[RELz], [WIP] Fearsome Magicka

Post » Mon Jan 03, 2011 12:14 am

Has someone played Umaril, end of KOTN with Fearsome Magicka enabled?
I think is quite impossible!
Umaril is transforming and shooting very very weird things...
I get dead in one shoot even with 42% resistance to magicka, 12% spell resistance and 12% spell absorption.
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meg knight
 
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Post » Mon Jan 03, 2011 1:32 am

He is throwing Fire Stones at you(summoned prior to transformation; in Tenser's form he is unable to use any spells). To protect from that boost up your fire restistance and armor rating.

Should help. :)
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Louise Andrew
 
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Post » Sun Jan 02, 2011 1:43 pm

He is throwing Fire Stones at you(summoned prior to transformation; in Tenser's form he is unable to use any spells). To protect from that boost up your fire restistance and armor rating.

Should help. :)

Finally I got him thanks to "Invisibilty" and "Damage Health" bow poison, my character is Expert at Alchemy (my current level 27).
I kept shooting at him with empoisoned Ogre Arrows and drinking Invisibilty potions from time to time...
Thankfully he is no immune to Invisibilty like some OOO bosses, also he is not immune to paralysis.
If I hadn't used this tactic I couldn't stand more than 30 or 40 seconds faced to him.

brucevayne your magicka system is awesome, the best I have seen in Oblivion these last years.
You could make a link between your spells and Alchemy, especially ingredients.
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MISS KEEP UR
 
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Post » Sun Jan 02, 2011 7:30 pm

Finally I got him thanks to "Invisibilty" and "Damage Health" bow poison, my character is Expert at Alchemy (my current level 27).
I kept shooting at him with empoisoned Ogre Arrows and drinking Invisibilty potions from time to time...
Thankfully he is no immune to Invisibilty like some OOO bosses, also he is not immune to paralysis.
If I hadn't used this tactic I couldn't stand more than 30 or 40 seconds faced to him.

brucevayne your magicka system is awesome, the best I have seen in Oblivion these last years.
You could make a link between your spells and Alchemy, especially ingredients.


Thank you for your words, Ayleid_people. It's the best reward a modder can have for his work :)

Alchemy? Hmm, I might think about that...

cheers,
brucevayne
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Mariana
 
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Post » Sun Jan 02, 2011 3:16 pm

Hey bruce

Having a great challenge with those enemy spellcasters :)

How's the patch coming along? It's unfair that all those npc have the spells without ever going to SI
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Chloe Lou
 
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Post » Sun Jan 02, 2011 2:56 pm

I managed to make a video for the FM spell causing CT:

http://www.youtube.com/watch?v=nHle8R7nyF0

Here is another

http://www.youtube.com/watch?v=_tALzZlXQTY

This was near an Ayleid Ruin in Elsweyr
look for the vertical light and the lich launching this spell.
I hope this will help to locate the problem.

Note:
I converted my character to a pure mage using console (showracemenu, classmenu, birthsignmenu...), added skills points so I became master in all magicka skills; gone to Shivering Isles and purchased all FM spells. Tested them all and they are all working NO CTD and ... none produced the effect seen in the preceeding videos !!!
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BethanyRhain
 
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Post » Mon Jan 03, 2011 12:25 am

This CTD issue happened with Deep Lichs and Fayth Noor.
Since my system has no problem casting all FM spells it's possible a conflict between some FM spell effects and another effect coming from another magicka system. Last time I tried to load FM ESP last (even below bashed patch) which not solved my CTD problem.
Now I 'm trying to load FM ESP above SupremeMagicka ESP (my second magicka system) and see what happens...
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jasminε
 
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Post » Mon Jan 03, 2011 12:19 am

The spell that is causing a CTD is Raise Undead. This spell is so far unavailable to the player, but enemy spallcasters are able to use that one. To prevent that you can disable this one in the FM.ini file, just remember to use FM reinitialize power to apply changes to the ini file.

I think that the CTD might be caused by a mod conflict. Could you PM me your load order?

cheers,
brucevayne
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SEXY QUEEN
 
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Post » Sun Jan 02, 2011 8:24 pm

The spell that is causing a CTD is Raise Undead. This spell is so far unavailable to the player, but enemy spallcasters are able to use that one. To prevent that you can disable this one in the FM.ini file, just remember to use FM reinitialize power to apply changes to the ini file.

I think that the CTD might be caused by a mod conflict. Could you PM me your load order?

cheers,
brucevayne

Thanks very for the answer.
I'm waiting from yesterday to see what is this spell (finally it's Raise Undead); so I will disable it in the INI.
Loading FM ESP before Supreme Magicka didn't solve the issue (the first load test was successful, but on the second test the lich launched his famous spell after sometime which caused a CTD).

I will PM you my load list order.
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Amber Hubbard
 
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Post » Mon Jan 03, 2011 2:46 am

The very same thing happens to me actually.

I was just fighting a Nether lich at sancre Tor, killed it and was then attacked by a summoned skeleton. The moment I killed it, I hear the same sound as from Ayleid's video and I get a CTD.
However disabling it seems to work for me, but not entirely sure as there was only a normal lich spawned there when I reloaded.

EDIT:
Tried a few more times, unfortunately the CTD issue still occurs.
http://www.youtube.com/watch?v=0v43e1s9GOc - This is from a clean save too. (Change .ini, Load, Reinitialize, save & exit)
EDIT2: Did a clean save, on the clean save. And finally I think it worked, let two liches beat on me for 10 minutes without them using the spell.
Although, it'd be nice to know what's causing it. =/
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AnDres MeZa
 
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Post » Mon Jan 03, 2011 8:24 am

The very same thing happens to me actually.

I was just fighting a Nether lich at sancre Tor, killed it and was then attacked by a summoned skeleton. The moment I killed it, I hear the same sound as from Ayleid's video and I get a CTD.
However disabling it seems to work for me, but not entirely sure as there was only a normal lich spawned there when I reloaded.

EDIT:
Tried a few more times, unfortunately the CTD issue still occurs.
http://www.youtube.com/watch?v=0v43e1s9GOc - This is from a clean save too. (Change .ini, Load, Reinitialize, save & exit)


Hmm, strange. Using FM reinitialize after loading a save should prevent the spell to be cast. I'll take a look at the code again.

Btw: did you get the "FM.ini values applied" message after reinitializing?

cheers,
brucevayne
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Nick Tyler
 
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Post » Sun Jan 02, 2011 6:07 pm

Not sure if I did get it the first time as I didn't pay attention after casting it. However on the second clean save, I got that message, and it's working now.
It's just too bad I have to remove such awesome spells. <.<
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Tina Tupou
 
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Post » Sun Jan 02, 2011 10:57 pm

Umm, do I understand correctly? I don't need to actually use mana pool (or magicka, whatever you call it in Oblivion community, damn you...), just I have limited resource of spells? Like if there was a level of mana for every tier of spells, and every spell in a tier would cost same ammount of mana.

Besides, I have Midas, LAME and SM installed. It should work correctly, right? How did you do this? I mean, you went through all SM/Midas/LAME spells and categorized them to their new tiers?
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MatthewJontully
 
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Post » Mon Jan 03, 2011 3:38 am

Actually there is a limit to number of spell uses from each circle, it is reset upon resting for at least 6 hours. Number of spells is dependant on your experience level and your intelligence. Of course you have to be skilled enough to be able to cast the spells. All spells require magicka, or as you called it, mana to be cast.

Fearsome Magicka is compatible with all the mods you've mentioned... but I suspect you've mistaken my mod with http://www.gamesas.com/index.php?/topic/1086758-wip-alternative-oblivion-magic-system/, which also requires Fearsome Magicka. Am I right?

cheers,
brucevayne
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Casey
 
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Post » Sun Jan 02, 2011 9:13 pm

A german language version is now available http://www.tesnexus.com/downloads/file.php?id=32854. Both russian and german language version are also available via the Mirror section on Fearsome Magicka's TesNexus page.

cheers,
brucevayne
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Flutterby
 
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Post » Sun Jan 02, 2011 5:47 pm

Fearsome Magicka is compatible with all the mods you've mentioned... but I suspect you've mistaken my mod with http://www.gamesas.com/index.php?/topic/1086758-wip-alternative-oblivion-magic-system/, which also requires Fearsome Magicka. Am I right?

cheers,
brucevayne

Never seen mod you've linked. Why would I mistake your mod with that one? I can't understand it.

Edit: I'd like to also make spells less mana intensive, I mean it, maybe 1-2 potions max per a long fight.
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michael danso
 
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Post » Sun Jan 02, 2011 10:55 pm

In the next version I would like to see companion support and a more elaborated spell and magicka system with (why not) some connection with alchemy.
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Khamaji Taylor
 
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Post » Mon Jan 03, 2011 10:15 am

Never seen mod you've linked. Why would I mistake your mod with that one? I can't understand it.

Edit: I'd like to also make spells less mana intensive, I mean it, maybe 1-2 potions max per a long fight.


It's because my mod add new spells to the game and implements a system that controls usage of the spells only added by FM. You have to buy scrolls containing the spells to be able to learn them. My mod doesn't touch any other spells(vanilla or added by mods)... the mod I directed you to is categorizing vanilla spells and those added by other mods, plus you don't have to buy the spells.
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Eibe Novy
 
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Post » Mon Jan 03, 2011 12:03 am

Ah, I get you now. I thought your mod "tiers" other spells too, so there aren't eg. 2 magic systems alongside each other.
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C.L.U.T.C.H
 
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Post » Sun Jan 02, 2011 11:04 pm

I started a new game two days before (because of a problem of save CTD corrupt game I had on the previous character),
I have keeped mostly the same load of mods (just unistalled two or three mods on the old setup)
I managed to start Oblivion this time at 30 level and incidentally my old problem with CSR companions not using FM spells was solved.
My companion (level offset 0 with me) is working fine with FM, she used most of the spells (time stop, VeilOfDarkness, MagicMissiles, GhostState ...) and what is surprising she made good choices. In a fight with some Balrog she summoned Frost Atronach, and used AuraOfFear which caused enemies to flee...

My theory is the following:
If you start a game with a Mage companion level offset 0 with you at level 1, she will be bad at growing in levels, making always bad choices and because some of FM are not at disposal at lower levels she will simply ignore FM spells at higher levels.
I dont know maybe I'm wrong...
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Add Meeh
 
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Post » Sun Jan 02, 2011 8:19 pm

O just wanted to add this:
the spell "TensersTransformation" (where you transform to some robotic creature) is causing some weird look in the screen; I think there is a problem of textures.
Tested two or three times.
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Kaley X
 
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Post » Mon Jan 03, 2011 5:54 am

You are right, Ayleid_people. Any actor (except PC) has only one chance to get the spells. If you start a game with a level 1 companion, he'll have rather small chances to get any FM spell. Higher level actors have much greater chance to get the spells. In the upcoming patch I'll add a support for companions, so you'll be able to teach your companion new spells.

As for good choices: the AI I designed for spellcasters is responsible for that. Btw, was there a situation where a FM spell was used inappropriately?

As for the graphic issues, you should download a fix I just uploaded on TesNexus mod's page.

cheers,
brucevayne
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Quick draw II
 
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Post » Mon Jan 03, 2011 12:09 am

A new topic concerning Fearsome Magicka can be found http://www.gamesas.com/index.php?/topic/1104824-fearsome-magicka/.

cheers,
brucevayne
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Shiarra Curtis
 
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Post » Mon Jan 03, 2011 9:59 am

1.The first - to author - respect! Your mod is worse then heroine. I saw visual spell effect of FM a cup time ago and "I'm in" without escape possibility. This mod
should be banned! And...thank you very much.
2. to anybody with knowlage about FM.
I've expiranced a few CTD , all with very hard for CPU situations and I'm thinking to turn off some of my mods (now I have 340 ones). But I like my load order and
would try to help myself by unchecking the most CPU-hungry spells in ini-file first. I'm looking for command to order FM to print information who and what spell
is casting on console. I'm belive in being such abillity, useing for debugging for example.

P.S. Forgive my rather strange language
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Wane Peters
 
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