[BETARELz] Mastering Magicka

Post » Thu Aug 29, 2013 6:28 pm

Read that as Mr. Itchy. I'll continue reading it that way, methinks.

I'm also a fan of most of BTB's spell balancing and NPC casting, after I tweaked some things. :D

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Alba Casas
 
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Post » Fri Aug 30, 2013 8:23 am

Also, Mr. Fish, revise http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=6941. This one is FUN!!!! (And very challenging as well.) One go through as a mage, I found myself in a Daedric Shrine, roasting them crispy and I need someback up.....I miscast, summoned enemy skeletons at *PRECISELY* the wrong moment, and my mage was skewered. Such fun!

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Assumptah George
 
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Post » Fri Aug 30, 2013 2:12 am

Agreed that this mod is fantastic, so much fun, and adds to the immersion, in my opinion. I wonder if it is compatible with Spell School Bonuses, dopey fish?

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Marcin Tomkow
 
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Post » Fri Aug 30, 2013 12:10 am

It appears to be compatible wth Silly Ichthyosapien's current mod. I will do more testing, but have not viewed any bugs as of yet.

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tiffany Royal
 
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Post » Fri Aug 30, 2013 3:57 am

Very good!

It'd be neat to integrate or hand-shake the two mods so that miscasting a spell has a slightly greater drain on fatigue than successfully casting the spell. "Badly done, Emma!" "Badly done!"

That raises another question from me: in the current version of this mod (speaking of Spell Bonus now) do you lose as much fatigue when you fail to cast a spell as when you succeed? What's the reasoning? I'd think that you'd still lose fatigue for failing, but maybe it can be reasoned the other way.

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Robyn Howlett
 
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Post » Fri Aug 30, 2013 6:23 am

I'll look into it. For bound armor, depending what ID's are commonly used, I could just make a dummy armor entry so that, in case a mod adds these parts, the script accounts for them.

1) Currently it's a debugging feature which could be useful as a gameplay mechanic. The current sound is a really muted spell sound, which is basically like a swish. It can easily be commented out, or changed to a different sound, like if you prefer it to growl like an alit, or something. It would let the character know that the magicka field stabilized and their magicka starts to regenerate. Atronach characters don't hear this as they don't regenerate magicka naturally. If deemed annoying, it's simple enough to eliminate.

2) I'll likely will implement this, as it's just a few lines of code to add. I'd limit the reduction mostly to single school spells, and multiple school spells won't receive the reduction, or a much smaller reduction (if easy to implement). This gives a tactic of making a spell with a multitude of school effects to cast immediately, or to cast the effects separately to conserve magicka. The different spell school effects don't harmonize together as easily as effects of the same school when combined in a spell.

3) I'm thinking of ways to make unarmored worth it in comparison to armored choices. With armor, the character receives five more slots to enchant, and much greater protection for skill points invested. There's still some room to increase the casting fatigue and magicka regeneration penalties though, and for other suggestions too.

If I was to implement the evasion/sanctuary bonus, it'd likely be a slight constant value regardless of skill (think like the Thief birthsign), reduced as armor is equipped. While casting, the effect is negated, as the spellcaster is focusing on the spell at hand rather than dodging.

Speaking of armors, should the various weight classes have different penalties? Currently they are all the same, but they are easy enough to vary. Like for instance, light armor has lesser penalties than medium, which has lesser penalties than heavy, etc.

Thanks, it's been a journey to reach this point, haha.

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HARDHEAD
 
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Post » Thu Aug 29, 2013 8:37 pm

This is why I called Mr. Ichthy's attention to it.-D

There is *no* addtional fatigue penalty for a miscast currently in "Spell Bonus" (I'm not quite sonvinced there should be one with a "fatigue cast armour penalty"). Which is why "Miscast" should be used concurrently (so far) with this "Spell Bonus"; when you penalised for a miscast, BOY DO YOU GET PENALISED!

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Alexandra Louise Taylor
 
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Post » Fri Aug 30, 2013 8:49 am

:blink: You may be surprised LOL. :D

Well, the penalty for a miscast currently is just losing the standard magicka and fatigue, which in turn also makes casting the next spell slightly more difficult. Repeated failures in this aspect more or less dooms a spellcaster.

I did play around with critical failures in miscasting, but didn't commit to it. I think all I did was drain twice as much magicka and fatigue, and was playing around with a cascade explosion before losing interest. I think that the miscast mod should be fully compatible.

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[Bounty][Ben]
 
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Post » Thu Aug 29, 2013 9:48 pm

Yes, they should definitely vary. A spell caster wearing heavy platemail should have a rougher time than one wearing a simple leather cuirass.

I'm fine with the sound, so long as it is VERY minimal. And, as you said, it's easy enough to comment out.

And, regarding making unarmored viable... I'd think a boost in Agility may be a better option than using sanctuary. I don't know... it just seems to make more sense to me.

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James Baldwin
 
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Post » Thu Aug 29, 2013 7:44 pm

I also play mages and nighblades, not just Atronach stricken sorceresses. *winks*

Eliminate this for final release, allow for a console sound disable command, or a soundless .ESP option. *Please*. Anything else, and for me, the mod gets the heave-ho. Full stop. Even with *subtle* noises, they get *VERY* annoying *VERY* quickly (keep in mind, this will occur for *every* cast spell that depletes magicka). Otherwise, why would I even need a blue magicka bar?

Think of it like this: a darling child is tugging at your skirt or trousers asking for something; cute, at first....then 20 minutes (at most) later, the urge to thrash the child grows exponentially. Even if said urchin is doe-eyed and relatively quiet, yet still tugging.-D

Once again, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7523. This mod also appears to work seamlessly with your mod, Mr. Ichthy, though there *may* be a bug wth casting Sanctuary spells. I will investigate this further.

Otherwise, what you propose is http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1579, and it doesn't work quite as well, has some icon bugs, and superseded by Aragon's mod.

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Czar Kahchi
 
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Post » Fri Aug 30, 2013 2:19 am

I tried uninstalling your mod after testing it, and it appears that my magicka is still being modified by your mod. Is there a way of fixing this? If so you should probably include it in your readme.

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Laurenn Doylee
 
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Post » Fri Aug 30, 2013 6:25 am

Did you perform a "Clean Save" and then fix the save with Wry Mash?

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Umpyre Records
 
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Post » Fri Aug 30, 2013 2:47 am

I created a backup before testing it, so I'm alright in that regard. BTW what do you mean by performing a clean save?

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Farrah Barry
 
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Post » Thu Aug 29, 2013 5:04 pm


In Wrye Mash on that saves tab it is "repair all" after updating the masters list if you use WMSA. :D

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mimi_lys
 
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Post » Thu Aug 29, 2013 8:33 pm

I just tried what you said. It didn't work. My magicka is still in the thousands when it should be 300. tried using the console to set it back to normal, but it goes back to the thousands whenever I put on a fortify intelligence/magicka enchantment. I'm not too stressed about this, as I have a save that's unaffected by the mod, but this is bound to cause somebody else trouble when they don't create a backup.

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Horse gal smithe
 
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Post » Thu Aug 29, 2013 5:18 pm

Hmm...are you using GCD or something similar? All I can think of is that you are and it's variables got affected by this mod.

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Kate Murrell
 
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Post » Thu Aug 29, 2013 8:12 pm

Nope. I'm using Linora's leveling mod.

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Suzie Dalziel
 
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Post » Thu Aug 29, 2013 4:21 pm

I just tried it on a vanilla installation of Morrowind, and I get the same issue.

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Chris Duncan
 
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Post » Fri Aug 30, 2013 3:31 am

Interesting, I haven't really thought about mod removal. This will be easy to fix though, I'll need to include an uninstall script of sorts that kills the main script and strips away the magicka modifiers.

Also I gave up on this:

*The stat review menu should now still reflect the magicka bonuses applied to the character if the player changes their name, race, class, or birthsign, only during character generation.

It's still too easy to cause issues during character generation, so I'm just disabling the script until character generation is over.

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AnDres MeZa
 
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Post » Thu Aug 29, 2013 11:41 pm

Especially with game-play changing mods there's bound to be somebody who will try to uninstall your mod, whether it be due to compatibility issues or personal preference.

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Ana
 
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Post » Fri Aug 30, 2013 6:00 am

Confirmed here as well. This is a serious problem.... :stare:

EDIT: I use *no* levelling mods like Galsiah's CD or the like. I rely on BTB's Game Improvement's mod to address PC levelling and development.

Are you employed by MacAfee or another antivirus group, perchance? *giggle*

As well you should have; this particular bug has plauged modders attempting to do the same or similar magicka overhauls as you are attempting. -)))))

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Misty lt
 
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Post » Fri Aug 30, 2013 4:29 am

Macafee? No creature of this world could be so horrible. Macafee was made by Satan himself. That's a low blow, my friend; a low blow.

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brandon frier
 
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Post » Thu Aug 29, 2013 6:10 pm

Perhaps.... (You laughed, though. I *know* you did,-)

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djimi
 
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Post » Fri Aug 30, 2013 3:52 am

I'm including the removal script in the next update, which will correct this issue. Definately an oddity, thanks for catching it!

Ha, I never checked on removal as I'm still grinding away to make sure everything runs correctly with each edit. Morrowind scripting has its idiosyncrasies to put lightly. I'll get the next update out that corrects the previous issues, but I'm currently procrastinating on the README file. :tongue:

The stat review menu only bugs out if the player revises their choices, which happens since there's no delay, so the stat review screen shows before the effects are applied (usually). It could possibly be fixed in the MCP. Anyways, I decided to abandon that endevor as it was mostly a novelty.

For those currently testing this out, how are the magicka bonuses in relation to skill? Too much, too little? Should it be scaled differently?

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abi
 
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Post » Fri Aug 30, 2013 5:35 am

Good! That type of bug is just...naughty! (and grossly game breaking, like those regen sounds.)

About the scripting: empathy and sympathy upon ye! You are attempting many creative things, two in particular never before tried or released in a mod! That's exciting!

Fixing that blip with MCP? Only one modder would know the answer to that, and it's not me... Best bet at this point is to keep novelties to a minimum, I think, and focus on the core of your mod.-D

If you can whip up lines of code with such fluency, typing a README should be a piece of cake! *grins*

For this, I don't have enough raw or end data yet. I am testing with an existing Breton sorceress (atronach sign, natch); a newly created Orsimer battlemage (mage sign, what else?); Altmer healer (lady sign), also newly created.

Each of these should give me pretty good idea of the versatility of your mod, and in a day or two (figure two) I should have enough of data set to render a better opinion. Fair enough?

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Dustin Brown
 
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