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

Post » Mon Dec 06, 2010 7:47 pm

Beta update - Uploaded the correct ini

@Andruck Gro-Gorath: Maybe in the restoration spell school i could add a "divine sight" spell.
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Dezzeh
 
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Post » Mon Dec 06, 2010 7:22 pm

Thanks for the update, Strategy Master. I've been playing with the new regeneration model and it certainly makes combat more challenging. I find myself using potions in more situations now.

I feel like there is room for more synergy between the variable regen rates and mods like http://www.tesnexus.com/downloads/file.php?id=27352. Would it be possible to set regen rates based on the current timescale? Since timescale can also be changed by effects like sneaking, this could discourage invisibility-spam without an explicit cooldown.
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Michelle Serenity Boss
 
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Post » Mon Dec 06, 2010 6:57 pm

@Phssthpok: its doable, but would be annoying for those with fixed timescales. There regen rates would be completly buffed or nerfed forever if they changed them high or low. If it goes in it would have to be 'another' optional ini setting to enable it.
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Darlene Delk
 
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Post » Tue Dec 07, 2010 2:17 am

Well its great to see a new version after quite a while, congrats SM!

This thing about detect life has been an interesting feature for me. I tried to make a script, which used variables from the main SM script, that would flag additional things to display a different detect shader: so for example, I tried adding extra races from other mods like RBP, the sheogorath race from SI, knights of order NPCs... to be flagged as daedra and display the orange shader. However upon testing it didn't work, in fact detect life didn't work at all, so in the end I edited the main SM script directly in a patch file to include those races, but any time the script changes my patch will be rendered obsolete (like now). This is the part of the script I had to modify (I don't know if it has changed in 0.90):
			if bRunDetectLife				if nextitem.getDistance Player <=(Player.GetTotalActiveEffectMagnitude DTCT) * 21.3 (BTW whats this factor for?)					if SMDetectLifeOn == 0	; Custom Detect Life Shader						nextitem.playMagicShaderVisuals zzLifeDetectedBright 3					elseif ((nextitem.GetCreatureType == 2 || nextitem.GetFactionRank UndeadFaction >= 0) && ...;Undead						if (Player.GetVampire || DetectLifeUndead)							nextitem.playMagicShaderVisuals zzSMShaderAzure 3						endif					elseif nextitem.GetCreatureType == 1 || nextitem.GetIsRace Dremora;Daedra (here is where I had to add the stuff from other mods I wanted flagged as daedra)						nextitem.playMagicShaderVisuals zzSMShaderOrange 3					elseif SMDetectLifeOn == 1						nextitem.playMagicShaderVisuals zzLifeDetectedBright 3					elseif SMDetectLifeOn == 2						nextitem.playMagicShaderVisuals zzLifeDetected 3					endif				endif			endif

So, originally I wanted to make another script which referenced "nextitem" variable and told it what shader to play if the NPC met criteria like being of the RBP seducer or xivilai race, being in the SI Order faction, etc. I don't know if I did something wrong or if its just impossible to alter how that variable works outside its script.
Also, the detect life shader doesn't seem to work on invisible actors, is that intended?
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Kortknee Bell
 
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Post » Tue Dec 07, 2010 12:13 am

@migck: It has changed slighty as the undead detection was enhanced. Its probrably dangerous to access nextItem from an outside script directly. Mainly because the while loop will be modifiying the variable extremly quickly and your script might miss some of the loops. Patching your changes directly is the safest approach i can see at the moment.

Detect life shaders not playing on invisible actors is a major issue if thats true.
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IM NOT EASY
 
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Post » Mon Dec 06, 2010 8:33 pm

I like that "Divine Sight"
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Sanctum
 
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Post » Mon Dec 06, 2010 2:48 pm

Hmm, gonna take a look at the script in the beta. Which method did you use to enhance the undead detection? Maybe I can come up with something for better daedra detection, even from other mods.
I believe the thing with detect life not working on invisible actors has to do with the nature of the shader.http://www.tesnexus.com/downloads/file.php?id=25204 made a few that were "invisibility-proof", but I know nothing of shaders myself.
Also, what's with the 21.3 factor for detect life? It looks like your actual detect life range is 21.3 times what it really is... or does vanilla detect life work like that too?
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Farrah Barry
 
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Post » Mon Dec 06, 2010 2:43 pm

I don't want the effects of Health, Fatigue, or Magicka Regeneration.

Health regeneration is handled by Kuertee's Battle fatigue mod (loaded after SM as well).
Fatigue regeneration is handled by Realistic Fatigue (Loaded before SM).
Magicka regeneration is handled by LAME (Hmm or is it RBP - LAME is loaded after SM but RBP before).

So these effects are handled more comprehensively by other mods and, in truth - just my opinion - health and fatigue regeneration are beyond the scope of a magic overhaul. My suggestion (for what it is worth) is to have them deactivated by default).

So that leads me to the question - what is the best way to deactive these features?

Is it better to comment out ';' the entries or to change the entries to specific numbers? ... then also which entries and what numbers? The readme and ini were neither one clear.

thanks.
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Rudi Carter
 
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Post » Mon Dec 06, 2010 7:48 pm

I don't want the effects of Health, Fatigue, or Magicka Regeneration.

Health regeneration is handled by Kuertee's Battle fatigue mod (loaded after SM as well).
Fatigue regeneration is handled by Realistic Fatigue (Loaded before SM).
Magicka regeneration is handled by LAME (Hmm or is it RBP - LAME is loaded after SM but RBP before).

So these effects are handled more comprehensively by other mods and, in truth - just my opinion - health and fatigue regeneration are beyond the scope of a magic overhaul. My suggestion (for what it is worth) is to have them deactivated by default).

So that leads me to the question - what is the best way to deactive these features?

Is it better to comment out ';' the entries or to change the entries to specific numbers? ... then also which entries and what numbers? The readme and ini were neither one clear.

thanks.


I completely agree, and I too am curious about the best way to deactivate these features. Right now I've just set everything to -1 that the ini told me to if I wanted to deactivate it, but I haven't had time to test it yet.
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SEXY QUEEN
 
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Post » Mon Dec 06, 2010 9:13 pm

@migck:its feet to oblivion cell units. Spell range is in feet.

@all:
The ini instructions tell you which you need to set it to -1 to disable. If you are using other magicka mods i assume you always set supreme magickas magicka settings to -1 i hope. In beta i am not setting it off by default because i want people to test it. The regen features compliment birthsigns and generally increased difficulty and strategy but with the added bonus of convenience. No mods currently scale regeneration based on when u are in combat or not (being its generally OBSE only functionality)
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Cat Haines
 
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Post » Mon Dec 06, 2010 6:26 pm

Those running this with ObXP should probably set all values;

Set ObXPSettings.healthReturnEnabled		to 1	; 1Set ObXPSettings.magickaReturnEnabled		to 1	; 1

To 0. Because it stacks with SM. Unlimited HP/MP = lol.
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Brandi Norton
 
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Post » Mon Dec 06, 2010 7:16 pm

With 0.90 beta 2 installed, I was getting crashes in the Kvatch Oblivion realm when I approached two spawn points near the entrance. I think one was a Herne and the other might have been flame atronachs. I copied over the .89b esp and ini files, and the crashes stopped.
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Sxc-Mary
 
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Post » Mon Dec 06, 2010 11:12 pm

@OnmyojiOmn: I can't replicate my self. Tried 6 times with completly clean games each time and different level characters. I can't replicate at all suggesting either mod conflicts, or mod load order issues, but considering the actual rather small changes to the codebase in 0.90 makes me doubt 0.89 is actually fixing it. Although it may be possible its only occuring on upgrading from save games using 0.89 to 0.90 which i havn't tested.

@Migck: Which shaders dont work on invisible people. The normal detect life shader is working fine for me on those invisible actors.
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Charlie Ramsden
 
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Post » Mon Dec 06, 2010 9:22 pm

Then it must be something on my setup, sorry for the trouble. I am using the GFX remover and a magic effect texture replacer, maybe the problem is there.
Undead and daedra detection: right now the script doesn't play the undead shader on skinned hounds from the SI, and they also miss the other "undead features" in the other scripts for restore and damage health effects. I corrected that in the SI file adding SEAbSkinnedHound to the conditions. Also added the LichFaction and the AbLich and AbLichNether to the scripts, in case there were liches without the word "Lich" in their name (like Erandur-Vangaril), since liches don't seem to be in the undead faction sometimes.
For better daedra detection I had this thought: is it possible to store the EditorID of the race of the actor in a script variable, and then checking for a word in that EditorID? Then I could check for xivilai, seducer, mazken and aureal (I don't understand very well how does the "let xxx := ..." work, but I can learn). The other SI races (Goldensaint, darkSeducer, Sheogorath) can be added in the SI file.

Edit: hmm, is Sheogorath supposed to be a daedra?... He (It) is the madgod, all-powerful in the SI, so I guess he can be whatever he pleases to the PC eyes. I'm curious about the lore implications of having him glow in an orange aura when using detect life on him.
And the same goes for Haskill, I don't think he's your ordinary breton butler. Maybe I'm worrying too much about stupid little details, but... any thoughts?
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Dorian Cozens
 
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Post » Tue Dec 07, 2010 5:54 am

Those checks generally make sense and i can look into adding those. The detection should at least be correctly determing actor type for the vanilla and SI actors. Sheogorath is a deadric prince so thats good enough for me (Potentially every creature in SI is daedric though because they exist because of sheogorath :shrug:). I dont know the history behind haskill though.
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Cat Haines
 
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Post » Mon Dec 06, 2010 11:19 pm

After the last update my summoned creatures (only, weapons don't) last for 30,000 seconds!?

I haven't changed anything about the conjuration settings.

EDIT: I see... OK, thank you!
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Gill Mackin
 
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Post » Mon Dec 06, 2010 5:45 pm

@DWS: Err thats because sustained summons are on as stated in the changelog. Turn it off in ini if you dont want it.
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M!KkI
 
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Post » Mon Dec 06, 2010 8:59 pm

Seems like a cool mod dude.

Now there are many "circle" spells which deals damage to all enemies around you in an area. Surrounded? No problem! Cast Burning Spiral and blast all your problems away.


In case the quotes are "for lack of a better term", these types of attacks in RPGs are generally called "Point blank area of effect", or PBAoE for short. I've also seen them called Ring Spells.
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Kayleigh Williams
 
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Post » Mon Dec 06, 2010 3:52 pm

I don't see this in the readme... but I noticed my total magicka went up after installing this mod. What's the new formula for calculating magicka?
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Austin Suggs
 
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Post » Tue Dec 07, 2010 2:51 am

@cipher86: Same as vanilla oblivion there has been no change by default here. Only time magicka might be more is if you are using the SMSpellLeveling setting then its possible you will get more magicka as your birthsign/racial powers gets stronger.

@adrius: Yeah thats probrably a technically accurate term for the spells
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Tyler F
 
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Post » Mon Dec 06, 2010 8:05 pm

My bad, it was another mod I meant to deactivate.

Thanks for this, btw. I found "LAME" overdid magic and in some ways made it too complicated. This is perfect for what I want - a more practical magic experience.
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Mimi BC
 
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Post » Mon Dec 06, 2010 8:04 pm

would you have any interest in removing stupid spells like "unlock" etc. i tried awhile back by deleting the references but it just made my gave crash.

also would it be possible to have limits on cure disease such as only being able to cure lower level diseases so that you would actually have to go to a healer or altar to get cured from the deadlier diseases. cure disease potions are pretty useless once you get the spell and you can get the spell way to early on since its only a journeymen skill. personally in my game i have it set to master and set so that i can only use it once a day. so that if i really want the cure disease spell i have to put more points into restoration than into something else and also if i get something more than once in a day i have to use a cure disease potion which.......tada actually makes them useful again.
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yessenia hermosillo
 
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Post » Tue Dec 07, 2010 2:17 am

cure disease potions are pretty useless once you get the spell and you can get the spell way to early on since its only a journeymen skill.

Journeyman is pretty serious business if you have something like OOO for slower skill rates. If you don't, Cure Disease is the least of your problems.

if i really want the cure disease spell i have to put more points into restoration than into something else

Wait, what game are you playing?
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Lizs
 
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Post » Tue Dec 07, 2010 5:51 am

I totally LOVE being hit with silence and can't use cure disease spell! Woo whoo! /sarcasm

Seriously though, I love it when mage enemies are that cunning enough to slam me with silence.
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Jennifer Rose
 
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Post » Tue Dec 07, 2010 6:13 am

cure disease potions are pretty useless once you get the spell and you can get the spell way to early on since its only a journeymen skill. personally in my game i have it set to master and set so that i can only use it once a day.



Ahem, you know that the first effect of a Mandrake root is "Cure Disease", didn't you? That means that even with alchemy 0 Restoration 0 any pc can always get rid of any disease anywere by eatiing one, no spells or potions needed...

Edit: Clanfear Claws too IIRC :)
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Unstoppable Judge
 
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