[Relz] Magicka Regen for NPC's

Post » Sat Mar 26, 2011 2:38 pm

It changes most of the race's abilities to what they are like in Oblivion.

Altmers are 25% weak to fire, frost and shok

Dunmers Ancestor guardian spell summons ancrestal ghost for two minutes

Nords are only 50% resistance to frost and Thunder fist spell is renamed to: Nordic Frost and does 50pts of frost damage.

Argonians have waterbreathing ability (constant effect)

Bosmers Beast Tongue spell doesn't last anymore !?500?! seconds

etc...


It may be just me but argonians should not have constant effect on thier waterbreathing. At least non who would like to join the temple anyway.Unless there is a trick I don't know about.Also in gamesettings tab there is an option called npc base magicka multiplyer, at 2 by default. why not just up that so they have more then nobody could cheat unless they really change the pc tab for more. It would cover any custom races added to game as well. Other then that seems like you did a really good job putting it together.
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Bee Baby
 
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Post » Sat Mar 26, 2011 4:28 pm

It may be just me but argonians should not have constant effect on thier waterbreathing. At least non who would like to join the temple anyway.Unless there is a trick I don't know about.

Spoiler
Create a spell that damages your health. When it gets low enough, the way should open.

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Erin S
 
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Post » Sat Mar 26, 2011 11:08 pm

Now this is a mod MW needs.

Balance against the PC is great.
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benjamin corsini
 
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Post » Sat Mar 26, 2011 9:42 pm

Remember that this mod will not do anything to the Player.


Well it removes the magicka regen ability from the player in the begining of the game. Thats why.


..which is it?
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Vicki Gunn
 
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Post » Sun Mar 27, 2011 12:10 am

..which is it?



Well mod removes the magicka regen ability from the player in the begining of the game and there is also a start script that removes the ability from the player in any exsisting games.

The reason why it is removed is that there are lots of Magicka Regen mods for the player. Example: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6332
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Devin Sluis
 
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Post » Sat Mar 26, 2011 5:28 pm

Mod is now available in Planet Elder Scrolls. See the first post for link.
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Daniel Lozano
 
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Post » Sun Mar 27, 2011 6:13 am

<>
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Anne marie
 
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Post » Sat Mar 26, 2011 4:05 pm

So, if I've figured this out, all 3 of the following should be compatible then >

Magicka Regen for NPC's
(that is, this mod!)
Balance - NPC Spellcasting
Power to the People

... since they each affect different things (abilities, spells & powers in that order)? Would that sound right?


Thats right. They all are compatible.
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LijLuva
 
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Post » Sat Mar 26, 2011 8:28 pm

<>
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Lou
 
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Post » Sun Mar 27, 2011 6:15 am

Ok, i've updated the mod. See first post for more info.
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Shelby McDonald
 
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Post » Sun Mar 27, 2011 12:09 am

Fixed some things again:

10.13.2009 - Returned those three "useless" .esp's because they were not useless at all

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Jerry Jr. Ortiz
 
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Post » Sat Mar 26, 2011 10:25 pm

i noticed this has a subtle effect on npcs, nice! though it seems if they withdraw their weapon, they won't cast anymore.
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trisha punch
 
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Post » Sat Mar 26, 2011 8:23 pm

I just noticed this thread -- I saw the PES entry first. I've added this to the http://www.mwmythicmods.com/Gluby/Gluby_Magicka_and_Spell_Effect_Mods.htm. Please let me know if there are any inaccuracies in the entry for it. I also just noticed the other mod mentioned (Power to the People), and will be checking it out soon (after getting some RL work done) to determine if it should be added to the guide (which it sounds like it should).

EDITED: Minor correction.
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louise hamilton
 
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Post » Sat Mar 26, 2011 9:42 pm

I also just noticed this. A few points...

Testing with a quick char gen mod, the player gets the restore ability permanently. This is because your startscript is bugged - GetSpell does not correctly detect racial abilities. This script will work instead:
Begin NPC_magicka_regernationif ( CharGenState != -1 )	returnendif"player"->RemoveSpell "NPC_magicka_regen"StopScript NPC_magicka_regernationend

The above script will run once every load session just to make sure. There may still be problems though, as racial abilities are a bit of a problem to deal with in script. It's possible the spell may return later and not get removed properly then.

Second, the mod does require an expansion installed (startscripts are not supported in plain MW). This isn't mentioned on the dl page.

Third, this mod will cause problems for companions. Essentially, if you have a companion that should reliably use magicka in combat, or otherwise would have problems with a drain magicka ability, it's incompatible. This is because CE effects on NPCs are bugged, and the bug is triggered by the NPC changing cells (which is why it affects companions but not most ordinary NPCs).
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April
 
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Post » Sat Mar 26, 2011 9:39 pm

[ . . . ]Third, this mod will cause problems for companions. Essentially, if you have a companion that should reliably use magicka in combat, or otherwise would have problems with a drain magicka ability, it's incompatible. This is because CE effects on NPCs are bugged, and the bug is triggered by the NPC changing cells (which is why it affects companions but not most ordinary NPCs).

I'm not sure I understand, but thought it worthwhile to figure out in case it would be good to annotate it in the guide. What problem exactly do CE effects cause for NPCs changing cells (and thus for companions)?
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Invasion's
 
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Post » Sat Mar 26, 2011 11:56 pm

I'm not sure I understand, but thought it worthwhile to figure out in case it would be good to annotate it in the guide. What problem exactly do CE effects cause for NPCs changing cells (and thus for companions)?

Most effects are reapplied when changing cells (only for NPCs), and when it hits the limit it wraps (goes negative). E.g. if you give a companion a CE restore health item, it turns into a drain health item after a few cellchanges.

With some effects it's not really noticeable - e.g. restore fatigue is often used as a CE ability for companions, because nothing particularly bad will happen when it's draining rather than restoring (it does keep getting reapplied, so it increases until it wraps again). But some companions are magic-users (and I have a special interest in this since I did a healer companion, and he won't heal you if he hasn't got any magicka!) - so I thought this was important to note.

If you're interested in adding this kind of thing to your guide - another thing to note is that the "power to the people" mod (that allows NPCs to use their racial powers) will bascially give many companions a non-removable combat spell, so they may not obey the player's instructions if they're told not to use any combat spells (this feature normally relies on removing the companion's combat spells to prevent them being used, since the effect of removing a spell is permanent, but setting magicka isn't).
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Benjamin Holz
 
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Post » Sat Mar 26, 2011 11:48 pm

Most effects are reapplied when changing cells (only for NPCs), and when it hits the limit it wraps (goes negative). E.g. if you give a companion a CE restore health item, it turns into a drain health item after a few cellchanges.

With some effects it's not really noticeable - e.g. restore fatigue is often used as a CE ability for companions, because nothing particularly bad will happen when it's draining rather than restoring (it does keep getting reapplied, so it increases until it wraps again). But some companions are magic-users (and I have a special interest in this since I did a healer companion, and he won't heal you if he hasn't got any magicka!) - so I thought this was important to note.

If you're interested in adding this kind of thing to your guide - another thing to note is that the "power to the people" mod (that allows NPCs to use their racial powers) will bascially give many companions a non-removable combat spell, so they may not obey the player's instructions if they're told not to use any combat spells (this feature normally relies on removing the companion's combat spells to prevent them being used, since the effect of removing a spell is permanent, but setting magicka isn't).

Good to know. Thanks for explaining that, melian. I'll find some way of condensing that down for the guide (possibly putting a note on relevant mods referring to a section in the FAQ that explains it).
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Flutterby
 
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Post » Sun Mar 27, 2011 12:59 am

So...it would be easier then to make the mod just increase NPC's base magicka and not anything else to prevent such things to happen?
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how solid
 
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Post » Sat Mar 26, 2011 10:45 pm

The links in the first post go to the Unlimited Magicka mod... Is this by design or have I missed something?


Thanks
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Kevan Olson
 
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Post » Sat Mar 26, 2011 8:42 pm

Wait a second. Would it be possible to avoid the problem that makes the regen mod problematic by adding a line of script to companions to the effect of:

if ( CellChanged == 1 )
RemoveSpell, NPCMagickaRegen
AddSpell, NPCMagickaRegen
endif

(or whatever the proper name of the ability is, of course -- and a timed delay could be added if that is somehow necessary)

It may require the player to be CS-competent enough to paste in a few lines of script, but would that solve the problem?

(Also, has anyone asked hrnchamd how he would feel about the possibility of fixing the cellchanged NPC-ability-reapplication bug?)
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des lynam
 
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Post » Sun Mar 27, 2011 6:53 am

Wait a second. Would it be possible to avoid the problem that makes the regen mod problematic by adding a line of script to companions to the effect of:

if ( CellChanged == 1 )
RemoveSpell, NPCMagickaRegen
AddSpell, NPCMagickaRegen
endif

(or whatever the proper name of the ability is, of course -- and a timed delay could be added if that is somehow necessary)

It may require the player to be CS-competent enough to paste in a few lines of script, but would that solve the problem?

More or less. But IMO it's easier to make a dialogue topic that just removes the spell from companions permanently (filter for companion >= 0, removespell in results) - that way it won't mess up any companions that have other effects operating on their magicka level. If the companion "should" have magicka regen abilities, it's probably already scripted. ;)

(Also, has anyone asked hrnchamd how he would feel about the possibility of fixing the cellchanged NPC-ability-reapplication bug?)

Yes, Emma mentioned it some time ago in the MCP WIP thread. IIRC there was no enthusiasm for any fix in that department though. :(
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Timara White
 
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Post » Sat Mar 26, 2011 11:34 pm

More or less. But IMO it's easier to make a dialogue topic that just removes the spell from companions permanently (filter for companion >= 0, removespell in results) - that way it won't mess up any companions that have other effects operating on their magicka level. If the companion "should" have magicka regen abilities, it's probably already scripted. ;)


Yes, Emma mentioned it some time ago in the MCP WIP thread. IIRC there was no enthusiasm for any fix in that department though. :(


Oh wow, that's right. I am still just beginning to tinker with dialogue, so I hadn't thought of that. That's a nice option.

Ah, I figured that was probably the case. Poor guy probably gets constant pie-in-the-sky requests every day. :)

Thanks for the answers, Melian. :foodndrink:

And, Kalamestari, just for the record, given these solutions, I would much prefer this mod, this methodology, over unlimited Magicka. Maybe this one isn't so bad after all!
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Verity Hurding
 
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Post » Sun Mar 27, 2011 3:28 am

Melian, does that: "filter for companion >= 0, removespell" work for every companion that are added by other mods like Dracano's Voice?

And if the companion "should" have magicka regen abilities, should i make same dialogue topic that adds the spell to companions?
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Alexandra Ryan
 
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Post » Sun Mar 27, 2011 5:29 am

Melian, does that: "filter for companion >= 0, removespell" work for every companion that are added by other mods like Dracano's Voice?

That would work for every companion that has companion share (even if it's not active yet, if they've got the companion variable it will catch them). It won't work if they don't. I don't know about Dracandros Voice mod, I've never used it. If they don't have a companion variable, they'll *usually* have a variable called "followNow", and if followNow=1 they're following (this is the usual Bethesda thing, a lot of modders have used it as well). Between them those will catch most followers.

And if the companion "should" have magicka regen abilities, should i make same dialogue topic that adds the spell to companions?

Nah, I'd leave that to the companion modder. Some already have magicka regen as part of their scripting anyway. ;)
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Undisclosed Desires
 
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Post » Sun Mar 27, 2011 12:58 am

That would work for every companion that has companion share (even if it's not active yet, if they've got the companion variable it will catch them). It won't work if they don't. I don't know about Dracandros Voice mod, I've never used it. If they don't have a companion variable, they'll *usually* have a variable called "followNow", and if followNow=1 they're following (this is the usual Bethesda thing, a lot of modders have used it as well). Between them those will catch most followers.


Nah, I'd leave that to the companion modder. Some already have magicka regen as part of their scripting anyway. ;)


Ah, thanks and a lot Melian! I'll redo this mod when i have some time.
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Kirsty Wood
 
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