Midas Magic 2.0

Post » Mon Mar 14, 2011 5:17 pm

I was thinking about this who else wants over the top spells like midas magic return in a mod or make those spells natural in the game
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Eire Charlotta
 
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Post » Tue Mar 15, 2011 2:28 am

I'd have to see what's actually in the game before I could really answer this question.
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Paula Ramos
 
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Post » Mon Mar 14, 2011 2:24 pm

That mod was fun, I'm definitely installing it for Skyrim if it ever comes out (the mod comes out, not Skyrim comes our) :)
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Joey Bel
 
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Post » Mon Mar 14, 2011 3:58 pm

That mod was fun, I'm definitely installing it for Skyrim if it ever comes out (the mod comes out, not Skyrim comes our) :)


Why would you commit to installing a mod when you don't even know what the actual spells look like :blink:
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ImmaTakeYour
 
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Post » Tue Mar 15, 2011 12:24 am

Why would you commit to installing a mod when you don't even know what the actual spells look like :blink:

^^^^This.
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lolly13
 
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Post » Tue Mar 15, 2011 12:36 am

THEY ARENT LORE FRIENDLY, AND ARE OVERPOWERED!!!!!!!!!!!!!!!!!!!!!





no
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Ross Zombie
 
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Post » Tue Mar 15, 2011 2:28 am

No, I'll work with what they give me. It's all supposed to be re-vamped anyway.
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Kay O'Hara
 
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Post » Mon Mar 14, 2011 2:53 pm

They aren't lore friendly and are overpowered!




No.


They weren't overpowered and the super powerful ones are a pain in the ass to get.

But, I think it should come back as another mod instead of actually in the game.
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Nicole Mark
 
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Post » Mon Mar 14, 2011 4:25 pm

I'd love to see this mod, my fav spells came from this mod like tornado, sand storm, chain lightning... good stuff!
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Ria dell
 
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Post » Mon Mar 14, 2011 3:58 pm

Why would you commit to installing a mod when you don't even know what the actual spells look like :blink:

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lauren cleaves
 
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Post » Mon Mar 14, 2011 11:26 pm

Why would you commit to installing a mod when you don't even know what the actual spells look like :blink:


Because I can't play a game without modding it, it's my slight personality flaw, quoiting one detective form Sadrit Morah. I'll make one vanilla test run just to know what is what and than load 3-5 gigs of mods, it's just how I roll :D I play TES games to mod, and to play mods, the base game is extremely important of course, but if it was all I had I'll be bored within couple of month.
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Andres Lechuga
 
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Post » Mon Mar 14, 2011 11:42 pm

I'd have to see what's actually in the game before I could really answer this question.

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CxvIII
 
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Post » Tue Mar 15, 2011 2:40 am

I just watched this video

http://www.youtube.com/watch?v=LL2sr7RXdEc&feature=player_embedded

Midas looks like a lot of fun - does it conflict with the FCOM overhaul mods, Better Cities or OBGEv2/ENBSeries shaders?

I currently have Supreme Magicka and Less Annoying Magic Experience installed, would I need to remove them both?
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sarah taylor
 
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Post » Mon Mar 14, 2011 5:14 pm

I just watched this video

http://www.youtube.com/watch?v=LL2sr7RXdEc&feature=player_embedded

Midas looks like a lot of fun - does it conflict with the FCOM overhaul mods, or OBGEv2/ENBSeries shaders?

I currently have Supreme Magicka and Less Annoying Magic Experience installed, would I need to remove them both?


I don't have the freshest info, but the last version I played just generally added spells, not revamped the system, so it should be compatible with many other magic mods, and definitely FCOM i used them together.
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Britney Lopez
 
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Post » Mon Mar 14, 2011 9:58 pm

THEY ARENT LORE FRIENDLY, AND ARE OVERPOWERED!!!!!!!!!!!!!!!!!!!!!





no


I don't understand how they aren't lore friendly. They're basically like spells already in the game, except they're prettier. Of course, the silly ones wouldn't exactly be lore friendly. And only the tough-to-get ones are overpowered.
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Prue
 
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Post » Tue Mar 15, 2011 1:45 am

I don't understand how they aren't lore friendly. They're basically like spells already in the game, except they're prettier. Of course, the silly ones wouldn't exactly be lore friendly. And only the tough-to-get ones are overpowered.


But this is a singleplayer game, and overpowered can't be defined by the relatively simplistic damage/cost that an online game can use - the challenge of getting it, IMO, easily counteracts the better damage/cost.
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Chris Duncan
 
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Post » Mon Mar 14, 2011 9:49 pm

Are we really talking about mods before the game even comes out?

Can't we just wait for the game to come out first before we decide what needs to be added? :shrug:

Though yeah, Midas Magic was cool.
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Catharine Krupinski
 
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Post » Tue Mar 15, 2011 4:24 am

Because I can't play a game without modding it

This is how I am too. I don't buy games I can't mod. I'm not too concerned with what Bethesda does with Skyrim, except inasmuch as it affects modding. The Elder Scrolls series is mainly important to me as a platform on which to build my own game, via mods. I see the vanilla game as a canvas on which I paint my own picture.
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Kelvin Diaz
 
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Post » Mon Mar 14, 2011 10:03 pm

I first need to see what the actual game offers. Looking at some of the spell names of Skyrim right now, though, like Ice Spike and Lightning Bolt, it sounds like they might be more interesting-looking and less generic than in Oblivion and Morrowind. Let's hope.
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Emmie Cate
 
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Post » Mon Mar 14, 2011 9:01 pm

Spells like a nuclear bomb, watermelon atronach, comet, a damaging rainbow, a flying carpet, an attacking jelly blob, flying angel wings, a balrog... are just... a big no. Hopefully that's obvious though.

Some spells are pretty cool though, such as force push, that holy surrounding ray, fire blast, etc...
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Karen anwyn Green
 
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Post » Mon Mar 14, 2011 6:31 pm

I don't understand how they aren't lore friendly. They're basically like spells already in the game, except they're prettier. Of course, the silly ones wouldn't exactly be lore friendly. And only the tough-to-get ones are overpowered.

Summoning Balrogs, the beholders, that little stargate thing. The mod was filled with stuff that didn't fit the lore in the least.
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Nick Swan
 
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Post » Mon Mar 14, 2011 4:07 pm

Summoning Balrogs, the beholders, that little stargate thing. The mod was filled with stuff that didn't fit the lore in the least.


Many modders take the opinion that lore is great, but if it gets in the way of gameplay, screw it. Bethesda do seem to take the same approach, especially these days.
In any case, a few lore unfriendly spells doesn't invalidate the lore-friendliness of the remaining spells.
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Ridhwan Hemsome
 
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Post » Mon Mar 14, 2011 11:42 pm

This is how I am too. I don't buy games I can't mod. I'm not too concerned with what Bethesda does with Skyrim, except inasmuch as it affects modding. The Elder Scrolls series is mainly important to me as a platform on which to build my own game, via mods. I see the vanilla game as a canvas on which I paint my own picture.

I'm the same, exactly.


I do think the subject of which mods to use, or what should be in a mod, is more than a little premature though. And a modder has to actually create and release them, which often takes a lot more effort than I think most people realise.

I liked Midas Magic, but its content is obviously more appropriate as a mod (read: optional) than as standard game content.
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BRAD MONTGOMERY
 
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Post » Tue Mar 15, 2011 2:11 am

As long as they put quality physics in with the native spells I'm cool with that. The other thing is there need to be a load of spells for really high levels, ones similar but a bit more lore-friendly than Midas ones. Once I hit a high level I want to be able throw people around the room and tear people apart with telekinesis. I want to be able to summon gales to blow people down corridors. I want to cause an actual inferno with objects like crates and curtains catching fire. The powerful mage has to feel powerful and physics is the best way to achieve this.
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Tiff Clark
 
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Post » Mon Mar 14, 2011 4:47 pm

Yes to return in a mod.
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XPidgex Jefferson
 
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