Finalizing a mod concept - a couple questions

Post » Mon Sep 06, 2010 9:02 am

I've got the modding bug again and have a couple questions for people who know more than me.

I'm working on a method to gain spell skills outside of the typical vanilla way of buying them and/or getting them automatically when you reach skill 25 / 50 / 75, etc.

1. What about your fame? Maybe skills could be granted according to Fame, and alternate skills granted according to Infamy.
But from what I can see, the game is biased against Infamy. There seem to be more ways to gain Fame than Infamy, and it's easier to play the game with high Fame instead of high Infamy. Am I right? I have yet to play an "evil" character.

2. Skills gained according to how many preceding skills are used. For example, if you use the spell "Club Enemy's Head" fifty times, you are then granted "Insult Enemy's Mom" spell, then if you use that seventy-five times, then you are granted "Key Enemy's Car." How does the vanilla game calculate how much skill experience is granted for each particular spell cast? For instance, I know that connjuring a dagger increases Conjuration a LOT more than casting Heal Minor Wounds increases Restoration.

Thanks for the tips!
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bonita mathews
 
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Post » Mon Sep 06, 2010 5:16 am

It would be great having different manners of acquiring spells. It seems to me quite unrealistic having to "buy" a spell like you buy an item, if only it were in the Training menu instead it'd be quite different from a logical/conceptual point of view, but in the end it'd be the same as for practical effects.

I see no reason why fame/infame should play a role on acquiring spells. It seems more logical to me if that's somehow related to stuff with some degree of magical nature, like learning spells when activating runestones, doomstones, ayleid wells, altars, wayshrines, etc. Spell Tomes DLC is ok as it adds some diversity too.

Skill gain is not related to each individual spell but rather it's based on each school XP increase, wich is much higher for conjuration than for restoration in vanilla oblivion. AFAIK oblivion doesn't track how many times certain spell has been casted, otherwise it would be great adding new spells depending on players usage. If I don't get it wrong it would be something like if a character only casts fire balls when s/he cast enought of them s/he will "learn" the apprentice version for fire damage, but not for frost or shock, etc.

It would be great too if there could be some small quests to get certain powerful spells, from the simplest "recover an item from a dungeon for a mage that in return teaches you a spell" to more sophisticated forms, like having to contact certain NPC who, after completing some quest for him, may teach you a dark ritual that has very strict requirements (place, time, ingredients, other certain conditions), and if completed properly the ritual summons a dremora or so who may test player's skills in a fight or in some other way, and finaly if the PC succeeds in the test s/he finally learns the spell. I know that's a bit exagerated and maybe there's really a few spells deserving such work to acquire them, but smaller versions would be ok, like "buying" a ritual spell (that has to meet certain requirements to be effective) and when casted the ritual is removed and the spell is added in return.

It'd also be nice having a small random chance of learning spells by suffering their effects if the player is able to cast that spell himself, and if spells received are tracked as well then increasing that chance each time the player is target of that spell.
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evelina c
 
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