All, I've been away for a while so sorry for the delinquent replies.
hi xilver,
I have a couple of spell ideas if you are interested, so here they are:
Slow Time - Creates a field that warp space and time, slowing nearby monsters and projectiles (http://s272.photobucket.com/albums/jj185/maxy999/?action=view¤t=slowtime.jpg)
Hydra - Summons a multi-headed fire beast that attacks your enemies with bolts of fire (http://s272.photobucket.com/albums/jj185/maxy999/?action=view¤t=hydra01.jpg)
Fire Wall (line) - similar to your fire wall, but it would stay in straight line on place where casted (http://s272.photobucket.com/albums/jj185/maxy999/?action=view¤t=fireline.jpg)
Mass Confusion - well name explains it all, it would confuse enemies in AoE
Excellent job with newest spells, you always manage to surprise me, continue with the great job :tops:
Slow Time is nice but can't be done (atleast without OBSE). And could cause major gameplay issues. One of the complexities is that the Scripting, AI, and Havok engines are all on different "clocks."
Hydra, I wanted to finish up with this one, but the modeling is slow. I've had this in mind since I created the beholden (which took a solid month).
The others are easy enough.
hi this is my first time posting and i'm kinda new to modding. i just dl'ed your mod and it looks awesome, but im having some trouble running it. it works fine like i can go into his shop, the frat house, the broke back mine etc, but when i try to go into the beholden cave/lair, aurum's shop basemant, or when i try to create a spell, my game freezes up and displays an error message that kinda goes liek this "an error at (insert hex code) and (insert hex code) has occured. do you wish oblivion to debug it?" and whether i click yes or no, my game locks up and then quits. i was wondering if you could help me. i'm using all the official DLC like shivering isles etc and the only other mods im using are the unofficial oblivion patch, the druid class/profession mod and the ardonney's elven armor/weap mod. im running it on a mac (surprisingly well) using cider. i figured out how to put all my plugins in but for some reason this one just doesnt work. if anyone could help me thatd be great cause i really wanna check this mod out. im running it on a new macbook pro 2.56 GHZ and 4 GB of RAM. and please dont bash me for using a mac thats not why i posted
Could be a problem with the installation. Which version of Midas are you running?
I am having a problem quite out of the blue. My wonderful tiger seems to have grown old and slow. I summon him and he runs no faster then I do now. I have tried resummoning, feather spells, exiting and restarting the game and nothing. Is my poor tiger in the twilight of his life?
Yes, second report of this. The problem is that his speed (actor value) is too fast. Lower that with an "setav speed XX" command from the console.
Hi xilverbulet.
First of all: Amazing mod. Magic in Oblivion is so much more interesting due to your excellent work.
After playing with 9.9.0 for a bit, there are a few bugs I would like to report, as well as a few questions.
I realize this is a lot of bug reporting... I would like to emphasize that this isn't meant to be a negative review of the mod, just some functional QA work. I think "Midas Magic" is a must-have Oblivion mod.
My character has mainly been making use of the non-destruction schools of spells Midas has available in his lab.
POSSIBLE BUGS:
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A) "Entangle"
This is one the most used spells in my game, I've been enjoying its handiness. There is a bug which probably doesn't come up often, but because I zap almost every opponent with the spell, I have seen the defect a number of times. When the defect is observed, the location of the plant + opponent emits very long ("infinite") polygons. It's a tangled mess of polygons which quickly shifts position, probably because it is constantly colliding with the environment (banging noises are constantly played). I have reason to believe that these polygons are what has become of the opponent's dead corpse. The evidence for this is twofold: The rare times that the polygons had eventually gone away, the corpse was nowhere to be found. And there had been times where polygons would move in front of my mouse and for that brief time the name of the opponent would appear by the mouse with an icon for looting.
Often when this bug reproduces, I need to restart the game because the polygons are everywhere and/or I need something from the opponent's loot.
B) "Force Ball"
When the ball has traveled its full range, it stops in mid air and will remain floating there. It was quite the curious mystery the first time I encountered a shimmering orb floating in a forest. =)
There might be a bug where, if a creature way out in the distance is force-balled, the creature falls down and eventually gets up, and then it is force balled again, ...the creature will disappear before the second force ball reaches it. I observed this in Kvatch's Oblivion gate a few times, but I should investigate it further. At the time, I was zoomed in on the creatures (using the "binoculars" mod, so the right-mouse button was held down). I have not tried reproducing the bug without being zoomed in. But I did get these observations to reproduce during all 3 trials I had done. During one of the trials it MAY have been the case that the creature transported to a very different location... as I suddenly noticed a creature like it in a location where I did not think there were any creatures before. This new location was much closer to me.
C) "Missile Shield"
There was one instance where the shield remained static in one location rather than following the player. There was a lot of chaos going on during that skirmish, so it is hard to link any particular events as likely causing it. I can't recall if casting a new shield made the old one go away or not.
Also, there was one instance where I took falling damage while the shield was up. I have not reproduced this since, but I also haven't been falling much. This was a short fall, due to running across a rocky slope.
D) "Power Word Stun"
The manual's text reads, "Speaking this word will draw the attention of others." Is this meant to include friends? Casting this spell in the Leyawin mage's guild just now, while making sure not to target anyone, resulted in everyone attacking me. I reproduced this 2 out of 3 trials.
E) "Ring of Fire"
If more than one brandy is used to increase the power of the spell, only one of the brandies will be removed from the container. The proper level spell will still be created, however.
F) "Summon Pumpkin Atronach"
This is the only Midas summon spell I have tried so far. I don't know if the observed behavior is unique to the pumpkin summon or not.
There have been times where the summon would attack the player. I think every time this has happened, the summon had already been around for a bit (it did not attack the moment it was summoned.) I am not sure if walking through doors is one of the steps to reproduce the behavior, although that did happen at least once (maybe the summon was already "chasing" me before clicking on the door, however.)
Fairly often the summon will not attack an opponent which is charging the player (or even hitting the player, I think). If I do a vanilla summon then (such as summoning a scamp), this will often "Wake up" the pumpkin atronach and it will start to fight by my side.
Most every Midas spell I have tried felt like it was well balanced, the effort put into the spells' playability shows. The Pumpkin atronach is the only spell I've used so far which feels unbalanced, compared to Vanilla summon spells available at the same level and mana cost. It's a tank that stays on the screen for a very, very long time, and can be summoned along side vanilla summons (so there is more than 1 minion available for help.) Perhaps it's just a matter of decreasing the summon duration?
G) "Water Shell"
When trying out this spell, a shader is applied to the character and a message pops up concerning bound armor. Fine and dandy. However, after the mana is reduced by the spell's cost, the player's mana bar continues to tick down until it reaches 0 and will not tick back up. If "wait" is used to allow hours to pass by, the shader is still applied, but the mana bar is back at full. If ANY spell is cast then, the mana bar shall once again slowly tick down until it reaches 0.
H) "Light Arrow"
I probably should not report this one, has I had already reported it the last time I was playing Oblivion (which was late 2008). But just in case it has something to do with my computer set-up, I'll mention it again but with an offer to conduct any further tests on my machine if you think it may be worthwhile and are interested.
The manual's text states, "The arrow will illuminate the target area." I have not noticed any illumination from the arrows.
I) "Smoke Screen"
I haven't experimented with this one much.
The main time I had tried it, I was running through a dungeon casting the spell 2 or 3 times. At least one of the smoke screens never went away.
J) I imagine this one has already been reported, but there is a container next to the break-apart/combine apparatus which contains a great deal of materials. I imagine this is a test container which was accidentally left enabled for the release.
QUESTIONS
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A) "Catapult"
Wow, that's rad. I've only tested it once, but that's a cool bit of mechanics.
I'm wondering if this is meant to have a use, aside from the cool factor? Do tossed objects cause damage to creatures hit by them?
I tried tossing myself (also casting "missile shield" to protect myself from the resulting trip), but attempting this caused my fatigue to drop to 0 and my character collapsed to the bottom of the catapult. I imagine this is intentional in order to keep players from tossing themselves, or perhaps it's due to an interaction with the "Realistic Fatigue" mod I also have installed.
B) "Smoke Screen"
Say, how does this one work? I haven't had a chance to play with this much yet, but the one time that I did look back to see how opponents handled it (a ghost, in this case), the ghost seemed to just enter and exit the smoke screen without tarrying. I need to play with it more, of course.
Thanks, belkieve it or not, some of the issues you pointed out are engine problems and not mod problems. For instance, the scripting engine "stalls" when there is too much other activity going on in the game. But I'll fix what I can.
As for your questions,
A) The catapult is made to work with certain Midas ammo that is also created via spell (bombs, rocks, meteors, etc.)
B) The smoke screen creates a negative light ingame and also gives the player a short term chameleon effect. This allows you to escape unnoticed.
So I just got wings of an angel spell... and every time I use it I just end up going straight up in the air (through walls, when I press 'w', my move forward key) with no way to get down (I get stuck above ceilings)? Is this a known issue or something or what?
Also Holy Flare has a tendency to just stop moving forward and just sit there moments after cast, forever.
The wings of an angel take some getting used to. You need to angle your camera in the vertical direction you want to head. To go down, look down and move forward.
Holy flare is probably experiencing the same script stalling bug I mentioned earlier. I'll look at the code
I have noticed strange blue dots in the astral pocket and zoomed through console using command "fov 5". It took me a while untill I noticed that those dots are force balls that missed the target.
Later, I wrote huge M made of force balls on the sky!
I've fixed this for the next release.
Hey, um, just thought I'd post again as my original question went unanswered. Somehow the portal that leads back to Midas's shop from the Astral Pocket has gotten displaced to one of the deeper levels of the Ayleid ruin Lindai. Help would be much appreciated, as it makes Astral Mark/Recall completely unusable. Is there a way that I can manually move it back with the console or something?
This is good information, I'm not sure I can fix your portal but at least I can identify the cause of the problem with this.
I'm patched to the lastest version with GOTY and after a while of gameplay my force spells and nuclear blast disappear. Even when I load. Am I doing anything wrong. Also I've tried deactivating all of my mods, same problem.
So, the spell disappears from your spell book? This is the second report of this but I have no explanation. Midas doesn't manipulate the spell book.