Mods addding 'constant' magic attacks?

Post » Sat May 28, 2011 11:48 pm

I'm looking for a mod that adds attacks similar to the Ember Lance from Torchlight in function.
http://www.youtube.com/watch?v=Fild_YVMAtA

ie; you hold the cast button, the spell fires for as long as you hold it. Presumably this would be lightning arcing from your hand, or a beam of fire, etc. I saw 'Chargeable Spells' ( http://www.tesnexus.com/downloads/file.php?id=27746 ) but it seemed from my reading that all the spells were still cast for only one second, you could just pump more magic into them to make that one second of lightning stronger. Basically I want to be able to select this spell, hold CAST, my character holds out his hand, and as long as I'm holding down CAST it keeps a constant stream of fire\lightning\ice\heat\poison\whatever the spell is going. It doesn't really matter what the 'beam' actually is.

Does anyone know of a mod that does this? If you have Chargeable Spells, do any of the spells in it work like this, and if so, which? Thanks in advance.
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QuinDINGDONGcey
 
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Post » Sat May 28, 2011 10:23 pm

I haven't seen anything like that in oblivion, but I DO love that attack in Torchlight. :D
Does anyone know of a mod that does this? If you have Chargeable Spells, do any of the spells in it work like this, and if so, which? Thanks in advance.

Oh no, definitely not. Chargeable spells just changes the vanilla ones. It doesn't exactly add anything new.
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Je suis
 
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Post » Sat May 28, 2011 2:34 pm

I'm looking for a mod that adds attacks similar to the Ember Lance from Torchlight in function.
http://www.youtube.com/watch?v=Fild_YVMAtA

ie; you hold the cast button, the spell fires for as long as you hold it. Presumably this would be lightning arcing from your hand, or a beam of fire, etc. I saw 'Chargeable Spells' ( http://www.tesnexus.com/downloads/file.php?id=27746 ) but it seemed from my reading that all the spells were still cast for only one second, you could just pump more magic into them to make that one second of lightning stronger. Basically I want to be able to select this spell, hold CAST, my character holds out his hand, and as long as I'm holding down CAST it keeps a constant stream of fire\lightning\ice\heat\poison\whatever the spell is going. It doesn't really matter what the 'beam' actually is.

Does anyone know of a mod that does this? If you have Chargeable Spells, do any of the spells in it work like this, and if so, which? Thanks in advance.


I do not know of any mods that do this except for my own personal Magic Overhaul (never released) but I will tell you how I do it.
1) Install OBSE
2) Create a very basic setup for detecting KeyPresses -> just for testing for now, my final version for my MO hijacked my casting Key entirely and it used non-biped armors to tell the scripts which spell you had active(fairly certain that OBSE can now detect directly which spell you have active instead of the work around I had to use) then decided what the spell type would be Concentration (Beams and Sprays), Instant(Like Default Oblivion Spells) or Rain (Ground Targeted AOE's), and enabled the effects to go with what was being called for.
3) All of my Spell effects were Permanent Activators, a good idea to do the same.
4) I created animations that I triggered based on which spell was being cast they basically had an Start Looping Middle and End they were 3 different Animations for each spell, I ended up with over 200 Animations just for this, a little cumbersome to be honest you can get away with just breaking the default anims into their 3 sections to get this part working.
5) test if you pressing the key do the effect as long as your pressing the effect stays in world and arcs and rotates as needed, you character plays the opening then you have to constantly call PickIdle to play the Loop until ou stop pressing the button then you trigger the end anim.

The effect itself is actually very easy to do

My Overhaul also featured variable casting times based on your skill and the default spell level, fizzles and backfires all fully animated through the Idle Manager -> I completely overrid the old casting animations to be dummy animations they were broke on purpose to never work or do anything so as to have my mod overwrite all other magic overhauls while still allowing me to use thier spells in conjunction with my own.
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stevie trent
 
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Post » Sat May 28, 2011 9:16 pm

There is a mod in my signature link called Doc's Full Auto that does this. The bad news is that it's a cheat mod, your character won't play a casting animation, and it doesn't even adjust the stream of projectiles if you sneak. I've learned a lot since I made that mod and there is a lot of room for improvement. I am planning to integrate it into a new magic mod someday, but I make no promises of when or if I'll finish it. You are welcome to mess with my mod to make it suit your needs though.

EDIT: Ooops, didn't know exactly what you wanted cause work blocked the video. Nevermind what I said here, ha.
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Felix Walde
 
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Post » Sun May 29, 2011 3:06 am

Heh, wow. Rapid-fire was a spell in the original Mighty Magicka. There were definitely problems with that (heh, that was the original save-game bloat problem, even before SI), but it existed. Don't even need OBSE for this; hell, I think Mr.Flippy or Tegid had a working version of this kind of thing within months of Oblivion's release.
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Darren Chandler
 
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Post » Sat May 28, 2011 6:42 pm

Heh, wow. Rapid-fire was a spell in the original Mighty Magicka. There were definitely problems with that (heh, that was the original save-game bloat problem, even before SI), but it existed. Don't even need OBSE for this; hell, I think Mr.Flippy or Tegid had a working version of this kind of thing within months of Oblivion's release.


I doubt he was looking for an effect that was nothing more then an activator casting the same spell every gameframe over and over, thats not really constant on its just do again do again for 30 seconds :)
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Code Affinity
 
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Post » Sat May 28, 2011 8:35 pm

Saiden! That personal overhaul sounds absolutely amazing!

Any reason you didn't release it? I actually can't imagine a better magic overhaul mod. Always wondered why no-one had done a scaling cast-animation time. If you don't wanna release the mod, could you give us a few hints how you did that?
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Oyuki Manson Lavey
 
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Post » Sun May 29, 2011 2:14 am

Saiden's personal overhaul is amazing. I'm so very jealous of that thing.

Anyway, you can manipulate the animations on a Rapid-Fire like spell so that you hold your hand out and a steady stream of attacks come out - like a flamethrower or something.
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Erika Ellsworth
 
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Post » Sat May 28, 2011 2:06 pm

There's a spell that fires out a whole load of fireballs in rapid fire in the Midas Magic mod, as well as several that are "streams" of fire/lightning/ice etc. One of the best looking ones is "breathe fire". They won't cast for as long as you have the cast key held down, because Midas Magic doesn't use OBSE, but it shouldn't be too difficult to make your own version that does that. And even if you don't want to do that, Midas Magic is a pretty sweet mod. :P
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Kahli St Dennis
 
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Post » Sat May 28, 2011 1:10 pm

Saiden! That personal overhaul sounds absolutely amazing!

Any reason you didn't release it? I actually can't imagine a better magic overhaul mod. Always wondered why no-one had done a scaling cast-animation time. If you don't wanna release the mod, could you give us a few hints how you did that?



Saiden's personal overhaul is amazing. I'm so very jealous of that thing.

Anyway, you can manipulate the animations on a Rapid-Fire like spell so that you hold your hand out and a steady stream of attacks come out - like a flamethrower or something.


I generally assume that about 90% of the Mods I create are not something desired by others and never really think to release them there are others of my creations that are so grossly incompatable with the game in general and whats other peoples mods that releasing it would cause more havok then anything.

My MO as it stands now is not complete into any state thats releaseable as is -> when I said I disabled the basic casting animations thats exactly what I did so NPC's can no longer use spells at all -> I know how to fix this just never got that side of the scripts completely worked out -> It would be easier to just undo my Hijacking of the old casting method and use OBSE to create a new second casting key that only effects the player.
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Stephanie Valentine
 
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Post » Sun May 29, 2011 12:06 am

Oh, I completely understand why you don't release. Doesn't change the fact that what you have is incredible.
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Josh Dagreat
 
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Post » Sat May 28, 2011 10:50 am

I generally assume that about 90% of the Mods I create are not something desired by others



Ha! I think I speak for everyone when I say that everything you have ever made is highly interesting to others.

Being the solo magical master in a world full of norms sounds fun if you can channel meteor showers and flame walls! And mega zap lightning
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Evaa
 
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