[WIP] Smite of Order 2

Post » Sat May 28, 2011 3:22 pm

Hello again ElderScrolls community,

Since I'm still working on my COTD mod I eventually had to look into Smite of Order again as it will in some form be included in that mod as well.

Unfortunately there are a few various problems with the current version (which by the way can be downloaded here: http://www.tesnexus.com/downloads/file.php?id=19156) such as:
- Timer issues when switching cells when the spellbeam script is running its course
- Timer issues when loading the game at the "wrong" time
- Messy SpellBeam script dependant on Global variables instead of plain Object variables
- Messy Spell script (checking of conditions = drama)
- Force Push script does not work "directional". Everybody caught in the blast will be blown in the exact same direction. That pretty much violates all fundamental laws of physics even in Oblivion.

That and it's lacking a lot of features IMHO. Users can't configure the power of the spell (Can't set the blast range, can't set the blast power, can't toggle "turn victim into worthless skeleton" option off and so on). So I'm working on version two that will feature some extras as explained by this little youtube video I made in like 10 minutes (Yeah I know it's crappy, but it lists new features and shows the increased beamsize and a better finishing):
http://www.youtube.com/watch?v=MwSbNLufbZc

Versions of the current v1.0 version here:
http://www.youtube.com/watch?v=noI4tVs3MxM
http://www.youtube.com/watch?v=z0NRJBgNKlQ

So yeah to sum it all up, v2.0 should bring:
01. Better Error Handling:
Cell switching whenever the spell is running will mess up the timer and break the spell. This is probably because the script only runs when the player is in the same cell as the spellbeam (which happens to be an activator). As far as I know there is no way to have the script running constantly to keep the timers in check AND at the same time keep it synchronised to the animation. V2.0 will have a safeguard against this issue

02. Better Weather Handling:
Current Weather Handling is messy and unreliable. OBSE to the rescue for v2.0.

03. Better Visual Effects:
The current visuals aren't bad, but they can be better. I was thinking of throwing in a glyph so it looks all mystical :P Also some other effects surrounding the beam, because it feels rather empty there. Was also thinking of some post-spell effects.

04. Multiple Beam Support:
Casting one of these monstrosities is fun, casting multiple is probably even more fun :P

05. Multiple Beam Colors:
Perfect example: http://www.youtube.com/watch?v=VExUgrrsE6c

06. OBSE/ini configurable features:
I want players to be able to set how Smite of Order works.

07. Better Fatality
The spell needs a better finisher :P

That's it for now.

Suggestions, complaints, rants, you name it are very welcome :P

Trademark
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Sun May 29, 2011 12:36 am

I absolutely love that you are going to continue working on such a badass and awesome spell, I LOVED the original one despite the problems you already know about and I am truly happy that you will continue working on it. This is like... The ULTIMATE Spell. :D

EDIT: Oh, also, I saw a video about the "Smite of Dagon" spell. Perhaps you could add different color variations? For example, a Dark/Red/Blue Beam and also an option to customize to which weather the spell will change to? Sorry, I am just too excited because of these news! :D
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Sat May 28, 2011 7:28 pm

Holy crap!

Feature Requests:

1, Option to have it not effect the caster. Someone with such amazing power should at least be immune to it as well.
2, Dumbed down version for use inside interiors. Would make it more practical as an attack spell if it could be used inside a dungeon.
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Sun May 29, 2011 4:38 am

I'm so happy you decided to do some bug fixing for this. It is no lie my favorite single spell lol. the new effects look great too, hope to see the fix out soon :)
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Sun May 29, 2011 1:06 am

So I'm working on version two that will feature some extras as explained by this little youtube video I made in like 10 minutes (Yeah I know it's crappy, but it lists new features and shows the increased beamsize and a better finishing):
http://www.youtube.com/watch?v=MwSbNLufbZc


Man, that is beyond awesome! Absolutely beautiful. :mohawk:

I was thinking of this spell just the other day - thought it would be cool to use it during a boss fight in some way. Anyway, looking forward to the update!
User avatar
Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Sat May 28, 2011 10:47 pm

Oh. Yeah!

You've got my download when it's ready(or in beta).
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Sat May 28, 2011 11:31 pm

1, Option to have it not effect the caster. Someone with such amazing power should at least be immune to it as well.
2, Dumbed down version for use inside interiors. Would make it more practical as an attack spell if it could be used inside a dungeon.

1. v2.0 will have this option, yes, you can choose to be immune to the effects
2. I'll look into it

Thanks for the comments people! ;)
User avatar
LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Sat May 28, 2011 7:59 pm

Neat to see this still being worked on. Good luck with version 2.0. :)
User avatar
Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am


Return to IV - Oblivion