[REL/WIP] MrF Spell Efficiency

Post » Fri May 13, 2011 4:04 pm

MrF Spell Efficiency

Version: 0.3.1
Date: 2/13/2010
Category: Gameplay Effects and Changes
Requirements: Oblivion Patch 1.2.0416, Oblivion Script Extender v0018b2 or higher (OBSE)
Recommended: Oblivion Mod Manager (for OMOD Install), Pluggy v126 or higher (for INI configuration)
Author: MrFurious
Source:

Description
===========
You're running around in a deep dungeon, struggling with all the undead that attack you. You feel how your heavy armor slows you down and encumbers you. Luckily enough, your heavy Daedric armor will not make your magical abilities suffer any more than a torn piece of leather would...

Too bad for you, this is now fixed. Now Heavy Armor will make you suffer. It'll give you a penalty that's twice as high as when you're wearing light armor. The effect of your armor skill is also more balanced: instead of the complete lack of a penalty as soon as your armor skill reaches 50, this penalty is now scaled to reduce as your armor skill gets higher, with a full penalty with zero skill, and only a tenth of that penalty when your skill reaches 100. And there's no more "you're wearing armor so you always get a penalty of at least 5%."

Futhermore, all settings are costumizable in the ini file.

Details
=======
Your spell efficiency is calculated using various costumizable settings:
- fSpellEffectModifier: Default: 0.3 (a 30% penalty)
This is the penalty you get for wearing a full set of light armor with an
armor skill of 0.
- fHeavyArmorModifier: Default: 2
Heavy armor will have a bigger penalty than light armor. The penalty for
a piece of heavy armor is multiplied by this value.
- fHelmModifier: Default: 0.1
- fCuirassModifier: Default: 0.25
- fGreavesModifier: Default: 0.15
- fGauntletsModifier: Default: 0.1
- fBootsModifier: Default: 0.1
- fShieldModifier: Default: 0.3
These are the modifiers for individual pieces of armor. The sum of these
should be 1.

Your spell efficiency penalty is multiplied by your skill modifier. This skill modifier cannot yet be modified.
- ArmorSkill: Default: ((150-ArmorSkill)/150)*((150-ArmorSkill)/150)
With an armor skill of 0, this defaults to 1. With an armor skill of 100,
it's slightly higher than 0.1.

An optional addition is to alter some other game settings for a better balance. These changes are disabled by default. To enable them, you have to set "bChangeGameSettings" in the ini file to 1.
The following settings can be changed:
- fPerkLightArmorExpertSpeedMult: Multiplies the weight of light armor you're wearing when you're an expert in Light Armor.
Vanilla: 0
Default: 0.2
- fPerkLightArmorMasterRatingMult: Multiplies the rating of light armor when you're wearing a full set of light armor and you're a master in Light Armor
Vanilla: 1.5
Default: 1.1
- fPerkHeavyArmorExpertSpeedMult: Multiplies the weight of heavy armor you're wearing when you're an expert in Heavy Armor.
Vanilla: 0.5
Default: 0.6
- fPerkHeavyArmorMasterSpeedMult: Multiplies the weight of heavy armor you're wearing when you're an expert in Heavy Armor.
Vanilla: 0
Default: 0.2
- fPCBaseMagickaMult: Your total magicka is:
(1 + fPCBaseMagickaMult) * Intelligence.
Vanilla: 1
Default: 1.5

Changing any of these to -1 will disable changes to that particular setting. Setting "bChangeGameSettings" to 0 will disable all these changes.

All settings, unless specified, are costumizable in MrF_Spell_Efficiency.ini. This requires Pluggy to be installed.

Future Plans
============
I will update this mod to include a lot of other, costumizable additions to calculate your spell efficiency. For example, using a staff, or wearing enchanted equipment will affect your spell efficiency in different ways. Also, the weight and quality of armor will increase or reduce the penalty. A high willpower will allow you to cast spells without suffering from this penalty.


Get it at http://www.tesnexus.com/downloads/file.php?id=29910!
User avatar
e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

Post » Fri May 13, 2011 8:30 am

This sounds excellent. A very logical change. I think I'll use it for sure.

Is there any known incompatibility with Stealth Overhaul? (Another mod that changes the effects of armor and makes the light/heavy distinction more meaningful.)
User avatar
Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Fri May 13, 2011 5:49 pm

I'm glad you like it :)

All game setting changes, except changes to the game settings related to your spell penalty, are optional and disabled by default. And as I set these values from within a script, it'll overwrite any changes to these game settings, so load order doesn't matter. Disabling them in the ini and restarting your game will reset any changes my mod made.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Fri May 13, 2011 6:01 am

v0.3.1:
- Fixed a bug that caused some helmets to not inflict a penalty.
User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Fri May 13, 2011 10:04 am

bump, this is a gem :)
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am


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