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

Post » Tue Dec 07, 2010 7:07 pm

Decided to finally use this mod and I have just a couple questions...

1) Do the NPC's also get new spells to use in battle? Or just the PC?

2) Are the spells balanced to OOO? (Just plain OOO. No MMM, FCOM or Deadly Reflex) If not, what are the recommended ini tweaks?
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courtnay
 
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Post » Tue Dec 07, 2010 8:47 pm

Decided to finally use this mod and I have just a couple questions...

1) Do the NPC's also get new spells to use in battle? Or just the PC?

2) Are the spells balanced to OOO? (Just plain OOO. No MMM, FCOM or Deadly Reflex) If not, what are the recommended ini tweaks?


1) Not sure about this in detail. NPC's have the same new changes to their spells as the PC, but they don't use Levitate, for example. I think they get the changed durations/costs etc., but not the new spells. But not sure as said.

3) Depends on what you mean with balanced. SM is a magic overhaul after all so it's not balanced as OOO per definition, but SM comes with an OOO patch, plus you can tweak settings in the ini to have OOO defaults on those. The OOO settings are noted in the ini, so just change to those. Plus you can change a lot of other settings in the ini as well. Basically, I'd say that with SM, SM_OOO.esp and setting OOO defaults in the ini, magic is a bit more powerful than in OOO, but not excessively so.
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Celestine Stardust
 
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Post » Tue Dec 07, 2010 8:24 pm

1) Not sure about this in detail. NPC's have the same new changes to their spells as the PC, but they don't use Levitate, for example. I think they get the changed durations/costs etc., but not the new spells. But not sure as said.

3) Depends on what you mean with balanced. SM is a magic overhaul after all so it's not balanced as OOO per definition, but SM comes with an OOO patch, plus you can tweak settings in the ini to have OOO defaults on those. The OOO settings are noted in the ini, so just change to those. Plus you can change a lot of other settings in the ini as well. Basically, I'd say that with SM, SM_OOO.esp and setting OOO defaults in the ini, magic is a bit more powerful than in OOO, but not excessively so.


Thanks for the reply :)
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Amanda savory
 
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Post » Tue Dec 07, 2010 8:53 am

As Arkngt said, the NPC's get the same spell changes that the PC gets, but the other change that was made is that they get more magicka, so they are more likely to use spells now. I can't remember exactly how StrategyMaster describes it (I lost my hard drive, so I don't have it installed right now), but I think he explains it in the ini (it doesn't seem to be in the readme - I have a printed version). Anyway you will find NPC's cast a lot more spells at you and take advantage of the multiple summons :)
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Stace
 
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Post » Tue Dec 07, 2010 7:18 pm

As Arkngt said, the NPC's get the same spell changes that the PC gets, but the other change that was made is that they get more magicka, so they are more likely to use spells now. I can't remember exactly how StrategyMaster describes it (I lost my hard drive, so I don't have it installed right now), but I think he explains it in the ini (it doesn't seem to be in the readme - I have a printed version). Anyway you will find NPC's cast a lot more spells at you and take advantage of the multiple summons :)


That would be this I guess:

SetGS fNPCBaseMagickaMult 2.5		; Sets the amount by which NPCs have their base magicka					; multiplied to conpensate for the fact that					; they're so stupid (v: 1.5)


:)
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Britta Gronkowski
 
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Post » Tue Dec 07, 2010 9:23 am

That would be the one. Thanks Arkngt. And the setting works quite well too. ;)
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Hella Beast
 
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Post » Tue Dec 07, 2010 11:55 am

Hi, I have a quick question re: Light and Vamps.

Does this work on enchantments - for example. If I want to enchant my bow to do a certain amount of points of Light on Strike - will this provide extra damage to vamps? Furthermore, does the magnitude of the light spell make it AoE? For example, if the enchantment does 60ft light for 5 seconds - will all vampires withing 60ft of my target take light damage?

Thanks for your help, thoroughly enjoying this mod!
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Andrew Perry
 
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Post » Tue Dec 07, 2010 6:04 pm

Sorry if this has been asked/answered, but are effects which restore magicka supposed to give raise your magicka beyond the maximum limit? Is this a bug?

For instance: if I absorb a powerful spell my magicka is boosted to 2000/300.
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emma sweeney
 
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Post » Tue Dec 07, 2010 10:40 am

Sorry if this has been asked/answered, but are effects which restore magicka supposed to give raise your magicka beyond the maximum limit? Is this a bug?

For instance: if I absorb a powerful spell my magicka is boosted to 2000/300.

I think that state is temporary if it stays like that for too long then its probably a bug :shrug:
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le GraiN
 
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Post » Tue Dec 07, 2010 2:13 pm

1) Not sure about this in detail. NPC's have the same new changes to their spells as the PC, but they don't use Levitate, for example. I think they get the changed durations/costs etc., but not the new spells. But not sure as said.

3) Depends on what you mean with balanced. SM is a magic overhaul after all so it's not balanced as OOO per definition, but SM comes with an OOO patch, plus you can tweak settings in the ini to have OOO defaults on those. The OOO settings are noted in the ini, so just change to those. Plus you can change a lot of other settings in the ini as well. Basically, I'd say that with SM, SM_OOO.esp and setting OOO defaults in the ini, magic is a bit more powerful than in OOO, but not excessively so.

The OOO patch only changes the prices to match them with OOO
In the ini you have in brackets OOO stats however you can always change them the way you want them to be
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jessica sonny
 
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Post » Tue Dec 07, 2010 11:20 am

bump to save from oblivion

Any news about Strategy Master? It seems he hasn't logged since late October.
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luis dejesus
 
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Post » Tue Dec 07, 2010 10:09 am

Nope. I was looking for new version of this too because I had posted several bugs and he said he'd fix them... RL took over I guess :(
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Genocidal Cry
 
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Post » Tue Dec 07, 2010 9:52 am

Just in case anyone is still watching this topic, I've had 2 scripts fail on me just now:

Error in script 7400ac85
Too few operands for operator :=
File: SupremeMagicka.esp Offset: 0x030D Command:
Error in script 7400ac85
An expression failed to evaluate to a valid result
File: SupremeMagicka.esp Offset: 0x030D Command:

Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.73]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.35]08  Kvatch Rebuilt.esm09  Better Cities Resources.esm  [Version 4.8.3]0A  Progress.esm  [Version 2.2]0B  Unofficial Oblivion Patch.esp  [Version 3.3.3]0C  Oblivion Citadel Door Fix.esp0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Better Cities .esp10  LoadingScreens.esp11  All Natural.esp  [Version 1.1]12  All Natural - SI.esp  [Version 1.0]13  AN Scripts.esp14  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp15  MIS Low Wind.esp16  Rainbows.esp17  All Natural - Real Lights.esp  [Version 1.1]18  WindowLightingSystem.esp19  Akatosh Mount By Saiden Storm.esp++  Item interchange - Extraction.esp  [Version 0.78]1A  Enhanced Economy.esp  [Version 5.1]1B  FF_Real_Thirst.esp1C  DropLitTorchOBSE.esp  [Version 2.4]1D  Duke Patricks - 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Shivering Isles.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]38  LoadingScreens-OOO.esp++  MMM-Cobl.esp  [Version 1.73]39  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp3A  Kvatch Rebuilt Weather Patch.esp3B  The Ayleid Steps.esp  [Version 3.4]3C  TR_Stirk.esp3D  DLCBattlehornCastle.esp3E  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]3F  DLCFrostcrag.esp40  Kvatch Rebuilt_Frostcrag Reborn.esp41  FrostcragRebornCobl.esp42  Knights.esp43  Knights - 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Jynx Anthropic
 
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Post » Tue Dec 07, 2010 6:20 pm

Error in script b100ac85
Too few operands for operator :=
File: SupremeMagicka.esp Offset: 0x030D Command:
Error in script b100ac85
An expression failed to evaluate to a valid result
File: SupremeMagicka.esp Offset: 0x030D Command:

Seems to have been a cascade following a script error in Map Marker Overhaul.
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lydia nekongo
 
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Post » Tue Dec 07, 2010 6:33 pm

Same here, also following an error with Map Marker Overhaul.
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Enie van Bied
 
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Post » Tue Dec 07, 2010 6:16 pm

That's the general token script from SM, which is on a token that gets added to all references and controls variables from there. I'm also having problems with tokens in other mods of mine, because occasionally they seem to loose their stored variables and can't reinitialize them, and the script on them fails to keep on executing.
It's nothing to worry about too much, some NPCs in your cell won't get some SM effects and features, but most likely they will be again scanned after a cell reset and hopefully the token will fire correctly then.

And on another note, even I who is far from a great scripter can recognize the IMMENSE amount of benefit this mod could get if it were rewritten with the features of the newest OBSE versions: Just some new OnHitWith event handlers would get rid of all these mod's tokens, and the new spell effects will be 100% more reliable, and that for starters. Its a great mod, but it could be the greatest! Strategy Master please come back!
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ladyflames
 
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Post » Tue Dec 07, 2010 4:45 pm

Strategy Master please come back!


Well since you asked so nicely :tongue: Hello.

I was just AF Oblivion. I guess a little real life too but also some civ 5, starcraft 2, dragon age, mass effect and witcher fun.

I know OBSE 19 is not playing nicely with a couple of scripts. There are probrably lots of advantages to using the new OBSE functionality. I still also need to consider that magic extender OBSE plugin that allows you to create your own magic effects, but I think just getting the mod playing nicely with OBSE 19 needs to be done first.
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Darrell Fawcett
 
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Post » Tue Dec 07, 2010 10:03 pm

:ahhh: I have summoning powers!
I'm very glad to see you back. And sorry for sounding so desperate, I sometimes forget there are other things in life games aside from Oblivion.
So, welcome back!
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Jodie Bardgett
 
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Post » Tue Dec 07, 2010 4:55 pm

Wow! You do have summoning powers! Can I get you to summon up a few other missing modders? :)

Welcome back Strat Master! Good to see you on the forums again. So do you think it might be the tokens from Supreme Magicka? I've also got people complaining with Oblivion XP, although I don't think all of them are running SM. I don't think Ob XP uses tokens, but that is something for me to investigate :wink_smile:
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NO suckers In Here
 
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Post » Wed Dec 08, 2010 1:49 am

Welcome back Strat Master! Good to see you on the forums again. So do you think it might be the tokens from Supreme Magicka? I've also got people complaining with Oblivion XP, although I don't think all of them are running SM. I don't think Ob XP uses tokens, but that is something for me to investigate :wink_smile:


No idea yet. As stated before the script error reported was constantly in the general token script that controls steal magic, AI summoning, global magic weakness and possibly a few other minor bits and peices. I have a different version of supreme magicka than the one out in public. It has yet to occur on this mismashed incomplete version for me with OBSE 19 and the script looks valid. It may be because the old version was not compiled using obse 19 (compiled in 17) as there used to be all sorts of scripting errors when i last tried betas of 18/19. If it occurs infrequently though it may just be a waiting, but I am hoping I actually dealt with that before taking my semi vacation from oblivion modding.



Well good bit of work today. I fixed the elemental criticals that are totally broken in my incomplete version and implemented the new event listeners for most of the base spells. I still need tokens though. I cannot get rid of those completly.
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Luna Lovegood
 
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Post » Tue Dec 07, 2010 2:53 pm

I had a look at the script in Oblivion XP that one user reported having problems with and it's the script that deals with poisoning weapons. Basically when a player poisons a weapon, Oblivion XP makes a clone of that weapon and attaches a scripted effect to the cloned weapon. The situation has some similiarities to yours in that the script has worked for a long time and it's only with OBSE 19+ that it has started to act up. Even at that, it's only one player that has reported the problem so far. I was getting some other error reports that I thought were similiar, but now I'm pretty sure they were installation issues. So I may also find that things will work better if I compile the script with OBSE 19b or 20.

Also, I found a few more spell errors. I stopped reporting them because you had taken a vacation from us :) Would you like me to see if I can dig them up? Basically I believe it was the Fortify Spells - I think you had two spells which were identical and you probably intended one of them to be a higher level.

Also, as a head's up, the UOP fixed the last of the errors with the Sigil Stones in the latest supplemental. I can't remember now if the changes were the same that you had already or if I changed my copy of SM Sigil Stones to match, but you might want to check out the latest UOPS to sync everything up. Basically this was to fix the progression of damage of the shock effect on the Sigil Stones, iirc.
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Czar Kahchi
 
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Post » Wed Dec 08, 2010 1:16 am

Ah no need I have already got the identical fortify knowledge bug on my bug list (probrably from when it was reported by you) :) Will look into UOP re-syncs too thanks.
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Christine
 
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Post » Tue Dec 07, 2010 11:08 pm

In your absence I tried to move your detect life system from a quest to a token, with some success. The problem was that the quest iterates through references too slowly, so you would see NPCs with no detect life when you were standing right next to them.
I commented out the detect life part of zzSMAreaTokenSystemScript, rescued zzSMDetectLifeQuestScript and assigned it to a quest. It looks like this:
Spoiler
scn zzSMDetectLifeQuestScriptfloat fquestdelaytimefloat fDistanceref rItemBegin GameModeIf Player.GetTotalAEMagnitude DTCT <= 0 || SMDetectLifeOn == 3	If fQuestDelayTime != 0.5		Set fQuestDelayTime to 0.5		set fDistance to -1	Endif	returnelse	If fQuestDelayTime != 0.25		Set fQuestDelayTime to 0.25	Endif	set fDistance to (Player.GetTotalActiveEffectMagnitude DTCT) * 21.3	set rItem to Apple	set rItem to getFirstRef 69 1	while(rItem)		If rItem.GetItemCount zzSMDetectLifeToken == 0 && rItem.GetDead == 0 && rItem.GetDistance Player <= fDistance			rItem.AddItemNS zzSMDetectLifeToken 1		Endif		set rItem to Apple		set rItem to getNextRef	loopEndifEnd

The new zzSMDetectLifeToken has this new script associated:
Spoiler
scn zzSMDetectLifeTokenScriptint isdeadranameint isundeadnameref rItemref shaderstring_var raceBegin OnAddlet rItem := GetContainerIf rItem.GetIsCreature == 0	let race := $ (rItem.GetRace)	if eval (sv_Count "Aureal" race > 0 || sv_Count "Mazken" race > 0 || sv_Count "Seducer" race > 0 || sv_Count "Xivilai" race > 0 || sv_Count "Golden Saint" race > 0)		let isdeadraname += 1	elseif eval (sv_Count "Zombie" race > 0)		let isundeadname += 1	endifendIflet isdeadraname += rItem.CompareName "Clannfear"let isdeadraname += rItem.CompareName "Daedroth"let isdeadraname += rItem.CompareName "Herne"let isdeadraname += rItem.CompareName "Balrog"let isdeadraname += rItem.CompareName "Vermai"let isdeadraname += rItem.CompareName "Morphoid"let isdeadraname += rItem.CompareName "Atronach"let isdeadraname += rItem.CompareName "Hunger"let isdeadraname += rItem.CompareName "Jyggalag"let isdeadraname += rItem.CompareName "Mehrunes Dagon"let isdeadraname += rItem.CompareName "Scamp"let isdeadraname += rItem.CompareName "Daedra"let isdeadraname += rItem.CompareName "Sheogorath"let isdeadraname += rItem.CompareName "Xivilai"let isdeadraname += rItem.CompareName "Knight of Order"let isdeadraname += rItem.CompareName "Golden Saint"let isdeadraname += rItem.CompareName "Dark Seducer"let isdeadraname += rItem.CompareName "Gatekeeper"let isundeadname += rItem.CompareName "Undead"let isundeadname += rItem.CompareName "Banshee"let isundeadname += rItem.CompareName "Lich"let isundeadname += rItem.CompareName "Ghost"let isundeadname += rItem.CompareName "Wraith"let isundeadname += rItem.CompareName "Spectral"let isundeadname += rItem.CompareName "Shambles"let isundeadname += rItem.CompareName "Skinned Hound"let isundeadname += rItem.CompareName "Zombie"let isundeadname += rItem.CompareName "Eldritch"if SMDetectLifeOn == 0	let shader := zzLifeDetectedBrightelseif isundeadname || rItem.GetCreatureType == 2 || rItem.IsSpellTarget AbGhostNPC || rItem.GetVampire	if Player.GetVampire || PCVampire > 0 || DetectLifeUndead		let shader := zzSMShaderAzure	endifelseif isdeadraname || rItem.GetCreatureType == 1 || rItem.GetIsRace Dremora	let shader := zzSMShaderOrangeelseif((Player.GetVampire || PCVampire > 0) && rItem.GetIsCreature == 0)	let shader := zzLifeDetectedVampireelseif SMDetectLifeOn == 1	let shader := zzLifeDetectedBrightelseif SMDetectLifeOn == 2	let shader := zzLifeDetectedendifIf rItem.GetDistance Player > zzSMDetectLifeQ.fDistance	rItem.SMS shader	sv_Destruct race	RemoveMeElse	rItem.PMS shaderEndIfEndBegin GameModeIf rItem != GetContainer	let rItem := GetContainerElseIf rItem.GetDistance Player > zzSMDetectLifeQ.fDistance || rItem.GetDead	rItem.SMS shader	sv_Destruct race	RemoveMeEndifEnd

I made a new red membrane shader for vampire players being able to distinguish human from creature immediately, as well as a system to recognize the race of the NPC and determine if its a daedra or undead race. Everything else is your old script minus some tweaks, like the overly unnecessary undead detection.
Problem is, non persistent references eventually loose their token variables, or these don't initialize sometimes, and I get lots of console error output and an NPC that doesn't glow. Initially I was going to add a timer to the token and it would remove itself every five seconds, allowing a new one to be added to the reference, but I think I will change it to check if the shader is actually playing with OBSE 20's HasEffectShader.

Well, that for start. I actually have loads of little fixes and ideas, but I don't want to overwhelm you.
User avatar
Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Tue Dec 07, 2010 4:16 pm

Ah no need I have already got the identical fortify knowledge bug on my bug list (probrably from when it was reported by you) :) Will look into UOP re-syncs too thanks.


No, I found a few more after reporting that one :) I'll dig through my notes at some point and see if I can find it/them. I wish there was a mod comparison utility - then I could compare my SM with the original. I don't there is one - is there? Might check to see what TES4Gecko offers...

Edit: Ok, here's the list. There's only one that was similar to the previous report.

Possible bug: spell only does same damage as vanilla whereas fire and frost spells of this level do more. Spell cost is consistent with fire and frost once magnitude is changed.
StandardShockDamageTarget2Apprentice - increased magnitude to 26 to match magniture of fire and frost spells of this level.

Bug: both Restore Might spells are the same.
StandardRestoreAttribEndurance2Apprentice
StandardRestoreAttribStrength2Apprentice

I also copied some changes that were made by the UOP. These do seem to be bug fixes for vanilla Oblivion spells. Basically the UOP flipped some flags and made the damage on touch spell actually do damage on touch!
SerpentSpell
LpGhostAncientFrostDamageTouch
LpGhostFrostDamageTarget

Spells that I had to flip to manual spell cost so that they were in the correct level:
StandardDamageHealthTarget4Target
StandardFireDamageArea3Journeyman
StandardFireDamageArea4Expert
StandardFrostDamageArea3Journeyman
StandardFrostDamageArea4Expert
StandardPoisonDamage4Expert
StandardSilence3Journeyman

These wound up being a level higher in my game. They are very close to the boundary.

Lastly I cleaned Supreme Magicka. There were a number of world space edits that got removed, as well as one spell that was actually identical to the vanilla version (StandardCureParalysisApprentice).

And that's all of them! So hopefully I didn't frighten you away again :)
User avatar
Setal Vara
 
Posts: 3390
Joined: Thu Nov 16, 2006 1:24 pm

Post » Tue Dec 07, 2010 8:49 pm

No, I found a few more after reporting that one :) I'll dig through my notes at some point and see if I can find it/them. I wish there was a mod comparison utility - then I could compare my SM with the original. I don't there is one - is there? Might check to see what TES4Gecko offers...

There's no easy way to automatically diff scripts across two mods but you can export the scripts using bash and diff between two directories with any good multi diff utility.
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Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

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