FCOM Conv. Mage + Mighty Magik

Post » Wed Mar 30, 2011 5:18 am

So I decided to go a different route with a character and made a Sneaky Mage. Before I did that. I loaded up Mighty Magik, which didn't seem to conflict with my FCOM Conv. install. I did the following:

Race: Breton
six: Male
Birthsign: Lady
Custom Class - Mage - Willpower and Intelligence
Alteration
Conjour
Destruction
Illusion
Mysticism
Restoration
Sneak

I checked my stats and found the following:
Health: 47
Magic: 276 (ish)
Fatigue: *didnt really look*

I can also only carry around 100 lbs of stuff.

Is that normal for what I did? Should I have gone another route with attributes?
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Sabrina Schwarz
 
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Post » Wed Mar 30, 2011 3:13 am

MM is at the far end of the "empower mages" spectrum. ;) It gives a lot of magicka, and really boosts spells. So yes, that looks about right.

Be sure that you're using the latest MM, too. Earlier versions used code that caused a small but constant amount of game bloat over time. This can affect stability. It's manageable, but problematic. I utilized it for about a year.

For myself, I strongly recommend Supreme Magicka because it allows you to configure a lot of the spell parameters: how many summons can be managed by you once your Conjuration hits 75, for example, and as a separate figure, how many can be handled at level 75 by enemy conjurers. Or how long a summons will last, and whether your available magicka will have an impact on that, etc.
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Rachyroo
 
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Post » Tue Mar 29, 2011 11:41 pm

Good to know, I might try Supreme Magika and see if it is more to my liking.

I'm rather concerned about my lack of health, and being that I won't be using skills to boost endurance I can easily see myself becoming WAY too glass cannon. Any suggestions on how to fix that?
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ANaIs GRelot
 
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Post » Wed Mar 30, 2011 12:54 pm

Good to know, I might try Supreme Magika and see if it is more to my liking.

I'm rather concerned about my lack of health, and being that I won't be using skills to boost endurance I can easily see myself becoming WAY too glass cannon. Any suggestions on how to fix that?


OOO is the only FCOM mod that affects stats and it lowers the starting Health. From the readme:

Player characters have lower starting Health than default. No changes are made to maximum Health gained per level. The player started with a large Health‐pool advantage over enemies in default Oblivion. This change balances the difference and makes it more risky to engage in heavy combat right away. That is something you will have to earn, and not be given right off the bat as it happened previously.

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Kira! :)))
 
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