[RELz/WIPz] tej?n's thread-O-mods

Post » Fri May 27, 2011 6:22 am

Armorer's Progress has apparently made me stall entirely with that skill using the default Progress add-on.
Currently I'm level 86 in that skill, but appear to be receiving no more experience.
To check this I made a custom spell Disintegrate Armour 100% on self and after casting and repairing more than a dozen times there is no movement in the progression bar.
Possibly it's something silly I've not done so a pointer is needed.
And yup, I am using the latest OBSE version.

Does advancement come back when you remove Progress Armorer? (It should.)

I assume you left the setting in Progress.ini alone?
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sas
 
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Post » Fri May 27, 2011 12:12 pm

Just like that, and the variable already exists. It's a float which stores the current fatigue loss per second, so I'd set maxValue to 0.0001.

Okay, I'll give that a whirl.

Kyoma posted an alternate no-fade Sneak Eye solution which involves only an XML edit, could save you one of those precious six kCHUDC slots. ;)

Linky link?

My own set-up follows the vanilla organization, with bars on the far right, then weapon, spell, compass. I've got Encumbrance (brown) below the main three like yours, and below that are Fatigue (black) and Hunger (silver) at a significantly smaller scale. Currently centered, but I'll probably displace them to the right and put the penalty dot to their left. Fizzle chance (red) is above the spell, and I've set kCHUDC.fQuestDelayTime to 0.1 so it updates in realtime with my fatigue, weapon swaps, etc. Suppose I'll screenshot it when I get home. :)

Ditto on the fQuestDelayTime. Are you using any UI overhauls? http://www.tesnexus.com/downloads/file.php?id=11280 roxxors!
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Andrea P
 
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Post » Fri May 27, 2011 7:14 am

Linky link?

http://www.gamesas.com/bgsforums/index.php?showtopic=1028868

Are you using any UI overhauls? http://www.tesnexus.com/downloads/file.php?id=11280 roxxors!

On this we'll have to disagree. The font is atrocious, the color scheme is triple-distilled eyestrain, and both of those factors increase exponentially at low resolutions. Furthermore, I really do like having all the HUD components stay in the same place when entering menu mode. :) BTmod and wz_Inventory are plenty for me.
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Marquis T
 
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Post » Fri May 27, 2011 12:49 am

Does advancement come back when you remove Progress Armorer? (It should.)

I assume you left the setting in Progress.ini alone?

Yes and yes.
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SaVino GοΜ
 
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Post » Fri May 27, 2011 7:26 am

Yes and yes.

Hum, troubleshootin' time. Let's see how many bases I can cover on the first try...

With it active, wait for scripts to load and then give me the results of the following at console:
show ProgressArmorer.iBaseStrength
show ProgressArmorer.iBaseArmorer
show Progress.fSkillArmorerRepair

And: is Armorer a racial skill, and are you using any of the options pertaining to racial skills?
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Chris Johnston
 
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Post » Fri May 27, 2011 11:47 am

Just want to drop in and say thank you for the wonderful mod...and also a question.

I'm using nGCD and most of your modules (Progress, TRAP, Armorer's Advantage, etc.) with FCOM setup and Supreme Magicka.

Also using http://www.tesnexus.com/downloads/file.php?id=10238 . It seems that my char's Destruction skill doesn't increase when using these "arcane" arrows. Could it be something to do with Progress/nGCD? or something else? Thanks if you could point in some direction.
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Adam Kriner
 
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Post » Fri May 27, 2011 12:15 pm

Also using http://www.tesnexus.com/downloads/file.php?id=10238 . It seems that my char's Destruction skill doesn't increase when using these "arcane" arrows. Could it be something to do with Progress/nGCD? or something else? Thanks if you could point in some direction.

I'm not familiar with Arcane Archery. My first question would be, are you sure it normally increases your skill?

If so, I really don't know of many things that could go wrong with relation to my mods. MBSP could cause you to advance based on a your currently readied Destruction spell (which, now that I've thought of it, I can mostly patch around), but that's the only potential issue I can think of.
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yessenia hermosillo
 
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Post » Thu May 26, 2011 11:35 pm

Hum, troubleshootin' time. Let's see how many bases I can cover on the first try...

With it active, wait for scripts to load and then give me the results of the following at console:
show ProgressArmorer.iBaseStrength
show ProgressArmorer.iBaseArmorer
show Progress.fSkillArmorerRepair

And: is Armorer a racial skill, and are you using any of the options pertaining to racial skills?


Unfortunately I'm in Montreal for the weekend due to work commitments.
I'll supply these figures just as soon as I've access to my gaming rig.
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W E I R D
 
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Post » Fri May 27, 2011 1:27 am

I decided to tweak nGCDSkillSpread.ini today, and I was totalling up the rows and columns so that I could try to maintain the same balance in my tweaks... and I found that for each of the Combat and Magic skills the attribute effect total is 30, but it's 40 for the Stealth skills. Any particular reason why this would be? I couldn't see anything about it in the readme.

Also, what would be the effect of changing those totals? I understand why I'd want to keep them all the same, but what would happen if I tweaked them to total say 50 instead of 30? Or conversely, 20 instead of 30?

Lastly, what exactly do the set nGCD.fRegenArmorer etc settings do? Control/contribute to the rate of magicka regeneration?
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DeeD
 
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Post » Thu May 26, 2011 11:28 pm

I found that for each of the Combat and Magic skills the attribute effect total is 30, but it's 40 for the Stealth skills. Any particular reason why this would be?

Combat gets a LOT of hit points, Magic gets a LOT of Magicka. Stealth gets a small amount of each, but higher base attribute influence. However, its points are less concentrated: Stealth is an excellent dabbler, whereas Combat and Magic are stronger at the core.

I understand why I'd want to keep them all the same, but what would happen if I tweaked them to total say 50 instead of 30? Or conversely, 20 instead of 30?

You'd wind up with higher or lower final attributes than expected. Every attribute has a total of 100 influence points, which is the divisor listed at the top of nGCDSkillSpread. Change that divisor and you can use a different basis for the point spread with the expected results.

Lastly, what exactly do the set nGCD.fRegenArmorer etc settings do? Control/contribute to the rate of magicka regeneration?

Skill contribution to magicka regeneration, yes. Roughly, the overall balance scheme is thus:

Combat defines 30% of Attributes, 70% of Health, and 10% of Magicka (0% Pool, 20% Regen)

Magic defines 30% of Attributes, 10% of Health, and 70% of Magicka (80% Pool, 60% Regen)

Stealth defines 40% of Attributes, 20% of Health, and 20% of Magicka (20% Pool, 20% Regen)
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louise fortin
 
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Post » Fri May 27, 2011 12:04 am

Just want to drop in and say thank you for the wonderful mod...and also a question.

I'm using nGCD and most of your modules (Progress, TRAP, Armorer's Advantage, etc.) with FCOM setup and Supreme Magicka.

Also using http://www.tesnexus.com/downloads/file.php?id=10238 . It seems that my char's Destruction skill doesn't increase when using these "arcane" arrows. Could it be something to do with Progress/nGCD? or something else? Thanks if you could point in some direction.

I was going to use arcane archery, but you do not gain any experience with those arrows, not even marksmen.
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Rachel Eloise Getoutofmyface
 
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Post » Thu May 26, 2011 10:13 pm

A good alternative would be http://www.gamesas.com/bgsforums/index.php?showtopic=1003712&st=0&start=0 by Kamikaze
You'll lose the visual effects on the arrows, but Tekuromoto Released http://www.gamesas.com/bgsforums/index.php?showtopic=1003651&st=0&start=0 not too long ago.
I don't know if the effects of Flaming arrows work on your conduit weapons, but if it they do, you'll have a nice combination of mods replacing arcane archery (in a way)

edit: I tried them together and they work beautifully! :)
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dav
 
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Post » Thu May 26, 2011 11:19 pm

Mmm, all-nighters. :)

Next revision of MagLite is... mostly done. I tackled enchantments. There are a lot of them and it's a seriously dreary click-fest. However, one of the miscellaneous other things I came up with for this version is deserving of a stand-alone release because it can probably improve anyone's game.

http://www.tesnexus.com/downloads/file.php?id=25776 is available at the bottom of the downloads page. The specific effects fixed are Feather (thanks to Phoshi for reminding me!) and Fortify Health/Magicka/Fatigue.

The magnitude of a Feather effect is now retained at its maximum level for the entire duration. This means that if you're carrying 100 and cast Feather 200, you have Feather 200, not Feather 100. Picking up another 100 will still leave you weightless.

When a Fortify effect wears off and its magnitude is subtracted, it will not leave you with less than 1 point of Health, Magicka or Fatigue.


The warning in the readme about not using this with MagLite because it's included, doesn't apply until I actually release the version which includes it. ;)
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sarah taylor
 
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Post » Fri May 27, 2011 4:59 am

omg fixed effects :3
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Jake Easom
 
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Post » Fri May 27, 2011 10:45 am

http://www.tesnexus.com/downloads/file.php?id=25776 is available at the bottom of the downloads page. The specific effects fixed are Feather (thanks to Phoshi for reminding me!) and Fortify Health/Magicka/Fatigue.

The magnitude of a Feather effect is now retained at its maximum level for the entire duration. This means that if you're carrying 100 and cast Feather 200, you have Feather 200, not Feather 100. Picking up another 100 will still leave you weightless.
Wow, I've been dreaming of a fixed feather ever since I discovered it being broken (which was after 30 minutes of playing Oblivion for the first time). :goodjob: Any chance of seperating the two components or adding an ini? I'm already using Supreme Magicka for the fortify stuff.

-kyoma
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Mr. Ray
 
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Post » Fri May 27, 2011 5:31 am

The magnitude of a Feather effect is now retained at its maximum level for the entire duration. This means that if you're carrying 100 and cast Feather 200, you have Feather 200, not Feather 100. Picking up another 100 will still leave you weightless.

Wow, I've been dreaming of a fixed feather ever since I discovered it being broken (which was after 30 minutes of playing Oblivion for the first time). :goodjob: Any chance of seperating the two components or adding an ini? I'm already using Supreme Magicka for the fortify stuff.

I must be missing something. How exactly is feather borked?
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Anna Krzyzanowska
 
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Post » Fri May 27, 2011 3:41 am

^Maybe he was referring to http://www.uesp.net/wiki/Oblivion:Feather? it behaves almost like the infamous minus stats
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Cameron Garrod
 
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Post » Thu May 26, 2011 11:38 pm

I'll probably end up doing it myself or (more likely) just living with the changes SM gives, but I have a suggestion/request for an invisibility overhaul. Everyone always [censored]es and moans about chameleon being to powerful, but it's really fairly worthless until you assemble the 100% chameleon set, which is when all the [censored]ing is appropriate, and it breaks the game/makes it boring. Because of both those reasons I never touch Chameleon stuff (plus the invisible shader constantly is annoying). Invisibility however is much more useful/overpowered, but doesn't get any attention for balancing for some reason. The drawbacks (activating stuff breaks it, or attacking) are incredibly easy to avoid entirely (activating things to break it is essentially not even a drawback, all you have to do is time when you activate stuff before you finish the animation for refreshing invisibility) or partially (hit and run tactics for attacking). I've always recognized it as a problem (Morrowind) but love it to much for traveling without being harassed (and the previous reasons, to a lesser extent, as well) to give any possible solutions some thought.

However, when I started my new character and picked the thief birthsign (from BE) I immediately fell in love with the design of 'Slip Away'. The small duration made its use tactical, I couldn't use it to just wander through a cave or house with much higher level guards without pause, but instead I had to sprint from dark area or corner to corner, and pray that I wasn't detected while I was exposed; and the huge fatigue cost/silence prevented it from being spammed. Until I had enough money to by the lowest level Invisibility spell, and fell back into my old habits (IE not using slip away). I use Audacious Magery (basically Fizzle, but with more penalties/chance of bad things happening, which I find amusing), so the small balance provided by SM only making invisibility (or maybe its vanilla? Haven't played vanilla in so long... :D) available starting at Journeyman didn't really mean much, other then possibly damaging my stats/getting disease etc. from Audacious Magery when I cast it, which is easy enough to fix and generally not an immediate problem.

And I just lost my train of thought and this is getting long, so here are some suggestions I'm throwing out as possible balance solutions, one or all could be applicable if you want to make it really hardcoe :shocking:.

What I think are necessary regardless of optional penalties
-Journeyman and higher availability only.
-Incredibly short durations, ~5 seconds from the cheapest version, that increase with skill (IE Master level version lasts longer)
-Penalties scale inversely with skill (IE Master's have the fewest/least severe penalties)
-Remove the ability to create invisibility spells

And then some suggestions as possible penalties.
-Silenced for duration and longer, depending on skill
-Stunted for duration and longer, depending on skill
-Steady Magicka or Fatigue damage for duration (to simulate the stress of maintaining the spell)
-High Magicka costs
-High Fatigue costs (IE how 'Slip Away' works, takes a chunk of you're fatigue)
-A Health cost (going invisible is bad for your organs... or something, I don't know)

An idea, thought by no means thought out completely as far as balance/fun is concerned, for how it could scale
Journeyman: 5 second duration, silenced for 10, stunted for 10, costs half your fatigue, higher magicka cost
Expert: 10 second duration, silenced for 10, stunted for 10, costs a third of your fatigue, higher magicka cost
Master: 20 second duration, stunted for 20, costs a fifth of your fatigue, higher magicka cost

Or if you were feeling particularly ambitious, tie the penalties to your skill perk level, so a master could cast a short duration (Journeyman) spell but only get stunted for 5 seconds and have it cost a fifth of his fatigue (as in this example).

And then possibly a Master level spell for traveling, maybe a minute duration or two minutes, but breaks everything you own and silences you for most of the duration. This would prevent you from using it for anything other then traveling, and most people use one of the big magic overhauls, and as far as I can remember, all of them have a way to magically repair your equipment that someone capable of master level spells would more then likely have. Otherwise it gives more use to armorer!



And I had an epiphany, a completely different way of possibly doing it that may or may not be even more fun/rewarding/challenging. Leave the way the spells are, and simply make them cost a filled soul gem. Gives a use to soul gems which I thought were completely useless in Oblivion (enchanting is terrible, so you almost always end up vendoring them).



Anyway that's my proposition for possible ways to balance invisibility, that post got much longer then I planned, but I figured I'd ask you rather then make a thread about it first, since I love all the mods you do, and BE gave me the idea's for balancing it.
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Phillip Brunyee
 
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Post » Fri May 27, 2011 9:25 am

Any chance of seperating the two components or adding an ini? I'm already using Supreme Magicka for the fortify stuff.

D'oh... yeah, I'll separate them. This is all non-player-centric so I'm iterating the effect lists of every actor, and I wanted to only do it once per actor, so all the effects are on the same script. For the stand-alone I just ripped that component out of MagLite with TES4Edit. :P

Edit: Okay, done. Same download (http://www.tesnexus.com/downloads/file.php?id=25776), archive now contains a Feather-only version.


I must be missing something. How exactly is feather borked?

Active Feather effects are hard-capped at your current encumbrance total. Obviously this is to prevent negative encumbrance, and that's sensible, but the implementation is draconian. Let's say you're carrying 50, and cast a 100-magnitude Feather spell: it only generates a 50-magnitude Feather effect... not a 100-magnitude effect which only has 50 points to work with, literally a 50-point effect. Pick up another 50 during the duration, and your wasted Feather points are not applied. Even worse, while the magnitude won't dynamically go up, it will dynamically go down! Drop 25 of your 50 and pick it back up, too bad, you've only got Feather 25.

This applies even to enchantments. Let's say you're a lightweight wizard with maybe 100 encumbrance worth of adventuring gear, and only 30 Strength but a pile of Feather enchantments giving you 750 total capacity, the first 600 points of which don't affect your fatigue. Sweet, right? Well, yeah, you can get that full 800... but every time you pick something up, you have to take off your entire suit and put it back on to get the affects applied correctly.

Freakin' fixed already. :D


Until I had enough money to by the lowest level Invisibility spell, and fell back into my old habits (IE not using slip away).

My hope for MagLite is to (mostly) maintain the flavor of vanilla magic; it's got fixes like those above, and some pretty hard-core number shifting for balance purposes; but with a couple of exceptions, I'm trying to make it still feel like unmodded magic, just with the cheese gone. So while your suggestions are all good and sound fun, most of them should probably be brought up in the Supreme Magicka thread. However, regarding the bit I quoted: if it's that good, yeah, it needs to be fiddled with for aforementioned balance purposes. The answer at my end will be an increase in Magicka cost. So if you're given that as the only option: how much more should it cost, do you think? "Five seconds at Journeyman" is a guideline I can work from, if you think that's a solid starting point.

What's funny is, just last night I tripled the cost of Chameleon in my working build... specifically to place Chameleon 100 at 2.5x the cost of Invisibility. So that'll probably rise some more after this. ;) And that will leave Silence as the only Illusion spell I haven't yet made more expensive... (well, Light, but I made that not an Illusion spell.)

Leave the way the spells are, and simply make them cost a filled soul gem.

Now that's a pretty sweet idea, but I'm not sure it will fit properly into any of the existing overhauls. Time for you to start moddin', buddy. :P
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Shannon Lockwood
 
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Post » Fri May 27, 2011 5:23 am

I have a slight problem with TRAP. I started a Khajiit, who doesn't have either the Sugar ability or the auto nighteye thing. I tried both editing a save at the end of the sewer and starting a new game, neither worked. I'm using OBSE v18 beta 4 and TRAP v0.4.
Load order:
Oblivion.esmHorseCombatMaster.esmattack and hide easier v2.1.espza_bankmod.espKT_CustomRaceFix.espc_dagcol.espChapel Sanctuary.espDLCShiveringIsles.espMaleBodyReplacerV4.espWyverex - Deployable Traps.espDisable Tutorial Text.esptMBSP Adjusted.espbgMagicEV.espbgMagicEVStartspells.espbgMagicItemSigil.espbgMagicBonus.espbgMagicEVShader.espbgMagicSpellTomes_for_WryeBash.espbgMagicShaderLifeDetect.espbgMagicEVPaperChase.espbgMagicAlchemy.espbgMagicEVAddEnVar.espbgMagicPotionNumberSoulGemValue.espbgMagicLightningbolt.espDark Dungeons -  SI.espCaine's Outfit.espDarkIllusionArmor.espDrop Lit Torches Weight.espAlchemistsCave.espTheMistRetreat1.3_Original.espnGCD Oghma Infinium.espTwilight Assassin.espTc2rPoisonsOfNamira.espLem - The Scar of Sithis.espSM Hand Combat.espLem - Celestial Lagoon.espBlackheart and Gizmodian ECRobes.espMolagBalTreasury.espMage Equipment.espnGCD.espMadMagesTowerBASIC.espLem - The Nether.espLem - The Rift.espPirateIsland.espSentientWeapon.espLynges_Thieves_Highway-10256.espDeadlyReflex 5 - Combat Moves.espRaven Elves.espkdThiefVest.espDuke Patricks - Momentum Damage And Jump Risk.espRenGuardOverhaul.espRenGuardOverhaulShiveringIsles.espSMcC Nighteye ring.espTRAP.espElaborateEyes.espAinmhiRace.espDemonRace.espAkatosh Mount By Saiden Storm.espLock Bash Omega.espCDM - Vampirism.espBirthsigns Expanded.esp


On a different note, how easy would it be to give a custom race the auto nighteye thing?
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Jesus Sanchez
 
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Post » Fri May 27, 2011 8:47 am

I have a slight problem with TRAP. I started a Khajiit, who doesn't have either the Sugar ability or the auto nighteye thing. I tried both editing a save at the end of the sewer and starting a new game, neither worked. I'm using OBSE v18 beta 4 and TRAP v0.4.

I don't see anything in your load order that looks wrong, and I just verified that it's not broken at my end (phew!). First thing, I suppose, is to check your OBSE.log, make sure that it says version 18.3, and see if there's any error output at/near the bottom.

Also -
tMBSP Adjusted.esp

This is ancient, unsupported, and potentially broken: it's only reliably accurate with the first save or new game after restarting Oblivion. I recommend grabbing Progress, which contains the replacement.

On a different note, how easy would it be to give a custom race the auto nighteye thing?

Not very hard. The code's all written, you can mostly just copy/paste it. ;)


MagLite v0007 is pretty much ready, but I'm going to sleep (and make sure I didn't forget anything) before doing the documentation and uploading it. At this point I think I'm ready to upgrade it from the mod equivalent of "thinking out loud," to a proper beta release which will be worth using rather than just examining... there are still a couple of corners I haven't poked my nose into, but they're optional .esp material anyway, so I'm content leaving them out for now.
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trisha punch
 
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Post » Fri May 27, 2011 1:09 pm

Hey tejon, could you check out http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1031323&view=findpost&p=14950264. It's about active effects continuing to stack up (as in 300+ 'active effects') and two of your spells showed up. Not that I think it is something caused by your mods, just more likely cause they are one of the few mods in my load order which periodically cast AoE spells. Maybe you have an idea what might be going on? :unsure:
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Lexy Dick
 
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Post » Fri May 27, 2011 2:51 am

OBSE: initialize (version = 18.3 010201A0)
and no sign of errors. And I'll dig around for the script, thanks.
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Poetic Vice
 
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Post » Fri May 27, 2011 6:38 am

If you're using Progress Mercantile, don't use that fix. :) I'm pretty sure the LE skill progression is so broken it doesn't do anything at all, but if it still has some effect, disable that as well. Using both at once will almost certainly lead to double-speed advancement.

Thanks, anyway the author of the fix says it's fix is completely independant of LE and can run as standalone mod.
Two things I can attest by experiment:

- Running the fix and your mercantile plugin make the markantile skill progress slow.
- Your new progress plugin "Ranged Based Speed Progress.ESP" when actived make marksman skill progress very slowly in comparaison with others skill (blade, block, armor...) and I confirm that is true 100% since I played a stealth character with this plugin until level 13. I also tested this slowness of marksman skill (when RBSP.ESP is enabled) with a new character. Currently I have disabled it and play with standard Progress/OOO rate progress.
I hope you will check this plugin carefully.

Note. I find also that Alchemy skill progress very fast, maybe because I'm running FCOM/COBL and I find more ingredients in the world maybe not.
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Chloé
 
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Post » Fri May 27, 2011 12:34 am

My hope for MagLite is to (mostly) maintain the flavor of vanilla magic; it's got fixes like those above, and some pretty hard-core number shifting for balance purposes; but with a couple of exceptions, I'm trying to make it still feel like unmodded magic, just with the cheese gone. So while your suggestions are all good and sound fun, most of them should probably be brought up in the Supreme Magicka thread. However, regarding the bit I quoted: if it's that good, yeah, it needs to be fiddled with for aforementioned balance purposes. The answer at my end will be an increase in Magicka cost. So if you're given that as the only option: how much more should it cost, do you think? "Five seconds at Journeyman" is a guideline I can work from, if you think that's a solid starting point.

What's funny is, just last night I tripled the cost of Chameleon in my working build... specifically to place Chameleon 100 at 2.5x the cost of Invisibility. So that'll probably rise some more after this. ;) And that will leave Silence as the only Illusion spell I haven't yet made more expensive... (well, Light, but I made that not an Illusion spell.)


As far as straight magicka cost goes, I would say it should cost a majority of your magicka, don't actually have any idea what the base numbers are thought so that doesn't really help I suppose. Definitely as much or equal to what you put Chameleon at; thought I'm a bit bias because I think chameleon is mostly useless, and I'm apparently the only person who thinks Invisibility is to good :).

And I think I might dabble in the CS and try out the soul gem idea, I just am always wary of learning more then navigating the CS because I already spend as much if not more time looking for new mods/upgrading/replacing mods than I actually spend playing the game :hehe:.
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Ladymorphine
 
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