Well... dang! I suppose there wouldn't be a way to add scripts to statics?
I've asked for this before, then someone else did. I don't think many people realize the usefulness of this. The problem is that the game can't recognize scripts on statics. Short of patching the CS, the only way to even add a script to a static is with the Morrowind Enchanted Editor. However as the game can't recognize it there is no way to make it work. I tried, and either the game crashed or it just ignored it, I don't recall. I'm leaning towards ignored.
Is it possible to make "reflect" take priority over "spell absorption"? As it is, spell absorption takes priority, rendering the second benefit of the Ring of Equity useless (Ring of Equity: 100% spell absorption for 30 sec., 70% reflect for 30 sec.). I can't imagine it was intended to add a useless effect to the ring.
This was brought up before, with the same example. I'm pretty sure Hrnchamd didn't find a real solution, but I'm glad he has decided to give it another look. Unless I'm thinking of the way that reflect and spell absorption still wouldn't be 100% with two effects of 50%, for example... I did a quick test, and reversing the order of the enchantments allows both to happen. So, if it's not reflected, it's absorbed. It did get absorbed more often though, but I only tested for a few minutes.
I managed to get NPCs to recognize zero magicka spells/powers are castable, it wasn't too easy. Vanilla powers are a bit unbalanced to have the option just stand as it is. Any ideas how to make it usuable, or should I point people to Power to the People and forget about it?
Awesome, congratulations, and thank you.
Imagine you just started the game, you picked some combat class and walk into Addamasartus. First bandit you see casts some green spell. You can't hit her for 60 seconds with your amazing 30 axe skill. Same thing for the next 2 bandits. Why. Has. Hrnchamd. Ruined. My Game. I could put more thought into it to avoid that, or I could just ship it like a fool would.
I think you should leave it up to mods to change the way the powers work. I can walk into Addamasartus with the default game at difficulty 100 and clear it. I haven't used "Power to the people" yet, but I have no problem with the difficulty being significantly more. The whole idea was to allow NPCs to use their powers without affecting the way the PC uses its powers. One point of magicka might not be significant for an NPC, ( who has more magicka than the PC anyway ), but for the PC, it could make the difference between life and death if they can't cast their power because they don't have one point of magicka.
Of course, giving some Birthsign bonuses to select NPCs sounds like a very intriguing idea and an excellent way of making certain encounters more interesting, but it really doesn't address the issue of racial powers, since birthsigns don't normally apply to NPCs anyway. Or am I wrong on that?
I have been working on a birthsign mod of my own that would expand birthsigns much like the existing options, but also add them to all NPCs.
Not unless you manually add them to the NPCs. I've decided to leave it in beta so people have time to develop mods for it and see if it needs refining.
There's still a long list of things that need testing from beta 4. My priority is the improved animation code, and the spell deselection fix. These have the potential for side-effects like glitching movement and need checking on with different setups.
I will begin testing as soon as I post this reply. I'm sorry to missed the other betas again, I didn't expect so much development so quickly. Then I started to play Oblivion again. This is the first I have checked in a week or so.
I feel I should bring up two other old issues now. The issue with how drain and other negative effects, namely burden, continue to affect you beyond the designated magnitude when applied as Abilities. Drain Attribute 10 points would drain 10 points each frame until you were at 0, instead of draining only 10 points from the maximum. That would be nice to see fixed, and it would allow us to stop using curses, which, might I remind you, can be healed by other methods than the Remove Curse effect.
Oh, I don't suppose you want to give another go at making Fortify
Stamina Fatigue and Fortify Magicka to behave like the change to Fortify Health? The inconsistency with the other effects feels so strange. Inconsistency bugs me, and you seem to be on a roll with 0 magicka fix and all.
Any luck on altering the ingredient window for potion making?