[RELZ] Supreme Magicka, Thread 27

Post » Wed Mar 30, 2011 3:52 am

@migck: Yeah I have to dissect enchantment to get the script and store the magnitude globally to use in the telekinesis script. Pretty much only way round it.

@Tomlong75210:
Progress you have to set the initial rates,
MBSP works it out from your active mods.

Thats pretty much it, there may be differences but they are both based on the same original formula so they shouldn't be that different in results. There is an optional mode in SM to make combat affect the rates too. If your using progress you may want to stick with it.
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Elizabeth Lysons
 
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Post » Wed Mar 30, 2011 5:33 am

Hmmm, seems like custom telekinesis spells are still fixed at 20 ft for non actors, my custom 50 ft spell doesn't act until I'm at 20*21.3=426 units from the target. But if in the end the magnitudes from telekinesis spells and enchantments are going to end in quest variables, I guess its only a temporary issue.
Also, I got a seemingly permanent telekinesis shader applied on me due to a telekinesis spell bouncing off a lich. It was from using a test spell with both telekinesis and other on self effects. Weird, it probably happens in vanilla too. EDIT: It happens in vanilla! I found a way to... psychokinetic-ize myself! :D I'll keep it in mind when playing with magic.
And that is all for today :) thanks for the daily updates. Wish I had more time to test.

More edit: I almost forgot, I remember telling you about the poison token and how its ModAV2 part would almost never take effect due to the nature of the Rand function. I would have probably forgot by tomorrow. The thing is, is such rarity of stats damaged by poison intended?

Post below: :ahhh: I thought magic effects added by OBSE would only last for the game session, and needed to be readded at each load! Permanent? Oh well, i was planning to do a clean save of SM as soon as 0.90 and OBSE 20 are stable.

Even More edit: in a save with no 'taint' of SM, my custom telekinesis spells are still limited to 20 ft (on non actors, as I load the game with SM, that is).
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Horse gal smithe
 
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Post » Wed Mar 30, 2011 3:25 am

@Migck: Ah the fix wont affect custom spells already affected as they now have the telekinesis script permanently. I need to override that check and force it to applyscripteffects anyway for backwards compatability.

Edit: Poison gets stronger the longer it lasts. Poison attribute damage should more likely occur near the end of the duration of a high mastery poison spell rather than the start. It may be too difficult killing actors beforehand with such powerfuls pells and might need its chance modifier increased a little.
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GRAEME
 
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Post » Wed Mar 30, 2011 11:33 am

Edit: Poison gets stronger the longer it lasts. Poison attribute damage should more likely occur near the end of the duration of a high mastery poison spell rather than the start. It may be too difficult killing actors beforehand with such powerfuls pells and might need its chance modifier increased a little.

Its just that the damage attribute part happens when Rand rolls a round number, and Rand does that 1 in a 1000 times or less, most of the time it rolls a float with lots of decimals.
Maybe you can change the random variable into a short, or use this?
set random to rand 1 6set random to floor (or 'ceiling') random

then you get a whole number, though if you use floor you'll never get a result of 6, and if you use ceiling same for 1.
Another option is using an interval to better control chances: If random >= 1.1 && random <= 1.5, etc...

Edit: and maybe some message feedback if the afflicted with attribute damage is the player, since it seems ModAV2 doesn't report damages to attributes like the Damage spells. I was using Message "Magical poison has damaged your x" when Self == Player
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c.o.s.m.o
 
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Post » Wed Mar 30, 2011 2:19 am

With v90-RC and the betas (7-6-5) before I got a problem with a new summoned timber wolf, my little wolf is paralyzed after summoning



----[ 2011-01-11 00:07:42]
Reference FF07B945
(Non-Persistent)
Defined in player savegame

Creature ED02D09D
Name: Timber Wolf
Defined in bgMagicEV.esp

Script ED0113FD
Defined in bgMagicEV.esp

----[ 2011-01-11 00:07:56]
Paralyze
Elapsed: 6.43518 of 999 sec

Applied by:
Spell F0056186
Name: Brittle Body
Type: Disease
Defined in SupremeMagicka.esp



The timer didn't stop at 999 sec.
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Louise
 
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Post » Wed Mar 30, 2011 6:29 am

@migck: Yeah I have to dissect enchantment to get the script and store the magnitude globally to use in the telekinesis script. Pretty much only way round it.

@Tomlong75210:
Progress you have to set the initial rates,
MBSP works it out from your active mods.

Thats pretty much it, there may be differences but they are both based on the same original formula so they shouldn't be that different in results. There is an optional mode in SM to make combat affect the rates too. If your using progress you may want to stick with it.

Cool.


Thanks for the reply.
- Tomlong75210
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Anna Krzyzanowska
 
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Post » Wed Mar 30, 2011 1:05 pm

snip

Seems like the spell got stuck in your wolf. Try clicking your wolf, and type 'removespell f0056186'. Or even better more interesting, try casting a cure disease spell to your wolf and see what happens.

To SM: This could be avoided using the token for the freezing effects instead of a spell. A spell gets added to the base reference, so after this spell failed to get removed correctly from the summoned wolf, all summoned wolfs thereafter have the same problem.
Brittle body is a disease, so it never goes away unless you remove it. I see it has paralysis and weakness to normal weapons 50%. Weakness to NW is broken in vanilla, since for actor to actor hits it only acts in the 0-100% range, anything lower gets treated as 0%. So that effect will be useless in most cases. JRoush fixed weakness to NW in his AV Uncapper plugin BTW.
Best to code the paralysis directly in the frost token with actor.ModAV2 Paralysis -+1. For the 'brittleness', try ModAV2 DefendBonus -+50. The DefendBonus AV is basically a bonus to armor rating, and oddly enough, it does amplify all physical damage when it goes into negative values.
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I’m my own
 
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Post » Wed Mar 30, 2011 2:51 am

@migck: ModAV2 doesn't work for paralysis for some reason or was that ModAV hmmm.

And i could of sworn i already changed the Rand 1 6 to use GetRandompercent. Uses a fairer system to nearly equally get any value in 1 to 6. Guess it didn't save if its still rand.

The taint of "SM" is because custom made spells are saved in the save, so changes made to them are permanent. Still not sure why your new game will be affected though. I will need to debug this some more.

Edit: Yup looks like one of my changes was never saved. I was planning to use (1 + 0.06 * GetRandompercent ) as thats equally fair (when floored)

Edit2: SetScriptEffectAlwaysApplies does not look like it actually works. It doesn't do what its supposed to. The value is correctly set but the added script does not appear to abide by this rule. Time to report to the OBSE team.
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Adrian Morales
 
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Post » Tue Mar 29, 2011 10:11 pm

Uploaded Release Candidate 2 ( Ok second time lucky :toughninja: )

- Fixed paralyze issue (must of been modav that didn't work before but i would of tried modav2 so still confused but it works now so :whistling: )
- Added 2nd work around for telekinesis if the effect is not detected.
- Poison attribute damage formula improved and more likely to occur on lower end spells (and now using correct random generator as intended)
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Honey Suckle
 
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Post » Wed Mar 30, 2011 1:09 pm

Edit2: SetScriptEffectAlwaysApplies does not look like it actually works. It doesn't do what its supposed to. The value is correctly set but the added script does not appear to abide by this rule. Time to report to the OBSE team.

Replying here since your PM box appears to be full:
Hey - can you confirm that the SEFF always applies flag works if you set in the editor as opposed to via script?
Testing here I'm finding the duration of the effect is always reduced based on resistances regardless of whether the flag is set or not, by the same amount - as far as I can tell the flag doesn't do anything to the duration even if you set it in the editor.

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Alberto Aguilera
 
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Post » Wed Mar 30, 2011 3:28 am

Telekinesis spells working perfectly now, great!

However, there is a problem in the zzIsDaedra and zzIsUndead. They are not really evaluating anything in the race's name string at all, because the syntax currently is
if eval (sv_Count "whatever" > 0 ||...
and it doesn't specify which string has to be checked in sv_Count. So currently the IsDaedra can't detect a dremora, nor any of the daedric NPCs from bg's mod, because its not really checking its race name.
It should be like
if eval (sv_Count "whatever" race > 0 ||...

Also, sv_Count simply returns the number of occurrences of the "whatever" substring inside the race string. You needn't use a check for "DarkSeducer" and another for "Dark Seducer", one check for "Seducer" will catch both cases plus the daedric seducer race from bg's mod.
Finally, I think it would be better using GetAV DetectLifeRange instead of GetTotalAEMagnitude DTCT in zzSMDetectLifeQuestScript, since using the AV would also include any scripted changes to it.
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Sammygirl
 
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Post » Tue Mar 29, 2011 11:53 pm

@Migck: Yeah sv_count on nothing isn't really gonna do anything now is it :facepalm:
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Heather M
 
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Post » Wed Mar 30, 2011 8:06 am

Hey SM. Would it be possible to get a Red Detect Life Shader as one of the ini choices in a later release? I like using red for living creatures and NPC's, since it give a sort of "flowing blood" feel. Thanks for an awesome mod, by the way, it's certainly going to be staying in my load order.
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Judy Lynch
 
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Post » Wed Mar 30, 2011 8:52 am

Yes i want one :P I beleive there originally was one with the detect life shaders but it was corrupt so we couldn't use it.
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JaNnatul Naimah
 
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Post » Wed Mar 30, 2011 7:55 am

Hey - can you confirm that the SEFF always applies flag works if you set in the editor as opposed to via script?
Testing here I'm finding the duration of the effect is always reduced based on resistances regardless of whether the flag is set or not, by the same amount - as far as I can tell the flag doesn't do anything to the duration even if you set it in the editor.

I just tried it, and both the vanilla flag and the obse function work as expected for me. I'm not sure what the difference between my test and either of yours, but I used a spell with 'Paralyze on target 10s' and 'Script Effect on target 10s', casting on a crab with 50% magic resistance.
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Rob Smith
 
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Post » Wed Mar 30, 2011 2:38 am

@JRoush: Trying to narrow it down at the moment from scruggs investigation too. More specifically whats happening GetScriptActiveEffectIndex returns an index on the script effect when i set the script effect always applies in the editor and cast on non-npc items (furniture, doors, containers etc). But when that option is not checked or use OBSE to set the flag on the spell the GetScriptActiveEffectIndex returns -1 on npc items. According to scruggs it should always return -1 on such items so it actually working is apparently impossible.
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Ray
 
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Post » Tue Mar 29, 2011 10:45 pm

Having a problem with the scripts on open spells. I don't know if its because using the smallAOE setting to 3, but they are getting two script effect added, one of them with area 3 ft and another with no area. When casted at a door, not even the Open very hard spell can unlock an easy door.
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Monika
 
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Post » Wed Mar 30, 2011 10:20 am

@migck: Cheers i'll look into it.
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Rudy Paint fingers
 
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Post » Wed Mar 30, 2011 9:46 am

Hmmm, seems like custom telekinesis spells are still fixed at 20 ft for non actors, my custom 50 ft spell doesn't act until I'm at 20*21.3=426 units from the target. But if in the end the magnitudes from telekinesis spells and enchantments are going to end in quest variables, I guess its only a temporary issue.
Also, I got a seemingly permanent telekinesis shader applied on me due to a telekinesis spell bouncing off a lich. It was from using a test spell with both telekinesis and other on self effects. Weird, it probably happens in vanilla too. EDIT: It happens in vanilla! I found a way to... psychokinetic-ize myself! :D I'll keep it in mind when playing with magic.
And that is all for today :) thanks for the daily updates. Wish I had more time to test.

More edit: I almost forgot, I remember telling you about the poison token and how its ModAV2 part would almost never take effect due to the nature of the Rand function. I would have probably forgot by tomorrow. The thing is, is such rarity of stats damaged by poison intended?

Post below: :ahhh: I thought magic effects added by OBSE would only last for the game session, and needed to be readded at each load! Permanent? Oh well, i was planning to do a clean save of SM as soon as 0.90 and OBSE 20 are stable.

Even More edit: in a save with no 'taint' of SM, my custom telekinesis spells are still limited to 20 ft (on non actors, as I load the game with SM, that is).


Is there a way to get the fixed spells into my saved game?

Doomguy
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Zach Hunter
 
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Post » Wed Mar 30, 2011 11:07 am

@Doomsguy: No need to worry about that in the latest RC available. Even if its not correct the fail safe applies the correct telekinesis magnitude anyway.
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maya papps
 
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Post » Wed Mar 30, 2011 3:28 am

Supreme Magicka V0.90 Released

*0.90 – Now Requires OBSE 19, Sustainable spells now work differently by holding onto the spell cost preventing your magicka from regenerating to the maximum (too many sustained spells will cause you to have little spare magicka for other spells). Magicka regeneration in combat is greatly reduced. Being born under mage birthsign will increase these regen rates in combat. Added option to gain magic skill usage from staffs, also staffs will take longer to become uncharged if you are skilled the magic the staff casts. Added undead and deadra name detection to flag more mod added undead/daedric creatures correctly and flag SI actors more appropriately. Fixed paralysis issues from frost effects applying to base actor. Updated DR compatibility plugin for DR6 (DR5 plugin can be found in the deprecated plugins folder) DR critical effects only use the damage of the first 5 seconds of the spell to determine chance of effect. The two default starting spells are now disabled on starting a new game and are only obtained if you major in a destruction or restoration (Can be disabled), Fixed a frame rate drop that occurs in certain mod setups, Fixed incorrect ini gameplay settings for magic regeneration, Spell Levelling has been ported into a separate mod and no longer exists in Supreme Magicka, All summons from any mod are now fully supported, UnlockSpells merged into the core esp and can be activated in the ini, Enchant Staff plugin now works and unenchanted staffs can no longer be used as weapons, AI will now more likely target you rather than your summons (based on enemies intelligence), Fear effects of fire reduced by high endurance and willpower skill, More powerful configuration in ini for detect life shaders, Summons now sneak when you sneak and run when you run, Lots of general Bug Fixing.


Updates from release candidate 2 include fix for open unlock spells duplicating the spell script with the option enabled, and better bg integration compatability.
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^_^
 
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Post » Wed Mar 30, 2011 12:51 am

Supreme Magicka V0.90 Released



Updates from release candidate 2 include fix for open unlock spells duplicating the spell script with the option enabled, and better bg integration compatability.


Excellent, thanks Strategy Master!
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Baby K(:
 
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Post » Wed Mar 30, 2011 9:01 am

Supreme Magicka V0.90 Released



Updates from release candidate 2 include fix for open unlock spells duplicating the spell script with the option enabled, and better bg integration compatability.

Has the INI chanced since RC 2?


Thank you for the big update!
- Tomlong75210
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Daddy Cool!
 
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Post » Wed Mar 30, 2011 8:40 am

@Tomlong75210: Apart from changing the organisation a little bit there are no updates to the ini since RC2.
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Unstoppable Judge
 
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Post » Wed Mar 30, 2011 5:34 am

@Tomlong75210: Apart from changing the organisation a little bit there are no updates to the ini since RC2.

Wonderful. That means I only have to wait 10 minutes for the Bashed Patch to rebuild, and then I can play. ^___^


Happy gaming!
- Tomlong75210
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Elizabeth Davis
 
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