Magic Overhaul Comparison

Post » Sun Mar 06, 2011 5:01 am

http://static.gamesas.com/utilities/tes_construction_set_1.2.404.exe. Dig in. :)
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Alexander Horton
 
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Post » Sun Mar 06, 2011 11:35 am

Oh, Tejon, condemner of souls.
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Penny Flame
 
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Post » Sun Mar 06, 2011 12:54 pm

So umm is it easy to edit things out?
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QuinDINGDONGcey
 
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Post » Sun Mar 06, 2011 4:46 pm

depends on your definition of easy. But open up a magic overhaul esp in the CS and have a poke around, see what it does. Then you can figure out what you might want to change.
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Liv Staff
 
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Post » Sun Mar 06, 2011 6:02 am

I actually recommend grabbing TES4Edit and starting with that. I still prefer doing most of my work in the CS, but for seeing what a mod actually changes when you don't already know, TES4Edit is a much better tool.
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Pumpkin
 
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Post » Sun Mar 06, 2011 5:10 am

I would like dmg spells to be same dmg as ooo when using sm. Is manually changing every spell in sm the best way? Where would I find the a spell list for ooo cause in cs it's giving me vanilla values. I could use zzSMQuest.fMagicDamage in sm ini but percent increase isn't universal in ooo. I believe higher increase the higher lvl spell? Maybe it would be easier to delete dmg spells for any mod after ooo. Would that work?
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Ian White
 
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Post » Sun Mar 06, 2011 1:38 pm

Bump had to find ..
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Gwen
 
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Post » Sun Mar 06, 2011 5:56 am

re-BUMP too hard to find...
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Natalie Taylor
 
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Post » Sun Mar 06, 2011 2:52 pm

I have a question concerning Mighty Magick. I know it is listed as incompatible with non-vanilla races but I use Integration in my game, is there anything similar to mighty magick that would allow me to use both it and LAME's unique spells with integration? I prefer the idea of high damage magick but don't have the skills to try anything myself.

Thanks.
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Amber Ably
 
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Post » Sun Mar 06, 2011 2:57 pm

I have a question concerning Mighty Magick. I know it is listed as incompatible with non-vanilla races but I use Integration in my game, is there anything similar to mighty magick that would allow me to use both it and LAME's unique spells with integration? I prefer the idea of high damage magick but don't have the skills to try anything myself.

Thanks.

Why not Heavy Damage, or Supreme magicka?

From what I hear Supreme Magicka allows you to set the percentage of magic damage so say... you could have it be 500% more or whatever.
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Fiori Pra
 
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Post » Sun Mar 06, 2011 5:39 am

How is SM with the vanilla setting option in the OMOD with OOO? I found the default settings in SM pretty overpowered but I'm wondering how the vanilla Oblivion settings option will effect FCOM.
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roxxii lenaghan
 
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Post » Sun Mar 06, 2011 11:27 am

How is SM with the vanilla setting option in the OMOD with OOO? I found the default settings in SM pretty overpowered but I'm wondering how the vanilla Oblivion settings option will effect FCOM.

SM? Overpowered?! With default settings, it is the weakest of the pure magic overhauls. I guess if you are used to OOO and Vanilla's weak magic... You can tone down the damage with the INI (and the SM_Vanilla add-on.)
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SamanthaLove
 
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Post » Sun Mar 06, 2011 3:03 pm

Does LAME have any effect on spell projectile speed like SM?
I've always used SM but would like to use LAME so i can play the "Integration - The Stranded Light" mod.

If i load SM before LAME, and then load Sorceries Toll, that should work together fine while increasing projectile speed right?
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Marlo Stanfield
 
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Post » Sun Mar 06, 2011 7:47 am

Go ahead and load SM after LAME. Do you use BOMM? You can use it to set the LAME group to load before SM. Read the BOSS and BOMM instructions here: http://sites.google.com/site/oblivionpoinfo/walkthroughs/baininstallguide/installmods. The override that you need to use in BOMM is in the BOMM instructions. Links to the download and installation instructions are on this page: http://sites.google.com/site/oblivionpoinfo/walkthroughs/baininstallguide/installutilities.
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Karine laverre
 
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Post » Sun Mar 06, 2011 5:42 am

Go ahead and load SM after LAME. Do you use BOMM? You can use it to set the LAME group to load before SM. Read the BOSS and BOMM instructions here: http://sites.google.com/site/oblivionpoinfo/walkthroughs/baininstallguide/installmods. The override that you need to use in BOMM is in the BOMM instructions. Links to the download and installation instructions are on this page: http://sites.google.com/site/oblivionpoinfo/walkthroughs/baininstallguide/installutilities.


I know about BOSS but not BOMM. I just got back into playing Oblivion. I know how to set load orders if that's what you were talking about though. I use OBMM and Wrye Bash.

Won't loading SM after LAME overwrite alot of the features in LAME? I'm mainly concerned about how it will effect the Integration mod.
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SexyPimpAss
 
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Post » Sun Mar 06, 2011 4:37 pm

The integration mod just requires feature pertinent to LAME. SM and LAME overlap because they both change vanilla records and settings. LAME-specific content is not touched by other mods. Integration would only require LAME if it required LAME's specific content. There is not issue. I am suggesting you use BOMM because it automates masterlist updates, and you will not have to manually tweak your masterlist anymore. It will apply your overrides whenever it updates the masterlist. It is not about whether or not you use know how to set a load order. I also know how to set load orders, and I love that tool. People load SM after LAME all the time. The mods balance the magic system differently. If you load LAME after SM you ruin SM's balance.
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Michael Korkia
 
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Post » Sun Mar 06, 2011 6:44 am

The integration mod just requires feature pertinent to LAME. SM and LAME overlap because they both change vanilla records and settings. LAME-specific content is not touched by other mods. Integration would only require LAME if it required LAME's specific content. There is not issue. I am suggesting you use BOMM because it automates masterlist updates, and you will not have to manually tweak your masterlist anymore. It will apply your overrides whenever it updates the masterlist. It is not about whether or not you use know how to set a load order. I also know how to set load orders, and I love that tool. People load SM after LAME all the time. The mods balance the magic system differently. If you load LAME after SM you ruin SM's balance.


Great! Thanks alot for your help Tomlong.
I'm glad to know i can keep using SM and still get some of the cool features of LAME as well as using the Integration mod.
Thanks for the links as well. I'll read them thoroughly. =)
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Kat Ives
 
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Post » Sun Mar 06, 2011 5:00 pm

If you want LAME's conjuration changes (creature summons), LAME does include an optional module for that purpose when SM is loading after it.
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Rob Davidson
 
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Post » Sun Mar 06, 2011 1:54 pm

hi!
is it possible to use LAME modules without the main bsa and esp files?
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Charlotte Buckley
 
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Post » Sun Mar 06, 2011 4:46 am

hi!
is it possible to use LAME modules without the main bsa and esp files?

No. You need the main LAME .esp file. The optional modules depend on it. This is not the LAME thread either, for future reference...
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Siobhan Thompson
 
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Post » Sun Mar 06, 2011 6:04 am

Probably a better question for the Supreme Magicka thread, but I couldn't track it down with a quick search, so I'll ask here. Is there a way to increase the spell duration factor in Supreme Magicka without manually editing the ESP? I didn't see any option in the INI (except for Conjuration, but I'm looking more for longer buff spells, rebuffing every 60-120 seconds isn't all that much different than 30 seconds most of the time), and I haven't found a mod that alters just that so I could load it after SM.
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Susan
 
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Post » Sun Mar 06, 2011 8:52 am

LAME and SM have the same power level, and LAME extends the average duration quite a bit more. (See the first post.) You can just install the main LAME plugin after SM. For future reference, http://www.gamesas.com/index.php?app=core&module=search&do=user_posts&mid=212369&view_by_title=1&search_filter_app%5Bforums%5D=1. Member search is very useful...


Edit: Extending the duration of spells while keeping the cost the same is very unbalancing. SM and LAME are not intended to do that. There is a huge difference between 30 seconds and 60 seconds, but it sounds like you are looking for a mod that gives magic much more of an edge. By the vanilla, SM or LAME settings, you probably would not have enough magicka to cast spells that were times longer lasting, nothing remotely strong, anyway...
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Emma
 
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Post » Sun Mar 06, 2011 12:40 pm

LAME doesn't buff it up enough either. I keep trying mage-focused characters, but I just can't stand the rebuffing every two minutes. Its fine for my melee characters as I'll usually only have a spell or two I have to worry about, or I can augment what I need easier through just constant enchants. For a mage though, keeping up a shield spell, potential fortify effects, resists, etc... it just gets ridiculous. I imagine at higher levels it will balance out where I can make up the lack of armor (or light armor) with enchants like I do on melee characters, but the early levels just grind away at my patience. Which is extra disturbing because that's almost a text-book case for LAME, but LAME just isn't enough and I've come to like SM's bonuses better for a pure mage.

Edit:
I'm fine with negative and damage over time affects being short and balanced cost wise, just not the stuff you need to survive as a pure mage. You have to cast too many of them too often to survive FCOM without reducing the difficulty slider more than I'd like (or use companions, which I've been weaning myself off short of conjured monsters).

Edit - the return:
My temporary solution is to cheat to give myself souls and cash to enchant a ring with my current level of buff spells. Which may seem like its unbalancing, but its not different than me buffing up, waiting 30-60 seconds for mana to return, then having 30 seconds left to fight, then casting them over, waiting, another 30 seconds, casting, waiting, 30 seconds...

So, based on my playstyle, the casting cost of those spells is meaningless as long as I can regain my mana before they run out, and it just means a dungeon takes 20 times longer than it should.
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Kahli St Dennis
 
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Post » Sun Mar 06, 2011 8:37 am

Bump to save from the purge.
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willow
 
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Post » Sun Mar 06, 2011 12:53 pm

Bump & lurk
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T. tacks Rims
 
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