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

Post » Mon Dec 06, 2010 6:35 pm

SM somehow changes the starting spells, although ... it shouldn't. LAME is loading after SM and usually the "Minor Heal Wounds" is Heal 5 for 4 secs. But this goes only as long as SM is deactivated. If I activate SM then this spell changes to Heal for 4 secs. [the magnitude is removed!] which makes it a worthless spell. Bashed patch has been deactivated to check this.

I do not know what is going on here.
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Maria Leon
 
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Post » Tue Dec 07, 2010 3:45 am

@DWS:
This only affects new games with 0.90 beta. Set zzSMConfigurationQuest.bDisableStartSpells to 0 when starting new games to prevent this behaviour. The setting forces you to only obtain those abilities when you are either a destruction major skilled or restoration major skilled character.

The default healing spell cannot be technically removed because its a default that always gets used even if character has no spells in his spell list so it has to be made useless instead.

Edit: Again probrably wont be a default once health regen and fatigue regen default to being off.

@Divvu: Yup so there is little gain in cure disease spell being master level because of this fact. Well unless there is a way to stop this (and not by removing the cure disease effect from alchemical items)
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Anne marie
 
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Post » Tue Dec 07, 2010 8:11 am

I've got a http://www.gamesas.com/bgsforums/index.php?showtopic=1065467 with 0.90. Is that normal?
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Causon-Chambers
 
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Post » Tue Dec 07, 2010 7:23 am

The default healing spell cannot be technically removed because its a default that always gets used even if character has no spells in his spell list so it has to be made useless instead.

I see. Thanks for clarification!
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Sandeep Khatkar
 
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Post » Mon Dec 06, 2010 4:29 pm

I've got a http://www.gamesas.com/bgsforums/index.php?showtopic=1065467 with 0.90. Is that normal?


Its the ngcd and SM token items which in supreme magickas case control how magic effects apply to npcs. Because you made all clothing playable the invisible tokens become visible and i guess the companion tries to equip the tokens maybe. Odd tokens are continously going up though. There should only be one token for each SM controlled magic effect on the npc and one general token. Making it visible may just be causing weirdness with the tokens though, I'll double check that though.
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Heather Stewart
 
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Post » Mon Dec 06, 2010 8:18 pm

Its the ngcd and SM token items which in supreme magickas case control how magic effects apply to npcs. Because you made all clothing playable the invisible tokens become visible and i guess the companion tries to equip the tokens maybe. Odd tokens are continously going up though. There should only be one token for each SM controlled magic effect on the npc and one general token. Making it visible may just be causing weirdness with the tokens though, I'll double check that though.

I turned off the playable thing and didn't see anything weird in her inventory. I wish I knew how to check the count of the now hidden tokens. Also, I found a number of duplicated sell records in the 0.90 plugins. I left the duplicated magic settings alone but deleted a few duplicated cells. They didn't have any new additions. Is that okay?
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Tyler F
 
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Post » Mon Dec 06, 2010 5:19 pm

@Tomlong75210: Yes just those duplicate cell records are ok to remove.
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Amanda savory
 
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Post » Mon Dec 06, 2010 11:41 pm

Released Supreme magicka 0.90 Beta Update
- Removed the health and fatigue combat regeneration system into a seperate mod now available at http://www.tesnexus.com/downloads/file.php?id=29095
- Tweak to combat regeneration rate for mage birthsign players
- Fix for healing spells and the disable start spells ini option
- Fixed undead detection for liches and added name detection for daedra and SI actors.
- Cleaned up some dirty references
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Bonnie Clyde
 
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Post » Tue Dec 07, 2010 6:32 am

I think you meant http://www.tesnexus.com/downloads/file.php?id=12466. ;)

Thank you for the update!
- Tomlong75210
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Tyrone Haywood
 
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Post » Mon Dec 06, 2010 8:41 pm

I think you meant http://www.tesnexus.com/downloads/file.php?id=12466. ;)
The link in SM's post is to this seperate mod, not to the Supreme Magicka page. ;)

Oh and yeeee, an update!
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Bitter End
 
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Post » Mon Dec 06, 2010 6:36 pm

Thanks for the extra life detection stuff, it makes a nice difference in the SI to detect who's "natural" and who's "supernatural"

I'm having a problem though. Is there any info about persistent elemental shield effect on NPCs? I had noticed before that when an NPC had an elemental shield effect active, after it had triggered for the first time it would continue to play the effect and sound until the effect expired. At first I didn't mind it much, but after I equipped a companion with an enchanted shield with frost shield, I am hearing that jarring sound continuosly and it is quite unpleasant.

And a random idea. Is it possible to make the disintegrate armor effect locational? So that it will degrade the piece of armor you fire the spell at, instead of a random one.
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Floor Punch
 
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Post » Mon Dec 06, 2010 11:45 pm

VariableSummon/bound Doesn't work in 0.90Beta3...

Is sustainable summon only affecting monsters?
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Maria Garcia
 
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Post » Tue Dec 07, 2010 3:14 am

@migck: Can't replicate the elemental shield issues :shrug: But then it might something companion related.

Disintegrate armor having locational effects is difficult as i need a locational attack system in place first.

@detroy: I'll have to look into that, but its odd if they are broken. Any summons (npc or creature) by yourself will be sustainable.
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vanuza
 
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Post » Tue Dec 07, 2010 4:39 am

Found this today in my obse.log:

Error in script b400ac85Too few operands for operator :=	File: SupremeMagicka.esp Offset: 0x27C6 Command: <unknown>Error in script [b]b400ac85[/b]An expression failed to evaluate to a valid result	File: SupremeMagicka.esp Offset: 0x27C6 Command: <unknown>


This is with Supreme Magicka v0.89b. The game seems to have continued for quite a while after that error, so at least it doesn't cause an immediate CTD.
I imagine that since SupremeMagicka.esp was loaded at position b4 in my load order, the faulty script is 0100AC85 zzSMGeneralTokenScript.
Are you able to find the precise line of the error in the script, with this info? I can't give steps to reproduce the bug since I don't know what happened exactly.
I looked at my ConScribe log and there's nothing suspicious there; if you need something else, let me know.
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Cathrine Jack
 
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Post » Mon Dec 06, 2010 7:10 pm

Hi,
i have a problem that i think is related with this great mod. I hope someone can help me. Every time i cast a magic then my character switch back to the healing. This is pretty annoying because if i want to to cast some in a row flare magic then i have to choose that magic EVERY time because after every cast oblivion switch back to healing spell. Some advice ?

Thx
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sas
 
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Post » Tue Dec 07, 2010 7:31 am

Hi,
i have a problem that i think is related with this great mod. I hope someone can help me. Every time i cast a magic then my character switch back to the healing. This is pretty annoying because if i want to to cast some in a row flare magic then i have to choose that magic EVERY time because after every cast oblivion switch back to healing spell. Some advice ?

Thx


This is only supposed to happen when you use scrolls, that's how Oblivion works. If it happens with normal spells I never heard about such a problem. Maybe you have some badly configured or conflicting hotkey mod?
BTW you should post your load order when asking questions like that.

Before saying the problem is with Supreme Magicka, did you try to load your game with only Supreme Magicka and Oblivion.esm loaded?
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saxon
 
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Post » Mon Dec 06, 2010 11:32 pm

Hi Gabba,
first of all thx for the fast reply. You were right. In fact i noticed that this behavior happens when i use scrolls so my mistake. Next time I will need help i will post my load order too. Anyway just to be clear i didn't say the problem was Supreme Magicka. I say "i think". I posted my question here because SM is the mod i use for magic and talking about a "magic problem" i though that this was the right place.

Mattia
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M!KkI
 
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Post » Tue Dec 07, 2010 4:00 am

Possible bug report, when buying the zombie 2 summon spell and the basic undead summon spell from chorrol they both just summon a zombie that lasts for 24000 odd seconds, this is my load order if it helps:

Oblivion.esmTR_OoT_Main.esmAll Natural Base.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmCobl Main.esmTamRes.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmCyrodiilUpgradeResourcePack.esmTamrielTravellers.esmFCOM_Convergence.esmArmamentarium.esmArtifacts.esmBetter Cities Resources.esmCM Partners.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espBetter Cities .espTamRes.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFCOM_FrancescosNamedBosses.espLoadingScreens.espLoadingScreensAddOn.espAll Natural - Real Lights.espAll Natural.espDistant Chapel Bells.espWindowLightingSystem.espdiversegrasses.espP1DmenuEscape.espReznod_Mannequin.espEnhanced Economy.espChoices and Consequences.espMap Marker Overhaul.espMap Marker Overhaul - SI additions.espsr_super_hotkeys.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espSM Plugin Refurbish - HorseArmor.espDLCOrrery.espDLCOrrery - Unofficial Patch.espSM Plugin Refurbish - Orrery.espChoices and Consequences - SM Plugin Refurbish - Orrery.espDLCVileLair.espDLCVileLair - Unofficial Patch.espSM Plugin Refurbish - VileLair.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espSM Plugin Refurbish - MehrunesRazor.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espHorseCommands.espDude Wheres My Horse.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espSM Plugin Refurbish - ThievesDen.espSlof's Oblivion Robe Trader.espCobl Glue.espCobl Si.espOOO 1.32-Cobl.espBob's Armory Oblivion.espFCOM_BobsArmory.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espChoices and Consequences - OOO.espArmamentariumArtifacts.espMart's Monster Mod - Additional Enemy NPC Vars.espFCOM_Convergence.espFCOM_RealSwords.espFCOM_DurabilityAndDamage.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Diverse WaterLife.espTamrielTravellers4OOO.espTamrielTravellersItemsnpc.espTamrielTravellersItemsCobl.espShiveringIsleTravellers.espOOO-WaterFish.espCyrodiil transportation network 1.3.espArtifacts.espCropsford Cottage.esphackdirtabyss.espKragenir's Death Quest.espKDQ - Rural Line Additions.espKragenirs_WhiteStallion_Compat.espSide's Sailing Ships.espTheElderCouncil.espTR_Stirk.espStirk_Compatibility_Patch.espDLCBattlehornCastle.espBattlehornCastleEnhanced.espSM Plugin Refurbish - Battlehorn.espDLCfrostcrag.espSM Plugin Refurbish - FrostCrag.espKnights.espKnights - Unofficial Patch.espTOTF.espRTT.espThe Lost Spires.espOrigin of the Mages Guild.espShadowcrest_Vineyard_COBL.espMart's Monster Mod - City Defences.espFCOM_OMG.espElsweyrAnequina.espFeldscar.espxuldarkforest.espxulStendarrValley.espxulTheHeath.espMMMMWL-TheHeath patch.espXulEntiusGorge.espxulFallenleafEverglade.espLostSpires-Everglade patch.espTheElderCouncil-FallenleafEverglade patch.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espKragenirsDeathQuest-LostCoast patch.espxulBravilBarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espKragenirsDeathQuest-CloudtopMountains patch.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV.espMMMMWL-RollingHills patch.espKragenirsDeathQuest-RollingHills patch.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espTearsOfTheFiend-CheydinhalFalls patch.espxulAspenWood.espbartholm.espBartholm-Panther River Patch.espFort Akatosh Redux.espHarvest [Flora].espCompanionHorseSupportFIX forCMPartners.espOblivifall - Closing Time.espOblivifall - Let's Talk!.espOblivifall - New Classes.espOblivifall - Something's Not Right.espPersuasionOverhaul.espFeudal Empire 300.espAlternative Start by Robert Evrae.espSupremeMagicka.espSM_ShiveringIsles.espSM_EnchantStaff.espMidasSpells.espRshAlchemy.espRenGuardOverhaul.espRenGuardOverhaulShiveringIsles.espCombatFPSOptimizer.espDuke Patricks - Near Miss Magic And Arrows Alert The Target.espDuke Patricks - Actors Can Miss Now.espRealisticLeveling.esp_darker_dungeons.espCM Partners.espCM Partners Special NPCs.espCM Partners NPC.espCM Partners More NPCs.espCM Partners Marker NPCs.espCM Partners Extra NPCs.espCompanionMaster.espbgBalancingEVCore.espbgMagicEV.espbgMagicBonus.espbgMagicEVPaperChase.espbgMagicAlchemy.espbgMagicPotionNumberSoulGemValue.espbgBalancingEVLAMEAddition.espbgIntegrationEV.espWillful Resistance.espBetter Cities - Full City Defences.espBetter Cities Full.espBCBravilFULL-Barrowfields patch.espBetter Cities - Unique Landscape Barrowfields.espBetter Cities - Ruined Tail's Tale.espBCChorrol-ChorrolHinterland fix.espBetter Cities - Unique Landscape Chorrol Hinterland.espBetter Cities - Tears of the Fiend.espBCCheydinhalFULL-CheydinhalFalls patch.espBetter Cities - Unique Landscape Cheydinhal Falls.espBetter Cities - No LEYAWIIN Flooding.espBetter Imperial City.espBetter Imperial City FPS Patch.espBetter Cities - COBL.espBetter Cities Full FPS Patch.espMRP - Loading area.espFrancesco's 7 days respawn time - 1-16 day lenght rescale.espbgMagicLightningbolt.espShining Creatures.espMiniMap.espCobl Silent Equip Misc.espBashed Patch, 0.espMergedMaps.espStreamline 3.1.espColovianHeightsMansion.espMy House.espShippingInCyrodiil_BC_NL_V1-1.esp

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Bad News Rogers
 
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Post » Mon Dec 06, 2010 7:25 pm

Hi Gabba,
first of all thx for the fast reply. You were right. In fact i noticed that this behavior happens when i use scrolls so my mistake. Next time I will need help i will post my load order too. Anyway just to be clear i didn't say the problem was Supreme Magicka. I say "i think". I posted my question here because SM is the mod i use for magic and talking about a "magic problem" i though that this was the right place.

Mattia

No problem, glad I could help.
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Tyrel
 
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Post » Tue Dec 07, 2010 6:35 am

I was just wondering if plants were meant to still glow (with ingrediant detetction on) after you've picked the ingrediants from them. I've been having some problems with this mod (which I've sorted out already) and didn't know whether this was a problem or whether it was just a limitation of the spell.

EDIT: never mind, I noticed one of the descriptiosn says it setects flora, not the ingredients taken from them. Still an excellent feature though.
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Lyndsey Bird
 
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Post » Mon Dec 06, 2010 7:20 pm

No updates...:(
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stacy hamilton
 
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Post » Mon Dec 06, 2010 6:28 pm

If I wanted to make Supreme magicka spells do equal damage to LAME spells (currently they do slightly less) what would I have to set zzSMQuest.fMagicDamage or any other (if so, what?) variable to in the ini?
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D LOpez
 
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Post » Mon Dec 06, 2010 7:08 pm

If I wanted to make Supreme magicka spells do equal damage to LAME spells (currently they do slightly less) what would I have to set zzSMQuest.fMagicDamage or any other (if so, what?) variable to in the ini?

It looks like that is the only INI setting you need to change. Just set it to a value above 0.
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JAY
 
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Post » Mon Dec 06, 2010 8:48 pm

but what value would make it equal to LAME in terms of spell strength?
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Maddy Paul
 
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Post » Tue Dec 07, 2010 7:18 am

Hmmm...You would have to try it out in-game. If you are using them together, then they affect different spells. It seems that you should want to lower the cost of SM spells more than trying to up the damage. LAME has longer lasting spells at lower cost. Play around with the setting until it "feels" right to you I guess. I do not know the algorithms for the damage for the two different mods.
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Danel
 
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