[RELZ] Supreme Magicka, Thread 27

Post » Tue Mar 29, 2011 10:11 pm

Is that true even if say RBP is not an OBSE based mod? Is it just that scripts are scripts and it doesn't matter - so the last loaded wins even if the scripts are different names (I'm assuming)?

I found that the SM ini has a recommended setting for bg ... so I'm assuming that these are recommended for use with RBP/LAME.

Also is it safe to assume that you can comment out ini lines to not have SM handle them? Such as with Magicka Regen?

Another question I've been meaning to ask has to do with how invisibility is handled - I've read elsewhere that with SM if an NPC can detect you that it will cancel out invisibility with regard to other NPCs - is this true and does this also mean that it is true with regard to chameleon and inviso/chameleon effects from other mods?

If so is there a way to remove/disable this?

thanks
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Tessa Mullins
 
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Post » Wed Mar 30, 2011 12:40 pm

Is that true even if say RBP is not an OBSE based mod? Is it just that scripts are scripts and it doesn't matter - so the last loaded wins even if the scripts are different names (I'm assuming)?

I found that the SM ini has a recommended setting for bg ... so I'm assuming that these are recommended for use with RBP/LAME.

Also is it safe to assume that you can comment out ini lines to not have SM handle them? Such as with Magicka Regen?

Another question I've been meaning to ask has to do with how invisibility is handled - I've read elsewhere that with SM if an NPC can detect you that it will cancel out invisibility with regard to other NPCs - is this true and does this also mean that it is true with regard to chameleon and inviso/chameleon effects from other mods?

If so is there a way to remove/disable this?

thanks

When you cast Invisibility spell near NPCs with high sneak like guards or vampires, you get an annoying message An enemy has detected your presence.
This was the main reason to stop using SM as I couldn't find a way to prevent this.
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Guy Pearce
 
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Post » Wed Mar 30, 2011 3:01 am

Is that true even if say RBP is not an OBSE based mod? Is it just that scripts are scripts and it doesn't matter - so the last loaded wins even if the scripts are different names (I'm assuming)?I found that the SM ini has a recommended setting for bg ... so I'm assuming that these are recommended for use with RBP/LAME. Also is it safe to assume that you can comment out ini lines to not have SM handle them? Such as with Magicka Regen?Another question I've been meaning to ask has to do with how invisibility is handled - I've read elsewhere that with SM if an NPC can detect you that it will cancel out invisibility with regard to other NPCs - is this true and does this also mean that it is true with regard to chameleon and inviso/chameleon effects from other mods?If so is there a way to remove/disable this?thanks



When you cast Invisibility spell near NPCs with high sneak like guards or vampires, you get an annoying message An enemy has detected your presence.This was the main reason to stop using SM as I couldn't find a way to prevent this.


I believe all that is handled by these settings in the ini:

set zzSMTokenScript.bDisableArenaInvisibility to 1	;Set to 1 to prevent casting invisibility within the Arenaset zzSMTokenScript.bAIDetectLife to 1		;Set to 1 to allow AI with detect life to see through your invisibility spellsset zzSMTokenScript.bVampireDetectLife to 1		;Set to 1 to allow vampires to be able to see through your invisibility spells


I use invisibility so rarely I don't worry about them, but I think if you set the last two to 0, that will stop NPC's from detecting you.
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Cesar Gomez
 
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Post » Wed Mar 30, 2011 8:19 am

Threr's also a tweak in the Bashed Patch for Chameleon, I belive this "might" Override SM's setting, because I Don't remember changeing the SM.Ini setting, (although it has been quite awhile) but it is Definatly possible to Override it (I don't recall how, but I did)
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JUan Martinez
 
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Post » Wed Mar 30, 2011 9:17 am

I know there havent been many responses in the thread but i had a few questions. First i was wondering on what factor of light spells damage vampire and if a light spell would be more damaging than a normal destruction class spell. I also was wondering if you can make custom spellfire spells.
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Assumptah George
 
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Post » Wed Mar 30, 2011 11:39 am

First i was wondering on what factor of light spells damage vampire


From SupremeMagicka.ini:
Set SMLightDivisor to 20 ; Set value to divide light spell magnitudes by to determine damage to vampires


So, by default, a magnitude 100 Light spell will do 5 damage to vampires.

and if a light spell would be more damaging than a normal destruction class spell.


With the default setting, definitely not - a magnitude 100 Destruction spell would do 100 damage vs. 5 for a magnitude 100 Light. (Ignoring the effect of elemental weaknesses/resistances, for the sake of simplicity.)

But, then, there's nothing stopping you from changing your ini to set SMLightDivisor to 1, which would make Light spells equal to a Destruction spell of the same magnitude. I've never checked to see whether values below 1 are accepted or not, but, if they are, you could even set SMLightDivisor to 0.25 and have Light spells do four damage per magnitude...

I also was wondering if you can make custom spellfire spells.


As a general rule, you can't make custom spells based on scripted effects, such as Spellfire. In theory, you might be able to get away with enabling Script Effect for spellmaking/enchanting in the CS, but script effects vary so widely in how they operate that I can't imagine the results would work very well (if they even worked at all).
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asako
 
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Post » Wed Mar 30, 2011 12:49 pm

Alright what effect does the amount of time the spell is set to go for have? Is it just constantly damaging them for as long as its meant to provide you with light?
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Blessed DIVA
 
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