[Beta] Midas Magic - Spells of Aurum Thread #27

Post » Sat May 28, 2011 10:31 pm

The FAQ link in the OP leads to a purged thread. Any chance to resurrect the info?
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Hayley O'Gara
 
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Post » Sat May 28, 2011 4:32 pm

The FAQ link in the OP leads to a purged thread. Any chance to resurrect the info?

I too was looking for this.
The http://www.uesp.net/wiki/Tes4Mod:Midas_Magic/FAQ.:)
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Markie Mark
 
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Post » Sat May 28, 2011 9:05 pm

I too was looking for this.
The http://www.uesp.net/wiki/Tes4Mod:Midas_Magic/FAQ.:)


Thanks! That's so bookmarked.
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Peter P Canning
 
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Post » Sun May 29, 2011 2:32 am

Everybody! Today a small miracle has occurred. I just saw the fish.
That fish that Xilver put in the astral plane's astral mists area suddenly showed up. Kinda cool, except that I was just about to enter the astral temple, not leave. Not a huge problem, I stumbled upon the exit in a backwards way.
Once again, best magic mod I have. LAME is freaking awesome, yes, but Midas has a hell of a lot more neat spells(I'm thinking of making a pure pyromancer character sooner or later, just to see how many things he can take on).


I think I resolved the disappearing fish problem (texture issue) but let me know if he's gone again. & Thanks for the kind words, enjoy your pyromancer. Too bad the game isn't set up to reward specialization.


Glad to be of help!

Tested the 3 other spells now. The only problem I can see with any of them is the Starfall spell targets corpses aswell as living NPCs, though I presume you knew that. Not big, doesn't bother me, just hogs the FPS abit. The spells are nicely balanced aswell.


Thanks again, I'll fix the starfall problem.

Wow, nice stuff! That particle emitter looks fantastic, make it a bit more jaggedy and you have a ball of lightning! Midas Magic undoubtedly deserves its place as the most endorsed mod on the Nexus! :) :bowdown:


Actually, the http://www.youtube.com/watch?v=yymBkioFY3A#t=57s is already in the mod.

I too was looking for this.
The http://www.uesp.net/wiki/Tes4Mod:Midas_Magic/FAQ.:)


Oops, updated the FAQ links to point to the wiki. All, feel free to add to the wiki, it is a wiki after all :)
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Lew.p
 
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Post » Sat May 28, 2011 12:23 pm

Actually, the http://www.youtube.com/watch?v=yymBkioFY3A#t=57s is already in the mod.


Lol, how did I forget that one! :facepalm: Still looks awesome though :)
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Amiee Kent
 
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Post » Sat May 28, 2011 12:49 pm

Cool. Alot like the standard particle system with just a few extras. Look at the weather nifs like sky\rainlight.nif I stumbled across it because rain didn't seem to follow the standard oblivion "face camera" billboarded particles and I wanted to know why.
Bah. Now I feel bad. I also noticed that a long time back, but never really thought about how or why they were different, and by the time I started doing work on VASE had forgotten about it. The NiMeshParticleSystem looks easy enough to work with (i.e. very similar to regular particle systems), so I'm really only going to struggle with the bit where I can't model! I'd love to see the mesh you're using for the above video to see how you set up the controllers. That could save me some hassle working it out for myself.

Vac
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Chantel Hopkin
 
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Post » Sat May 28, 2011 9:13 pm

Bah. Now I feel bad. I also noticed that a long time back, but never really thought about how or why they were different, and by the time I started doing work on VASE had forgotten about it. The NiMeshParticleSystem looks easy enough to work with (i.e. very similar to regular particle systems), so I'm really only going to struggle with the bit where I can't model! I'd love to see the mesh you're using for the above video to see how you set up the controllers. That could save me some hassle working it out for myself.

Vac


I'm happy to share. I've already got the effect included in a wisp (replacing the light wisp released in the last version). I hope to have something available this weekend.
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Adrian Morales
 
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Post » Sat May 28, 2011 3:03 pm

Hello, quick question about some of the water spells. Most of them are Alteration (including Water Bolt and Water Burst) yet Water Spray is a Destruction spell? I figured if Water Bolt/Burst is alteration then Water Spray should be too. :unsure:

P.S. Regardless, they rock! I love nothing more than an Oblivion-version of a water gun. :hehe:
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Kelly Upshall
 
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Post » Sat May 28, 2011 11:57 pm

can i get some help in the Astral Realm quest ?
i've managed to found all 5 stones put them and activate the big one. now i'm stuck.
i'm back in midas basemant and can't find any clues to continue the quest ( acces the other worlds ).
also, can anyone post all the quest and how do i start them ? i finished the one with the tiger and now can't finish astral realm.
many thanks
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Jarrett Willis
 
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Post » Sat May 28, 2011 10:21 pm

I'm happy to share. I've already got the effect included in a wisp (replacing the light wisp released in the last version). I hope to have something available this weekend.


Erm, taking longer than expected. The good news is that there is a lot more to this than I first thought. You can actually nest particleemitters in the meshsystem!

Hello, quick question about some of the water spells. Most of them are Alteration (including Water Bolt and Water Burst) yet Water Spray is a Destruction spell? I figured if Water Bolt/Burst is alteration then Water Spray should be too. :unsure:

P.S. Regardless, they rock! I love nothing more than an Oblivion-version of a water gun. :hehe:


Probably a mistake. I'll take a look.

can i get some help in the Astral Realm quest ?
i've managed to found all 5 stones put them and activate the big one. now i'm stuck.
i'm back in midas basemant and can't find any clues to continue the quest ( acces the other worlds ).
also, can anyone post all the quest and how do i start them ? i finished the one with the tiger and now can't finish astral realm.
many thanks


Spoiler
A door should have opened to the larger astral gate. If for some reason it didn't cast the Holy Judgment spell you acquired from the quest

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Kevin Jay
 
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Post » Sat May 28, 2011 7:22 pm

where's that door ? i have the holy judgement spell.
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Aman Bhattal
 
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Post » Sat May 28, 2011 10:49 am

Erm, taking longer than expected. The good news is that there is a lot more to this than I first thought. You can actually nest particleemitters in the meshsystem!
As in particles that can emit particles...?
That would be a most interesting thing to be able to do... I can think of a few rather funky things I could do with that kind of setup. Maybe more than a few.

Vac
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nath
 
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Post » Sat May 28, 2011 4:06 pm

where's that door ? i have the holy judgement spell.

Spoiler
Oddly enough, behind a door in the basemant. You wouldn't know to look there if you haven't played the earlier versions, and if you use, say, OOO, you'll likely have some trouble getting past it(V hard lock).
See that wall between the essence transmuter and the desk with the crossworlds puzzle on it? That's a door. Unlock it through whatever means you must, and get ready to gain some brain cells, because some of those answers are obscure. Takes a cross of IG knowledge and IRL thinking.
I wracked my head over "Burning Sensation" when I tried to find the right word. Sure, there are only six letters to choice from, but that makes it harder IMO, since that limits what I can think of.


In a absolute nutshell, Midas seems to want to keep some things hidden. Looking around is helpful, and if you're a DnD elf, it's much easier. Hint Hint.
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Chica Cheve
 
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Post » Sat May 28, 2011 2:24 pm

I have a small request, or better to form it as an idea or suggestion. I would really like that if you have time or will you give Midas a little more personality. Some more dialogue, maybe a quest or just that he can talk with you about the astral realms or spells or something. Maybe as you progress, discover spells and worlds, that he has something to say about it...
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Jessica Nash
 
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Post » Sat May 28, 2011 8:13 pm

where's that door ? i have the holy judgement spell.


This could be a bug in the mod. That door is supposed to open automatically once you've activated the Astral Crystal. Does it not?

As in particles that can emit particles...?
That would be a most interesting thing to be able to do... I can think of a few rather funky things I could do with that kind of setup. Maybe more than a few.

Vac


Yes, I was shocked to see it actually work. Seems you can put collision on them, but that's probably not a problem for you. I've already got 3 prototypes working. Perfect for particle trails.


I have a small request, or better to form it as an idea or suggestion. I would really like that if you have time or will you give Midas a little more personality. Some more dialogue, maybe a quest or just that he can talk with you about the astral realms or spells or something. Maybe as you progress, discover spells and worlds, that he has something to say about it...



I've given it some thought but it's cumbersome to do (for me at least). I was hoping to give Midas location dependent dialog in the "Midas Summon" spell.
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Adrian Powers
 
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Post » Sat May 28, 2011 12:18 pm

Hello,

I've made an OBSE-based mod for adjusting the magnitude of (most) of the Midas spells based on the player's current magic settings. Is it alright for me to release it? I can hand over a preview via PM, if desired.

Thanks & Regards,
~Doggiedoo
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Oceavision
 
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Post » Sat May 28, 2011 10:39 pm

First, let me thank you xilverbulet for your very skilled and ingenious work. These spells add a lot to the enjoyment of my game.

I have a one suggestion:

1. Some of spells seem fairly weak considering the effort it takes to make them - and their skill requirement such as the astral stag. It is fairly useless even though it looks awesome. I've buffed him up a bit in my game (gave him more holy spells and increased his health, skills, and magicka)

Edit: actually, I've been unable to change the astralstag. When I modified his stats, saved, checked the patch esp, and loaded the game, the changes did not persist. When I reloaded the esp in the CS, I saw that somehow my changes had been renamed with a new ID: MidasDeerDUPLICATE000. weird. Maybe I'll try editing the scripts to point to a new creature ID.

Edit2: It appears that everything I edit is renamed as a DUPLICATE including scripts and spells. Is this something that you did xilver to prevent modifications to your mod? Or am I just an idiot? :) Would appreciate some help... Do I have to edit the MidasSpells esp itself instead of trying to make a patch? What am I doing wrong? Additionally, any midas spells that I add to the stag's spell list do not persist. When I load the esp again, after saving, the spells are removed.

also, the original astral stag never seems to use his holy attack - even when unmodified by me.

My paladin needs a good companion for Gates of Aesgard espisode 2!

The pheonix spell looks sweet btw...
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Stephanie Nieves
 
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Post » Sat May 28, 2011 4:34 pm

First, let me thank you xilverbulet for your very skilled and ingenious work. These spells add a lot to the enjoyment of my game.

I have a one suggestion:

1. Some of spells seem fairly weak considering the effort it takes to make them - and their skill requirement such as the breath of fire. Also, the astral stag is fairly useless even though it looks awesome. I've buffed him up a bit in my game (gave him more holy spells and increased his health, skills, and magicka)

Edit: actually, I've been unable to change the astralstag. When I modified his stats, saved, checked the patch esp, and loaded the game, the changes did not persist. When I reloaded the esp in the CS, I saw that somehow my changes had been renamed with a new ID: MidasDeerDUPLICATE000. weird. Maybe I'll try editing the scripts to point to a new creature ID.

Edit2: It appears that everything I edit is renamed as a DUPLICATE including scripts and spells. Is this something that you did xilver to prevent modifications to your mod? Or am I just an idiot? :) Would appreciate some help... Do I have to edit the MidasSpells esp itself instead of trying to make a patch? What am I doing wrong? Additionally, any midas spells that I add to the stag's spell list do not persist. When I load the esp again, after saving, the spells are removed.

also, the original astral stag never seems to use his holy attack - even when unmodified by me.

My paladin needs a good companion for Gates of Aesgard espisode 2!

The pheonix spell looks sweet btw...

It looks like you just were a idiot. Not a huge mistake.. well, yes it is.
Did you make Midas Magic into a master file before making your edits? By what you're saying, it sounds like you didn't, which causes that exact problem. One must first De-isolate a mod before one makes any addons for it(such as what you did).
To do so(in case you didn't know), one must flip the internal bit on the file that determines it's type from esp to esm, which is easily done in Wrye Bash(right click on the mod and hit "Esmify Self"), but can also be done in other programs(I can't remember what the other one I'm thinking of is called, though).
Once one does that, it's as easy as just selecting the file as a master file for that mod and editing what you want to change.

Though one can very easily do that in TES4EDIT without Esmification, though the edits are more limited(no script changes, for example), but one doesn't have to go through all the junk in the Editor to get anything working. Great for stat changes, useless for scripting.
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Amy Masters
 
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Post » Sat May 28, 2011 8:07 pm

:facepalm: Thanks for that! I didn't know you could only modify files in that way if they are ESMs. Makes sense though.

But one question: if I do that, will all the saved content in my game be cleaned out? Will I lose all my spells and progress with the mod?
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Jessica Stokes
 
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Post » Sun May 29, 2011 2:15 am

Not in the least. I have done stuff like that with no problems.
Of course, make sure to turn it back afterwords(same slot on the drop down, name I don't know off the top of my head), just in case.
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JD bernal
 
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Post » Sat May 28, 2011 7:10 pm

Hi Xilver,

I'm a team leader from Craftybits and I'm working on adding bee keeping to the mod. And of course, what is bee keeping without bees? Right now the hive has a nice bee-particle effect, but I think it might look even better if the Craftybits team could use your Fly Swarm spell and creature as a means of simulating bees attacking anything that gets too close to the hive. The only thing we'd change is the texture on the flies so they look more like bees.

What say you? We will, of course, credit your work.

Thanks,

Setsuna/Kyrielle
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Mandi Norton
 
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Post » Sat May 28, 2011 2:49 pm

Is there a site, or a way to see all the item ID's added by Midas Magic?

There are several spells that require the "Blood Potions". I can't seem to find any more than 1 or 2, or perhaps there just isn't anymore. I would to get the ID for Blood Potions just to add it to my inventory.

There are also several other spells that aren't allowing me to get the ingredients due to glitches, bugs, or general mess ups.

A list of item ID's added by this Mod would be greatly appreciated.
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Stacey Mason
 
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Post » Sat May 28, 2011 11:46 pm

Is there a site, or a way to see all the item ID's added by Midas Magic?

There are several spells that require the "Blood Potions". I can't seem to find any more than 1 or 2, or perhaps there just isn't anymore. I would to get the ID for Blood Potions just to add it to my inventory.

There are also several other spells that aren't allowing me to get the ingredients due to glitches, bugs, or general mess ups.

A list of item ID's added by this Mod would be greatly appreciated.


Venuism created a lot of Midas content on uesp.net http://www.uesp.net/wiki/Tes4Mod:Midas_Magic/Items. Blood potion is a standard oblivion though so look for it in the regular items list.
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Melanie Steinberg
 
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Post » Sat May 28, 2011 5:45 pm

Venuism created a lot of Midas content on uesp.net http://www.uesp.net/wiki/Tes4Mod:Midas_Magic/Items. Blood potion is a standard oblivion though so look for it in the regular items list.


Cool. Thanks for the link!

I didn't know that the Blood Potions were already in the game. They looked too cool to be made by Bethesda. LOL!
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Alan Whiston
 
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Post » Sat May 28, 2011 10:47 pm

Xilver, HyperGames2K8 are currently making a conversion mod for Oblivion, featuring the Might and Magic series.
BUT, we have a small problem; spells...

So I was wondering if you would like to make a few spells for us?
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chloe hampson
 
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