[WIP] Mageographic Influences

Post » Thu Oct 11, 2012 7:56 pm

This will be a release soon, but wanting to ask some questions, and not wanting to clutter up the Show Us thread, I decided to make a potentially brief WIP thread for this little mod of mine.

Mageographic Influences

---The premise for this mod is that Nirn is a mythic ball of matter and magic, surrounded by magickal realms which wield influence over practitioners of the magickal arts. Several pieces of lore contributed to the conception of this idea; I've included brief quotes from each below:

At night, Nirn is surrounded by Oblivion. The day sky is the multicolored elemental cloak of Magnus the sun. It changes colors as elemental influences rise and fall. Thus, when one looks at the day sky, they see into the raiments of Aetherius, and stare at magic.
Magnus is the sun, the largest hole in Oblivion, and the gateway to magic.
- http://www.imperial-library.info/content/cosmology
The variable flow of daedrons in Oblivion streams can have profound effects on the magicka potential of various locations.
- http://www.imperial-library.info/content/itermerels-notes

The basis for this mod lies in being lore friendly, but the scope involves expanding on existing lore and creating a more diverse magic system where mages can strategize where different types of magic may be more effective based on environmental influences imposed by the magical world they inhabit. Racial diversity is propounded by new weather and time-of-day bonuses to most of the races (Imperials, Redguard, and Orcs currently receive none). The scripting for those features are nearly complete (thank you john.moonsugar for your continuing help on this!). The biggest work-in-progress for this mod is the planned location influenced magic boons. This feature may include strong boosts to conjuration when near a daedric statue, or restoration bonuses in a peaceful glade, or destruction bonuses on an ancient battlefield, etc.

One big plus for this is that even though it has the trappings of an overhaul (which it arguably could play out to be if accepted as such by players) there are no worries of conflicts with other mods since the bonuses are handled by global scripts and I plan to handle the location based bonuses in a similar fashion.

To the meat of it, here are the bonuses allocated by this mod:

Time:Dawn (6am-8am) - Fortify Mysticism 10-15 (Dawn Magick)Day (8am-6pm) - Fortify Alteration 5-10 + Fortify Magicka 10-30 (Magnus' Glory)Dusk (6pm-8pm) - Fortify Mysticism 10-15 (Dusk Magick)Night (8pm-6am) - Fortify Conjuration 10-15 (Streams of Oblivion)Weather:Clear - Fortify Restoration 5-10 (Mara's Bliss)Cloudy - noneFoggy - Fortify Illusion 5-10 (Thief's Cloak)Overcast - noneRain - Fortify Restoration 5-10 (Rain's Hand)Thunder - Fortify Destruction 5-10 (Thunderstruck)Ash - Fortify Destruction 5-10 (Red Fury)Blight - noneSnow - noneBlizzard - Fortify Destruction 5-10 (Ysmir's Breath)Racial:Nords = Fortify Destruction 1-10 in blizzard (Breath of Kyne)Argonians = Fortify Magicka 10-30 in rain (Water-thought)High Elves = Fortify Alteration 1-10 during the day (Spirit of Auri-El)Dark Elves = Fortify Destruction 1-10 in ash storms (Ash-born)Wood Elves = Fortify Illusion 1-10 in fog (Baan Dar's Savior)Orcs = noneKhajiit = Fortify Mysticism 1-10 at dawn and dusk (The First Secret)Bretons = Fortify Restoration 1-10 in clear weather (Eagle Soul)Imperial = noneRedguard = none

The list of location influences on magic use is in development

Feel free to comment on the perceived balance of these effects, or make alternative suggestions. My current questions for everyone in addition to requesting comments/discussion are:
  • Should weather-based bonuses be restricted to being outdoors?
  • Should I include adverse casting affects from environmental influences? Evil place hindering restoration spells, cloud cover decreasing magicka pool, clear sky hampering illusion spells, etc?
  • Suggestions for locations? There are tons and tons of possibilities for this, I have some in mind. And plan to expand the list, but any suggestions are openly welcome.
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Anthony Diaz
 
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Post » Fri Oct 12, 2012 1:42 am

Love the idea, I toyed with environment-based spells but didn't find much to do besides water-based stuff (effects better/only when in water), basing things on locations sounded too laborious. Argonians could get bonuses when swimming?

The changes you mention could certainly affect the way spellcasting is played in an interesting way, but I'd say not beyond early/early-mid levels - unless you make the "flat" bonus ranges scale with level, or apply the full 10points bonus more often at higher levels : you're not going to bother with the time/weather to cast restoration or teleport spells for a +1-10 bonus if you've 50 points in the skill already or enough magicka to spare anyway.
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Scared humanity
 
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Post » Fri Oct 12, 2012 8:20 am

I have considered adding racially influenced environmental bonuses as well, like Argonians getting Alteration bonuses in water or something. Thanks for the suggestion!

I guess I am just being cautious about over-balancing this. But I see what you're saying. It would be possible to apply a greater bonus at a higher skill level. I'm curious what others think of this idea compared with making sure this doesn't make it easy to attain god-like powers to early in the game.
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Sophie Payne
 
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Post » Thu Oct 11, 2012 11:10 pm

This looks great.
I think the only adverse effects should be from Blight Storms. It's the only weather that is unnatural and is more of just something Dagoth created, (and it's also full of Blight.)

I think Orcs, Redguards and Imperials should get Racial bonuses too. Magic is everywhere and touches everyone. They would just have small bonuses.
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Isabel Ruiz
 
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