Leveled Spells

Post » Sat Feb 19, 2011 2:55 am

I was curious about what actually spells you get from the "Leveled Spells", so I edited the Player (Actors > NPC > Imperial > Player [Bendu Olo] ).the spell list. Removed his original spells and added LLHealer100 and LLRestorationMajorLv100 into his spell his.

So I started a new game, and to my surprise, there wasn't any spells in his spell list besides the racial spells :o Along with that, the icon of the spell I started with was this Brownish Crystal Ball like thing o_o.

So I'm quite curious xD why is that?
And is there a way for a character to have "Leveled Spells" :)

Thanks in Advnace!
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Suzie Dalziel
 
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Post » Fri Feb 18, 2011 11:37 pm

Leveled spells are used by NPCs and are much like leveled items. NPCs with leveled spells don't actually have any spells in their spell lists until the Player enters the same cell as them. Once these NPCs get loaded, the spells they get are chosen from the leveled spell list based on the Player's level.

For example, say a Bandit Hedge Wizard has LL0FireDamTargetMinor100 in his spell list.

In that list, the spell called Flare will definitely be added when the Player is at levels 1-24, while Flash Bolt might be added at level 25+. Flare might still be selected because 'Calculate from all levels < = PC's level' is checked. It's also pissible for both spells to be added at levels 25+ because 'Calculate for each item in count' is checked.

If you're wanting a spell that will level up with the Player even if you start with it, there aren't any in vanilla. I'm pretty sure there are mods with spells like that, but I don't know them.
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abi
 
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Post » Sat Feb 19, 2011 6:26 am

The closest would be Quest Award Leveller. Wizard's Fury and Finger of the Mountain are two spells that improve as the player levels and QAL can level them for you. Those two spells actually have 5 separate spell definitions and the player will normally be awarded with the spell that's appropriate to their character's level. QAL works by checking the PC's level when he levels up and removing the old spell and adding a new one based on the level if the new level passes the threshold for the new spell. You can see the different spell levels http://www.uesp.net/wiki/Oblivion:Leveled_Spells.

So if you wanted to do something similar, you'd have to write a script that would trigger after you advance in level. Then you could remove the previous version of the spell and replace it with a new version. It is not recommended that you replace the healing spell that your character starts with though. The game uses that to flip to after you've used a scroll. There is a setting in the CS that allows you to change this fall-back or default spell, but I don't know if it's a good idea to keep changing that.

Another thing that might be helpful is Supreme Magicka can change the spells that the player starts with. I don't use this feature, but you might want to have a look at how that is implemented too. I know that if you pick magic skills as masters, you will get some additional starting spells - I believe that is the case even without Supreme Magicka.
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chinadoll
 
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