[RELZ] Supreme Magicka V0.89, Beta 0.90, Thread 26

Post » Tue Dec 07, 2010 1:26 pm

Greetings all,

Let me start of by saying that I know this might not be the right place for this, but I'm starting to run low on options. I am trying to straighten out some issues I'm having w/ an FCOM build w/ Supreme Magicka added in. Unfortunately, I am at work, so I can't post my load order at the moment. However, I can link back to http://www.gamesas.com/index.php?/topic/1085318-gems-and-gem-dust-crash/page__st__20__p__15823966__fromsearch__1&#entry15823966. There have been a few changes made since then: 1) MMM_Cobl has been removed (unmerged), 2) Salmo 2.0 has been completely uninstalled (Salmo_Cobl is still there though), 3)VaultsOfCyrodiil has been taken out as VaultsOfCyrodiilBC replaces it, and finally 4) I have un-selected OOO in the import scripts section of my bashed patch. The rest is the same as in the link.

Now for the problem. Simply put, I can't cast any spells. As soon as I try, the screen freezes solid (not a CTD). I can get out of it via Ctrl-Alt-Del, but that's the only way. For most spells, my character just starts to move her arms and then it freezes. For some, like teleport spells, she'll arrive at the destination, but before the spell animation finishes the screen freezes up. This was sporadic, but now it is consistent on every attempted spell cast.

Like I said, I know this may not be the right place, but I thought there might be some chance that someone who frequents this thread may have heard of something like this. Any help at all would be greatly appreciated!

TIA,
veg
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Loane
 
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Post » Mon Dec 06, 2010 10:40 pm

@Vegtabill: Its a common deadly reflex bug. I think there is a patch somewhere for deadly reflex to fix this.
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Dylan Markese
 
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Post » Tue Dec 07, 2010 11:29 am

Thanks Strategy Master, I appreciate the reply! Yes, I do have DR5 running, but I thought I had taken care of that compatibility problem. I have SM_DeadlyReflex merged in immediately after Deadly Reflex 5 - Combat Moves, which from what I have read is where it should go. Idk. I started out w/ a few small things going wrong, but the more I try to fix, the more unplayable I'm making my game! (Sorry... no room for self-pity! )

Thanks for the suggestion. Of course, if you meant something other than SM_DeadlyReflex, please let me know! Perhaps i should try posting on the DR thread as well...?
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Czar Kahchi
 
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Post » Tue Dec 07, 2010 1:21 am

@vegtabill: Ah no not with supreme magicka. Its deadly reflex issue bug only, nothing to do with supreme magicka. Deadly reflex thread probrably has link to the required patch somewhere.
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Lyndsey Bird
 
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Post » Tue Dec 07, 2010 9:27 am

@vegtabill: Ah no not with supreme magicka. Its deadly reflex issue bug only, nothing to do with supreme magicka. Deadly reflex thread probrably has link to the required patch somewhere.


Thanks again! I'll see what I can find out (I assume there _is_ a DR thread... guess I should look for that! )
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Honey Suckle
 
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Post » Tue Dec 07, 2010 1:55 am

@Strategy Master
You were right, of course! Got a hotfix for DR that should take care of my problem. Thank you again!

And please forgive my rude behavior earlier. I posted in your thread and didn't show any appreciation for your wonderful mod. I am a BIG fan of it so far (well, when my spells were working, that is). Great work! Thanks for sharing it!
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Jonathan Windmon
 
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Post » Tue Dec 07, 2010 3:11 am

NM
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Daramis McGee
 
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Post » Tue Dec 07, 2010 12:45 pm

Nevermind.
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Kathryn Medows
 
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Post » Tue Dec 07, 2010 5:07 am

Hi there,

currently I'm using the latest version of Supreme Magicka, i modified some of the *ini settings which may have caused a problem with my magicka regeneration.
If I use a Regenerate Magicka spell, choose Mage Birthsign, or equip an enchanted item with Magicka Regeneration, my Magicka does not stop increasing when it reaches my characters maximum.
However, this has not always been the case at all, so I guess i messed up the *ini settings.

Mods in use:
Axebane_Hunters25 (fletching arrows)
DLCShivering_Isles
ElaborateEyes-RensBeautyPackHairsOnly
FF_WaldnirsWoods (house mod)
FULL_Oscuros_Oblivion_Overhaul_deutsch (German OOO translation)
GalerionUnarmoredAcrobatics (Acrobatics as a substitude Unarmored skill)
LordKain_Adash_World (new Quests, new city, new spells I guess (haven't really explored it yet))
... + others which do not really affect the Magicka system
SM_EnchantStaff
SM_Scrolls
SM_ShiveringIsles
SM_SigilStones
SupremeMagicka

I do NOT use SM_OOO since it does not work with the German OOO, however, this has not been an issue yet. As far as I'm concerned, this should only affect prices.
Another oddity: I can only hear Nord's and Orc's voices in Shivering Isles, Breton voices are gone in Cyrodiil too. I'm afraid that this could be connected with the Elaborate Eyes pack, any suggestions?

UPDATE:
I used the command "set UninstallMode to 1" which basically disables the mod and turns to the vanilla magic system.
Well, the infinite magicka regeneration has NOT stopped.
So, what now? A script seems to be pretty messed up, how can i clean it?

EDIT: However, there seems to be an end to the regeneration. If i use the console "player.setav magicka 150 the magicka stops at 5394 Oo It does not regenerate any further than this.. (SM completly disabled)


EDIT2: Another discovery (SM active): If I rest with full magicka (380/380), I do NOT regenerate over the limit. However, if I rest with less than 380 magicka, it just goes up beyond the limit again.

Regards, Ash Poet
(should I post my *ini?)
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~Amy~
 
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Post » Tue Dec 07, 2010 1:03 pm

@Ash Poet: Well it just happening standing around it sounds like its not a supreme magicka related issue at all to me. If it still occurs with supreme magicka uninstalled and or not even checked to be used.

If it occurs only when you rest its more likely the regenerate magicka effect itself is bugged, and that can be something i can look into.
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Eliza Potter
 
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Post » Tue Dec 07, 2010 11:04 am

Hey SM, are you watching/any plans of utilizing http://www.gamesas.com/index.php?/topic/1099722-relz-oblivion-magic-extender-v1beta1/?
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Noely Ulloa
 
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Post » Tue Dec 07, 2010 3:19 pm

No i wasn't. I am now though, that sounds very very very useful.
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Lynette Wilson
 
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Post » Tue Dec 07, 2010 4:55 pm

How do repair spells actually work? I'm 80 on alteration and using the mend spell, and I cant even fix a fur bracelet.
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Kara Payne
 
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Post » Tue Dec 07, 2010 3:24 pm

@XxRALxX: Mend repairs weapons up to 55% so will not repair more than that (If i remember each cast will repair about the same amount as a normal repair hammer). All details of new spells are listed in the Supreme Magicka - New Spells List.pdf
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James Smart
 
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Post » Tue Dec 07, 2010 6:31 pm

I found a small bug in version .89: both Restore Knowledge spells are the same. I believe you intended one of them to restore 10 pts of Intelligence and Willpower, but both versions only restore 5 pts of each.

Btw: found the solution to enemies running away from fire spells: you have to set FireScare to 0 AND FireScareMult to 0 in the ini. I posted this question in your other thread (listing all your mods), but never got a reply... I actually had the big boss (Umaril) run away from me in the KotN showdown! Made that battle far too easy :( Anyway, fixed now.

I'm glad everything is configurable in the ini - please don't change that! :) Thanks for the great mod!
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Sunnii Bebiieh
 
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Post » Tue Dec 07, 2010 9:09 am

@andalaybay: Cheers for the bug report :thumbsup:
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CHARLODDE
 
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Post » Tue Dec 07, 2010 11:40 am

Does "FireScare" take the level of the enemy into account?
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m Gardner
 
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Post » Tue Dec 07, 2010 8:50 am

@DWS: Nope, something like that should be taken account of to to prevent that issue andalaybay had.
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Heather M
 
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Post » Tue Dec 07, 2010 8:45 am

I just read the supreme magicka readme and ini files and I must say that it sounds very exciting. A lot of the changes seems very clever and well balanced. I really like the multiple customisation options. I just have a few questions before I start installing.

1. I am in the middle of a game I really enjoy right now. Is it easy to install on an existing game?

2. I cannot live without NGCD. Does the magicka pool and regenaration formula from NGCD works well with SM?

3. I use one of the PROGESS option that calculates exp. gain on spell casting based on the casting cost of the spell. I noticed SM has a similar option. Wich one should I use? Does Progress overides SM?

4. Does it plays well with OOO? Is it balanced?

Thank You
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Heather Dawson
 
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Post » Tue Dec 07, 2010 10:33 am

I think I can answer some of your questions:

1. Yes. Make sure you go through the ini file and make any adjustments before loading up your game.
2. Probably. I ran SM with Oblivion XP and I was able to use Oblivion XP's settings with SM no problem. Once again, these settings can be configured in the ini. The ini actually lists the default values for a number of mods, so you can decide how to configure it to your liking.
3. You can disable SM's version in the ini.
4. I think so. I've never played with OOO, but I saw some comments about it in the readme and, you guessed it, the ini.

... so I think you can see SM is extremely customizable :) You do need to go through and carefully read the readme for SM though. Some of it is tough going due to the way it's formatted (long paragraphs), but there is a lot of information in there that you might need to know, especially if you are loading it in an existing game. SM does tweak some settings that OOO sets as well, so you might have to decide who wins via load order (if that can be adjusted) or by editing the ini files, if OOO has any.
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Darian Ennels
 
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Post » Tue Dec 07, 2010 5:38 am

Thx for the reply.
I wasn't able to solve the problem, so I just started a new game. Looks like none of my other characters are affected by that bug. I also put in a new *.ini and just made a few changes so it won't be all messed up again :shifty:
God knows what happened to my old savegame
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Bad News Rogers
 
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Post » Tue Dec 07, 2010 10:04 am

Gosh it was hard to find this thread. So deep in the forums. Anyway, I just saw http://www.gamesas.com/index.php?/topic/1103676-relz-oblivion-magic-extender-v1beta2/ and thought that it would be great if some features from it could be used in Supreme magicka. Especially the possibility to create new magic effects, which would allow us to have more of the new spells be actual spells and not "only" script effects.

Cheers
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Rodney C
 
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Post » Tue Dec 07, 2010 2:59 pm

Summoning a iron golem requires to be a master in alteration cuz the spell includes shield.
Is this a conflict between ooo and sm? And is there any fix?
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Star Dunkels Macmillan
 
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Post » Tue Dec 07, 2010 7:58 pm

Hi

Do you plan to release a ini file that let you adjust the duration of spells of the different schools, just like with conjuration, in future versions of SM?
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Rik Douglas
 
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Post » Tue Dec 07, 2010 3:52 pm

Summoning a iron golem requires to be a master in alteration cuz the spell includes shield.
Is this a conflict between ooo and sm? And is there any fix?


Are you sure SM alters the level requirement? The OOO Golem summons are governed by Alteration, so that's on purpose. And they all require either Expert or Master with OOO as well IIRC.
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Kanaoka
 
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