Problem with Magicka Based Spell Advancement

Post » Tue May 17, 2011 1:16 pm

I'm having trouble with http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=3585 by Azrael. It doesn't seem to be doing anything. I get 3-4 points of skill advancement regardless of whether I've cast a 3-point Water Walking or 30-point Fire Shield. I'm using Morrowind Enhanced 1.6 and I have tried disabling magicka regen mods, which doesn't help. I have this problem whether or not I choose to use the Horatio's spellcasting portion of the mod. I tried switching to Improved Skilled Magicka and I have the same problem with that mod!

Spoiler
_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Morrowind Patch 1.6.5 Beta (BTB Edit).esm
_005_ Better Heads.esm
_006_ Better Heads Tribunal addon.esm
_007_ Better Heads Bloodmoon addon.esm
_008_ Morrowind Advanced.esm
_009_ Texture Fix 1.8.esm
_010_ AreaEffectArrows (Clean Merchant Edit).esp
_011_ Siege at Firemoth.esp
_012_ STA_guides_replacer.esp
_013_ MixedSignposts.esp
_014_ Better Bodies.esp
_015_ MWE_Base.esp
_016_ DB_Attack_Mod.esp
_017_ MWE_MagickaSpells.esp
_018_ Expanded Sounds.esp
_019_ Fair Magicka Regen 2.0b.esp
_020_ Homes To Let.esp
_021_ Drug Realism.esp
_022_ Bloated Caves.esp
_023_ Graphic Herbalism.esp
_024_ Graphic Herbalism Extra.esp
_025_ GH_ES1.3 Patch.esp
_026_ GH_Extra_ES1.3 Patch.esp
_027_ Vality's Ascadian Isles Addon (Texture Fix Edit).esp
_028_ EcoAdjMerchantSkills (Disposition Edit).esp
_029_ EcoAdjCrime (Tresspass Edit).esp
_030_ Vality's Bitter Coast Addon (Texture Fix Edit).esp
_031_ New Argonian Bodies - Clean.esp
_032_ New Khajiit Bodies - Clean.esp
_033_ BTB - Character.esp
_034_ BTB - Spells.esp
_035_ BTB - Alchemy.esp
_036_ BTB - Equipment.esp
_037_ BTB - Settings (Alternate).esp
_038_ Better Clothes Complete (BTB Edit).esp
_039_ IceNioLivRobeReplacerPLUS (BTB Edit).esp
_040_ GCD v1.08 with Startscript, fixed [Galsiah].esp
_041_ MW_Adv_Required (BTB Edit).esp
_042_ Service_Requirements_V1.4.3 (BTB Edit).esp
_043_ MW_Adv_PHW.esp

User avatar
JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Tue May 17, 2011 5:39 am

Anyone? Please?

I thought the problem might be that spell sound IDs were changed, but none of these mods do that as far as I can tell. I tried disabling every plugin except for Morrowind.esm , MWE_Base.esp, and MWE_MagickaSpells.esp and that didn't work.
User avatar
LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Tue May 17, 2011 11:55 am

Have you tried moving it later in your load order?
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Tue May 17, 2011 12:49 pm

I'm a [censored]. I'm using the MCP beta with swift spellcasting, and Magicka Based Spell Advancement only kicks in when you're in casting mode. I should have thought of the UNSTABLE BETA I was using before this other stuff. :facepalm:

I edited that script and it's working great now.
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Tue May 17, 2011 2:05 pm

I'm a [censored]. I'm using the MCP beta with swift spellcasting, and Magicka Based Spell Advancement only kicks in when you're in casting mode. I should have thought of the UNSTABLE BETA I was using before this other stuff. :facepalm:

I edited that script and it's working great now.


Could you tell me what script you edited and how? I'm also using this mod and the SwiftCast option in MCP.

edited for spelling
User avatar
Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Tue May 17, 2011 1:06 pm

Could you tell me what script you edited and how? I'm also using this mod and the SwiftCast option in MCP.

edited for spelling

In the _MWE_MagickaSpells script, comment out these lines like so:

;if( player->GetSpellReadied == 0 ) ;don't process if char doesn't
; return ;have magic readied
;endif


Then run the compiler that's included with MWE. I don't know if you need to do that every time a plugin is edited, but I did.
User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm


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