Waterfront.esp4B  JQ-AssassinQuest.esp4C  Kragenir's Death Quest.esp4D  LostSwordOfTheAylied.esp4E  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.1]4F  NNWARE01EV-Sercen.esp50  NNWARE02EV-Trumbe.esp51  NNWARE03EV-Piukanda.esp52  NNWARE04EV-Veyond.esp53  NNWARE05EV-Bawn.esp54  Pirate Cove Cavern.esp55  PTArtifacts.esp56  Return Of Shadows.esp  [Version 1.03]57  Ruins of Tarnesia.esp  [Version 1.0]58  Sins_of_the_Dream.esp59  sunk ships.esp5A  The Arcane Storage.esp5B  The Crimson Queen.esp5C  Treasure Maps Blood Ransom.esp5D  Treasure Maps_Boethia's Burden.esp5E  VHBloodlines 1.2.esp  [Version 1.4]5F  DLCBattlehornCastle.esp60  BattlehornCastleEnhanced.esp61  AFK_Weye.esp62  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.8]63  ElsweyrAnequina.esp64  Reaper's Esmeralda's Desert Manor.esp65  ElsweyrC&CBlackwoodPatch.esp66  ElsweyrAnequinaFemaleBody.esp67  road+bridges.esp  [Version 4.5.2]68  West Roads.esp69  Faregyl.esp  [Version 1.0.10]6A  Faregyl+Anequina Patch.esp6B  xulFallenleafEverglade.esp6C  Anequina-Fallenleaf-Patch.esp6D  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]6E  KragenirsDeathQuest-LostCoast patch.esp6F  NNWARE1_Dungeon05ULPatch.esp70  xulBravilBarrowfields.esp  [Version 1.3.2]71  xulLushWoodlands.esp  [Version 1.3]72  xulAncientYews.esp73  xulBrenaRiverRavine.esp  [Version 1.0.2]74  xulAspenWood.esp  [Version 1.0.1]75  The Ruins of Miscarcand.esp76  Oblivion Gate Map Marker Remover.esp  [Version 1.1.0]77  300 Arcane University.esp78  Open Better Cities Full.esp79  OBCBravil-Barrowfields patch.esp7A  JQ-Fighters_Guild_United.esp++  FCOM_FighterGUnited.esp7B  Harvest [Flora].esp  [Version 3.0.0]7C  AutoBookPlacer.esp++  DeadlierDarkBrotherHood.esp7D  Leviathan Soulgems.esp++  more books teach.esp7E  P1DkeyChain.esp  [Version 5.00]7F  RenCorpseMod.esp80  Enhanced Vegetation [125%].esp++  SigilStonesUnlevelled - Adjusted.esp81  StarX Vampire Deaths.esp82  Toggleable Quantity Prompt.esp  [Version 3.1.1]83  Shadow Ranger.esp  [Version 2.9]84  Quest Award Leveller.esp  [Version 2.0.1]85  StartChoices.esp86  LessHealthfulRest.esp87  SM Encumbrance and Fatigue.esp  [Version 2.1b]88  RealisticForceMedium.esp89  RealisticMagicForceMedium.esp8A  StarX Vanilla Vampires Revised.esp8B  StarX VVR_OOO Patch.esp8C  ArcaneArchery.esp8D  attack and hide medium v2.1.esp8E  ZumbsLockpickingMod - OBSE.esp8F  RenGuardOverhaul.esp90  Smarter Mercantile Leveling - Multi.esp91  RealisticLeveling.esp++  Level_Rates_Modified_x5.esp92  immersive_caves_auto.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]93  Let There Be Darkness - Cyrodiil + SI.esp94  bgBalancingEVCore.esp  [Version 10.5EV-D]95  bgMagicEV.esp  [Version 1.7EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]96  bgMagicEVPaperChase.esp  [Version 1.68EV]97  bgMagicAlchemy.esp  [Version 1.57]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]98  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]99  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.0EV-D]9A  bgIntegrationEV.esp  [Version 0.962]9B  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.95]9C  OC+Integration Patch.esp  [Version 1.0]9D  Willful Resistance.esp  [Version 4.0]9E  Better Cities IC Arboretum.esp9F  Better Cities IC Arena.espA0  Better Cities IC Elven Gardens.espA1  Better Cities IC Green Emperor Way.espA2  Better Cities IC Market.espA3  Better Cities IC Prison.espA4  Better Cities IC Talos Plaza.espA5  Better Cities IC Temple.espA6  Zero Annoying Comments and Messages.esp++  nomoreflicker.espA7  bgMagicLightningbolt.espA8  DS Flaming Arrows.esp  [Version 1.1]++  Magic Projectile Variants.esp++  Visually Realistic Lava.esp++  X-Ray Detect.espA9  Visual_Enchantments_LessFire.espAA  NRB4 Standard Road Record.espAB  Bashed Patch, 0.esp

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Richus Dude
 
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Post » Sat Mar 19, 2011 12:10 am

So I have a lame question. Yeah I know, couldn't resist. I'm about to create a custom frenzy spell, but I can only set magnitude to 25. Is there any reason for this (running 1.68)? Earlier there was a but with DarnifiedUI causing minimum magnitude to be 3 (or was i area - don't remember) but I cant see any bugs like this listet with the gui Mod.

My char is primarily a melee fighter and his illusion skill har not reached master yet. Does lame base magnitude on player lvl?

I havent researched this problem much but I can't see any good reason for this limit?

Thanx in advance.
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Jynx Anthropic
 
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Post » Fri Mar 18, 2011 7:41 pm

You have to edit the DarN UI enchantmentsettings_config.XML file, under enchantment limits. It lists the defaults as 100, 100, 120. Under that line it says If you're using a mod that raises the enchantment limits, you'll have to set the numbers to reflect this.
Right click on the file, hit edit(double clicking opens it for viewing), then find those numbers near the bottom.
Set the two 100s to 300s, then set the 120 to 360, save the file, and enjoy.


I have run into a LAME bug(true in two ways): a spelled named "RRA1: Restore Dexterity" should be a novice restoration spell, restoring ten points of stats total per casting, but somehow costs more then pretty much all my other restoration spells, and has a level requirement of expert(I think, I'll have to double check).
Thing is, all of the other spells I've seen with that effect are lower level and cost less, which strikes me as either a bug in my game, or a mistake on your end. I'm going to double check, but I think that my report here is correct, in of that the spell is bugged in some way setting-wise. I can't figure out why, either. It just doesn't make sense. I have RRH2: Night Mothers Caress, which is listed as a apprentice level spell, and I had to train endlessly to be able to cast it.

Just saying that I'm still finding/looking for bugs. I found one on my shoe this morning. First bug of the day.
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Laura Richards
 
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Post » Sat Mar 19, 2011 2:07 am

You have to edit the DarN UI enchantmentsettings_config.XML file, under enchantment limits. It lists the defaults as 100, 100, 120. Under that line it says If you're using a mod that raises the enchantment limits, you'll have to set the numbers to reflect this.
Right click on the file, hit edit(double clicking opens it for viewing), then find those numbers near the bottom.
Set the two 100s to 300s, then set the 120 to 360, save the file, and enjoy.


I have run into a LAME bug(true in two ways): a spelled named "RRA1: Restore Dexterity" should be a novice restoration spell, restoring ten points of stats total per casting, but somehow costs more then pretty much all my other restoration spells, and has a level requirement of expert(I think, I'll have to double check).
Thing is, all of the other spells I've seen with that effect are lower level and cost less, which strikes me as either a bug in my game, or a mistake on your end. I'm going to double check, but I think that my report here is correct, in of that the spell is bugged in some way setting-wise. I can't figure out why, either. It just doesn't make sense. I have RRH2: Night Mothers Caress, which is listed as a apprentice level spell, and I had to train endlessly to be able to cast it.

Just saying that I'm still finding/looking for bugs. I found one on my shoe this morning. First bug of the day.


Amazing 22 min support response time! - If only paid IT support had similar response times :D Well that certainly changed things - but my maximum magnitude is still not 100 - it went on to 75... So I still cant't get maximum level 100/4=lvl25 == unlimited ref: http://www.uesp.net/wiki/Oblivion:Magical_Effects#Magnitude_to_Level_Conversion . Or am I misunderstanding something?
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michael danso
 
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Post » Sat Mar 19, 2011 2:14 am

Level 100 frenzy? Uh...
Don't know what to suggest, other then maybe aim a little lower. 50 is the highest I've seen with LAME, and that's on a master level spell, and 10 times out of nine good enough for the average game. 25 is for vanilla, and 100 is for people who have level 100 character, I guess.
Unless you're encountering foes who are level 100, but even then, I'd assuming something is up with that, since the PC isn't going to reach level 100 without a uncapper and good planning/exploiting.
Or if the player is getting foes that are massively more powerful then he is.

EDIT: Ah, I think I understand why you're reaching for 100 but not getting it. I recommended the LAME standard limits. If you want level 100 frenzy, try 400, 400, 480, that should allow for your level 100 frenzy. Not sure why you want it or need it, but hey, your game.
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Stat Wrecker
 
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Post » Sat Mar 19, 2011 3:55 am

Level 100 frenzy? Uh...
Don't know what to suggest, other then maybe aim a little lower. 50 is the highest I've seen with LAME, and that's on a master level spell, and 10 times out of nine good enough for the average game. 25 is for vanilla, and 100 is for people who have level 100 character, I guess.
Unless you're encountering foes who are level 100, but even then, I'd assuming something is up with that, since the PC isn't going to reach level 100 without a uncapper and good planning/exploiting.
Or if the player is getting foes that are massively more powerful then he is.

EDIT: Ah, I think I understand why you're reaching for 100 but not getting it. I recommended the LAME standard limits. If you want level 100 frenzy, try 400, 400, 480, that should allow for your level 100 frenzy. Not sure why you want it or need it, but hey, your game.


Probably just I who misunderstand how frenzy is calculated. I thought it was based on the formula that magnitude=100 is divided on 4 yielding lvl 25... as described in my link til uesp.net. LEVEL 100 I cannot see a need for... but lvl 25 I do... Seems to be a misunderstanding between magnitude and level conversion on my side... If magnitude 75 equals lvl 75 I am more than good. :)
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amhain
 
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Post » Fri Mar 18, 2011 1:56 pm

The "magnitude" displayed for level effects in game is already the level affected. The magnitude conversion informations you can find elsewhere are only important if you work the CS ;).

Additionally there's an internal GMST - set to 50 with LAME - after which all non immune actors are affected. So if the NPC in question is level 53 or 54, if you cast a Frenzy spell with a magnitude level of 50 (and the NPC is not immune), then the NPC will be frenzied.

(If you think that's confusing, try to understand Dispel. My head hurts just by thinking about how messed up it is.)
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Antony Holdsworth
 
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Post » Sat Mar 19, 2011 1:26 am

Thanx bg and yx - guess 50 will do just fine then :D
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Life long Observer
 
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Post » Sat Mar 19, 2011 4:35 am

When choosing my starting spells, if I choose the path of the peaceful orders (Illusion), I get a pacification spell that can affect humanoid up to level 26 for 20 sec and a command humanoid spell that NPC up to level 20 for 15 sec. Are those numbers correct ? I know buff and debuff got improved but I wasn't expecting this, it seems really powerful for a level 1 character.
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Alba Casas
 
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