[Rel/wip] Miscast mod

Post » Thu Jan 27, 2011 1:09 pm

I didn't remove remove curse scrolls, I'll correct that in changelog. I just made them to function correctly.

I removed MWSE addon because it wasn't working, it should be trivial task to make it working. Also, I'll make it to support more NPCs at time.
NPCs won't have teleporting effect, I replaced it with something, but can't remember what I used right now.

I'll edit opening post after next release, shouldn't take long.


Oh and thank you for showing interest in this mod ^_^



Excellent news and you're welcome!
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Peetay
 
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Post » Thu Jan 27, 2011 3:34 pm

Nevermind, just realized this was 4 pages long as opposed to 1.
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Theodore Walling
 
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Post » Thu Jan 27, 2011 1:45 pm

Wanted to report a small bug, it seems that the "staff of sorcery" dialogue has an infinite loop.

Or am I just crazy?
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Queen Bitch
 
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Post » Thu Jan 27, 2011 3:35 pm

Wanted to report a small bug, it seems that the "staff of sorcery" dialogue has an infinite loop.

Or am I just crazy?


I thought I fixed that :huh:

Well, this will be fixed for the next release, when I get around making it :P
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Steven Hardman
 
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Post » Thu Jan 27, 2011 3:51 am

huskobar has made an excellent fix for this, and because of that I'm listing him as an other author of this mod. Huge thanks for him.
I'm uploading version with huskobar's fixes to PES right now.
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Fluffer
 
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Post » Thu Jan 27, 2011 3:01 am

Ooh, such an honor, thank you! :)
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Lovingly
 
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Post » Thu Jan 27, 2011 12:34 pm

Good evening.

I really like the idea of this mod, but I do have issues with the 20% bad-stuff-on-failure rate. In my mind, 10% is a much friendlier figure. BUT, there's no reason the value can't be adjusted under player control. I'm not a scripter, but it seems that if you simply adjust the following line:

Set Rand To Random 101

to:

Set Rand To Random 201

You'll effectively halve (or very close to) the chance-of-bad-stuff-happening. Taking the idea one step further, you could use:

Set Rand To Random (some global variable name)

And then adjust this variable from the console. Right? I could be missing something here, since I only have a very vague grasp of MW scripting.

Just an idea, feel free to use it if it makes sense.

Rochndil, doing the manual editing for his own use...
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Elizabeth Lysons
 
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Post » Thu Jan 27, 2011 7:00 am

That is a very simple tweak. I will include it in this mod today or tomorrow, thanks for the great idea.
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Paula Ramos
 
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Post » Thu Jan 27, 2011 2:26 am

Bump.
I want to see this a little bit more developed.

Let's say I have a %60 chance spell. Then we keep the %60, now we have %40 fail. What can we do with it?

Remaining %40:
%25 can be reduced effects wherever possible.
%25 can be miscast. (change the self to target(moderate, don't kill the player), change summon)
%25 can be random from same school (mostly in favor of player)
%25 can be just complete fail.

Adds up to %100. %20 of %40 is very small chance, imo.
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YO MAma
 
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Post » Thu Jan 27, 2011 6:43 am

Huskobar fixed some of errors I left in to this:

- added topic "recharge your staff"; recharge requirement reduced to only one kind of salt
- Staff of Sorcery should now discharge only upon miscast, not failed spell
- added ingredient check for creation of Staff of Sorcery
- moved Sinyail to Sadrith Mora, Gateway Inn to hopefully avoid known conflicts; added advertisemants for him in Vvardenfel Mages guilds
- Sinyail now only sells his scrolls and doesn't buy anything
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Rachel Cafferty
 
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Post » Thu Jan 27, 2011 2:36 am

If I might...

As others have said, and does not seem to be implemented yet, it would be a great thing if the effects were scaled by spell cost, so that the more powerful the magics used, the greater the harm that could be done if they go awry...and conversely, the less chance an apprentice will explode.

On the subject of Miscast Chance, I do not believe that 20% is too high. This is for two reasons. First, as you must fail to cast the spell to miscast, this is the second of two checks; meaning that the odds are actually lower than they appear. Second, you can look up your odds of spell failure and thus have been warned. However, I think that a static value is less than ideal. I would suggest a variable chance...at least for the player. (Warning: Convoluted thinking ahead!)

  • First, set a base chance of 75 percent. The reason will be apparent in a moment.
  • Next, reduce the base by the average of the player's INTELLIGENCE, PERSONALITY, WILLPOWER, and LUCK. (Fail value will now range from 42-30)
  • Finally, impose an adjustment based on player's specialization: Combat (+18), Stealth (+/-0), Magic (-10), thus the final range is from 60% (Totally unsuited) to 20% (Born mage). And note that this is for first level, chances would reduce as players get better...and most would fall in between.
  • Alternately, a non-adjusting variable with a base of 40% adjusted +/-20% would give 60% chance to Fighter-types, 40% to Rogues, and 20% to mages.
  • OR... Use a base as above, but reduce the base by ten every X levels, to a minimum of 20 (No penalty to pure mages.)


Note, all of the above are geared toward the traditional class dichotomy, favoring stealth classes as falling between caster and non in role. This is a personal bias. You could also use stat-based adjustment without adjusting by specialty, a different degree of variance, or chuck my suggestion out the window entirely.


Also, I support having effects that consist of normal spells gone horribly right. Not everything has to be a curse. In fact, maybe one curse per spell school would be more appropriate, as the "you screwed up bad" portion of each list. Or alternately, go "Weak Effect and Duration, Reg. Effect/Duration, Reg. Effect and Duration, Reg. Effect + Duration or Weak Effect Curse, Reg. Effect Curse or Strong Effect (Immediate)" as your tiers.

Note, each tier might also "benefit" from effects unique to spells of that tier. For example the lowest (and only the lowest) tier might bestow "Levitate 0" for a few seconds, while the highest has a chance of damaging your armor and weapons for thousands of points (enough to break everything you had equipped). For fairness, though, that might mean the lowest and highest tiers could only be triggered by player-created spells. Also, I think that your mod should also more greatly raise the availability of Dispel and Remove Curse effects...as they will be more needed.
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Georgine Lee
 
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