[RELZ] Supreme Magicka, Thread 27

Post » Wed Mar 30, 2011 1:46 pm

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.

Just wanted to congratulate on the release. Time to actually PLAY now!
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Kate Norris
 
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Post » Wed Mar 30, 2011 5:39 am

SM,

Sorry I missed this one earler :D Deadly Poison (StandardPoisonDamage3Journeyman) is slotted in as an expert level spell. The spell cost comes out to 151, which is indeed expert level. That means there's no journeyman level poison spell and two expert level spells.

This is in 0.90. Sorry I didn't catch it before the release... No time to actually play these days!!
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oliver klosoff
 
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Post » Wed Mar 30, 2011 11:57 am

I don't know if there's a good solution for this, but the spells cast through rapidfire scripted effect don't trigger the 'I'm being attacked' behaviour by Npcs. I imagine this is because the extra spells are cast through an activator, instead of through the player, but it seems this was not the case in some previous versions.
Also, the touch area spells no longer have the script effect which plays the 'elemental nova' visual, were they removed for being unnecessary? The spells still work perfectly since they only need the 'Explodes with no target' flag, but the frost area spells look as if they had no area.

Edit: frost spells are paralyzing 100% of the time, no matter their magnitude or target. I hadn't changed the related settings in the .ini. The frozen effect shader doesn't appear, was it removed?
The starting spells are always getting disabled even if bDisableStartSpells is set to 0 in the ini.
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Terry
 
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Post » Wed Mar 30, 2011 5:04 am

SM,

Your latest update(s) seem to have done something to the value of enchanted items. I'm finding that items with magical enchantments (stock enchanted items not custom) are worth less than their non-magical counterparts. For example, Fortify Magicka Pants are only worth 20, whereas a Burgundy Linen Shirt is worth 32! I thought it had something to do with Enhanced Economy, but I removed EE and the low prices persist. I've also only noticed this since 0.90 RC's and now the final release.

Edit: Yeah I see you've set the constant effect barter factor to 0 for everything. What would the impact be of me setting those back to the default values?
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Emma louise Wendelk
 
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Post » Tue Mar 29, 2011 11:05 pm

@migck: I havn't touched the logic of the rapidfire script since. I presume i'm still setting the the caster on the projectiles themselves to be from the player (may be a timing thing so some projectiles do not get set to the player in time)

Scripts haved been removed intentionally. Only gameplay reason i had them previously was to play the visual elemental effects on non actor objects. Now there is no need as the event handlers can detect that on all spells.

In regards to the frost shader, i noticed that too but then i increased the frost duration longer and then it appeared. I havn't touched the shader but i may need to compare the stats to an older version as it may have got corrupted somehow.

Interesting in regards to frost, was working fine in all my tests. I'll double check though.

I'm getting conflicting reports from the start spells. Some people say its not working at all, some say its working no matter the setting :P but i'll look into it.

@andalaybay: Good catch on the poison spell.

I havn't intentionally touched enchantment costs at all this release so i blame the magic extender as its only thing that could have modified magic effects even though it wasn't used in the end.
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Timara White
 
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Post » Tue Mar 29, 2011 11:41 pm

Well I've looked at the SM plugin and the constant effect barter factor is definitely 0 on everything. So will you be fixing this? I can go through and fix my copy for now if it won't negatively impact anything else.

Oh, and another thing I noticed while I was looking at the magic effects, the UOP fixed the counter effects for Absorb Magicka. They changed the codes to DGSP and DRSP. The original values were DGFA and DRFA... which don't make a heck of a lot of sense :) So you might want to change this too, as SM overrides the UOP fixes in a BOSS'd load order.

In case others are wondering DGSP and DRSP are the codes for Damage Magicka and Drain Magicka... Why Beth used SP, we'll never know :)
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Lalla Vu
 
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Post » Wed Mar 30, 2011 4:18 am

I also thank Strategy Master for the update! Fantastic mod and it keeps improving. Thanks again.
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Russell Davies
 
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Post » Wed Mar 30, 2011 1:58 am

@migck: Cannot replicate frost problem, starting spells issue or rapid fire issues. All working correctly for me. Might want to check your ini settings. As an interesting idea can you also try with OBSE 20 to see if same issues occur? I doubt thats the problem as just tested with both and still working fine for me.

@andalaybay: Fixed those issues and the corrupted magic effects for an upcoming emergency patch release (Not yet released)
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Josh Trembly
 
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Post » Wed Mar 30, 2011 6:47 am

Supreme Magicka 0.90b Released


*0.90b – Emergency fix for corrupted magic effects, corrected some ini settings, Journeyman poison spell is now journeyman rather than expert.

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Lou
 
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Post » Wed Mar 30, 2011 7:47 am

Great! Grabbed it and will install pronto! Thanks for the quick turn-around :D
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amhain
 
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Post » Wed Mar 30, 2011 2:22 am

SM, I have nothing of value to add to this thread other than to say thank you. Supreme Magicka, is hands down, the best magic mod for Oblivion. Keep up the amazing work sir.
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Adam Porter
 
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Post » Wed Mar 30, 2011 12:56 pm

Thanks for updating one of my favorite mods. :thumbsup:
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Taylah Haines
 
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Post » Wed Mar 30, 2011 3:33 am

@migck: Cannot replicate frost problem, starting spells issue or rapid fire issues. All working correctly for me. Might want to check your ini settings. As an interesting idea can you also try with OBSE 20 to see if same issues occur? I doubt thats the problem as just tested with both and still working fine for me.

I have a strange tendency to develop issues with this mod you don't have. And the strangest thing is I'm already using OBSE 20. Maybe I'll try another clean save after using UninstallMode, and then 'impulse' my spells.
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Karen anwyn Green
 
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Post » Wed Mar 30, 2011 1:16 pm

I have a strange tendency to develop issues with this mod you don't have. And the strangest thing is I'm already using OBSE 20. Maybe I'll try another clean save after using UninstallMode, and then 'impulse' my spells.

I also have a strange tendency to make ridiculous mistakes, it turns out I was using Baronoff's Bloody Icicle, with a 1 sec paralysis effect :banghead:
And I had a look at the unlock spell scripts after I'm still failing to open an easy door with this mod's open 99 pts spell. It uses a variable called Rand, like the function, could it be that the function and the variable get mixed up in the script?
But no issues other than that, I'm having a great time with this mod's magic. BTW, will you be adding OBME features to this mod some time in the future? Like when OBME hits v 2 for example?
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Chase McAbee
 
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Post » Wed Mar 30, 2011 6:10 am

Yeah the Rand getting mixed up sounds plausible, wonder if somehow Rand causes the spell to randomly work :P . OBME is planned. It will also be nice for the levitation and poison at very least so it fixes the graphic issues with other mods (get them off the resist water and posn effects). I am more likely to go for OBMEv2 as issues are more likely to be ironed out (and i'll try and keep it as a seperate plugin so that its optional to use OBME)
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Richus Dude
 
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Post » Wed Mar 30, 2011 4:38 am

I have a small and odd issue and I don't know if it's connected to SM in the first place, but as I'm using it I'll post it here. When my char casts a target frost spell with an area of effect it hurts my companion even if she's standing behind my char and the target area is long away. Not sure if it's destruction spells in general as I've only tried it with frost.
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Devils Cheek
 
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Post » Wed Mar 30, 2011 6:03 am

I have a small and odd issue and I don't know if it's connected to SM in the first place, but as I'm using it I'll post it here. When my char casts a target frost spell with an area of effect it hurts my companion even if she's standing behind my char and the target area is long away. Not sure if it's destruction spells in general as I've only tried it with frost.

AFAIK frost target area projectiles extend into a 'net' with an area equal to the spell's area, that catches and hits anything in the path of the projectile, until the net's center hits something. Maybe by changing the projectile type of frost damage from fog to ball this could be avoided (or maybe the frost spells stop firing at all, due to issues with the spell's .nif being specific to the projectile type, I haven't tested)
It is an unfortunate side effect, but it also makes frost damage the most awesome damaging effect because its projectiles can hit all targets in its path.
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Queen
 
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Post » Tue Mar 29, 2011 11:30 pm

AFAIK frost target area projectiles extend into a 'net' with an area equal to the spell's area, that catches and hits anything in the path of the projectile, until the net's center hits something. Maybe by changing the projectile type of frost damage from fog to ball this could be avoided (or maybe the frost spells stop firing at all, due to issues with the spell's .nif being specific to the projectile type, I haven't tested)
It is an unfortunate side effect, but it also makes frost damage the most awesome damaging effect because its projectiles can hit all targets in its path.


Didn't know that. But this happens even if Vilja is standing directly behind my char.
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stevie critchley
 
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Post » Tue Mar 29, 2011 11:02 pm

About OBME, using some new OBSE 20 functions, and adapting some of your mod's scripts, I have managed to recreate many effects from Morrowind: I have scripts for blind, detect enchantment and key, jump (aka 'no guarantees' fortify acrobatics effect), slowfall and swift swim. Plus I also edited the absorb effects so that they can be on target (very fun but a bit overpowered) and created a 'fortify attack' effect (which adds Attack Bonus to the actor) and damage/restore skill (mostly not to be used, they are mainly for testing)

In an esp file I made an 'OBME overhaul' assigning these effects the icons from Custom Spell Icons mod, placing all these effects in spells, potions, ingredients and scrolls, and these into leveled lists, problem is that it is dependent on Supreme magicka, bg's race and magic mods, and Cobl, and since Tes4Edit refuses to work with OBME mods, I'm having a hard time modularizing it.

If you want I could pass you the master file with the new effects so that you can take a look for ideas and stuff (they don't have any sounds associated though, so that I could make it independent of Oblivion.esm). The jump and slowfall scripts are pretty neat, they use the new Get/SetVerticalVelocity functions and don't require playing with the game settings like your scripted jump spells, plus there are various globals to control the effectiveness of the new effects. The blindness effect modifies an actor's Blindness AV (doesn't really do too much in combat), and his Attack and Defend bonuses AV's (so he does less and receives more melee damage), but it lacks a 'screen darkening' effect for when it is cast at the player (I would need an OBGE shader and script for that, and I'm clueless about that)

So, what do you think?
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LADONA
 
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Post » Wed Mar 30, 2011 10:23 am

Yeah we can move off alot of the old scripts hopefully once i'm sure its safe.

Does the latest WIP Tes4Edit work in reading OBME mods?

For now there is no need at present for you to pass the esp along.
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Jennifer May
 
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Post » Tue Mar 29, 2011 9:37 pm

Fair enough, sorry I had forgotten about my previous problem with a bit too much zealotry about this mod.

Latest version of TES4Edit still can't display anything magic related touched by OBME without suffering a nervous breakdown (Assertion Failure! Assertion Failure!AssertionFailure!AAAAAAAAA!!!...(Ctrl+Alt+del, and terminate process)).
But, I think the CS Extender has good enough features for low-level editing in the meantime.
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Eileen Collinson
 
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Post » Tue Mar 29, 2011 11:47 pm

Does the latest WIP Tes4Edit work in reading OBME mods?

It does, on a limited basis. It will display the new record structure, but Elminster wasn't particularly specific about anything else. I've been using it to test the save/load functions myself.
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Mr.Broom30
 
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Post » Tue Mar 29, 2011 9:37 pm

It does, on a limited basis. It will display the new record structure, but Elminster wasn't particularly specific about anything else. I've been using it to test the save/load functions myself.


Ah ok so there is a chance, I will have to investigate at some point then.
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kristy dunn
 
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Post » Wed Mar 30, 2011 1:32 pm

Fantastic mod, really. But I've a problem, I cannot make "levelled summons" setting work. Whatever value I set, it doesn't change anything, the summon lasts always the same time. All the other conjuration settings work perfectly. Maybe I'm doing something wrong? I modified only the zzSMConjurationControl.LevelledSummons setting in the conjuration section. And I use OBSE v19. Thanks for the help.
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Colton Idonthavealastna
 
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Post » Wed Mar 30, 2011 11:34 am

Finger of the mountain and wizards fury now improve in power for you as your skill in destruction and levels improve. This can be turned off in the ini.

I cannot find it in the ini any more. Have you changed something about that?
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x a million...
 
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