[RELz] The AutoMagicon

Post » Sat Feb 19, 2011 11:43 am

Just a very small mod to suit my gambling tastes. This device will probably be part of the large player home in The Ayleid Steps' next version.

Download and screenies http://www.tesnexus.com/downloads/file.php?id=31543 (TESNexus) or http://www.invision.tesalliance.org/forums/index.php?/files/file/445-the-automagicon/ (TESAlliance).


The AutoMagicon
===================================
Version 1.2, may 2010

Description
-------------------
Edgar Vautrine in the Market District has acquired a new magic device: the Automagicon. It can transform any inventory item(s) into a new item of (very roughly) the same value. The new item is completely random, but never a quest item or a so-called 'unique item'.
Item values of up to 12,000 septims are handled with acceptable accuracy. However, the more your input exceeds this limit, the less accurately the device may respond. You can lose a fortune this way, so be cautious.

You have to buy an Automagicon Permit from Edgar (value: 200 gold) before you can activate the device. You can put any amount of items of any value in the input container. The output container will replace it with one new item for input values up to 10,000 septims. For higher input values there is an increasing chance that the device will yield 2 items.
If your input is worth 200 septims or less, there is a slight chance that the device will hiccup and return an item worth 1000-10000 gold.

The transmutation process takes energy. A small amount of matter is therefore taken from the input objects and transformed into magicka. Thus, output values tend to be lower than what you put in. Items returned for input values up to 12,000 are 8 % cheaper on average. Offering very expensive items is even riskier - you could lose up to 25 % of their value. That hurts if you feed it something worth 40,000 septims.

The Automagicon cannot accept Septims. If you have no suitable items but are willing to spend some gold, buy Edgar's special AutoMagiCoins (value: 10 gold apiece).

Conflicts/Issues:
-------------------
None known. The mod could conflict with anything that edits Edgar Vautrine's shop interior.
If you have upgraded an older version to the Cobl-dependent version, you will have to buy a new Permit.

Installation:
-------------------
This mod needs OBSE (Oblivion Script Extender) version 18 or newer, get the latest version here: http://obse.silverlock.org/.
If you want the Cobl version, you need Cobl (Common Oblivion library) version 1.72 or newer, find it here: http://tesnexus.com/downloads/file.php?id=21104. Install at least "Cobl Main.esm" and the Meshes, Sound and Textures folders in the "Cobl Core" folder, and activate "Cobl Main.esm" in your game launcher.
Unzip "AutoMagicon.esp" OR "AutoMagicon_Cobl.esp" to your "..\Oblivion\Data" folder and activate it in the game launcher. No special load order requirements for this version. It should run with any savegame.

Deinstallation:
-------------------
Deactivate the .esp file in your game launcher and erase it from your "..\Oblivion\Data" folder.

User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Sat Feb 19, 2011 11:32 am

Sounds cool. :)


Will try this out if I get back to play Oblivion (don't expect it to be too soon ;)).
User avatar
Shae Munro
 
Posts: 3443
Joined: Fri Feb 23, 2007 11:32 am

Post » Sat Feb 19, 2011 4:48 am

The smaller the mod, the sooner it needs an update. :stare: Version 1.01 is up with a temporary fix.
Edgar refuses to sell a key if your Mercantile is < 50. If you experience this, enter the sewers through the manhole behind his house and search the platform beneath the ladder; someone lost a key there.
User avatar
kelly thomson
 
Posts: 3380
Joined: Thu Jun 22, 2006 12:18 pm

Post » Fri Feb 18, 2011 7:11 pm

Updated again. Version 1.02: the key is now a regular scroll called Automagicon Permit, and thus Edgar always sells it. :hehe:
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Sat Feb 19, 2011 11:19 am

Sounds nice!
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Sat Feb 19, 2011 6:50 am

http://www.tesnexus.com/downloads/file.php?id=31543 is available.

Changelog:

* Improved stability. If the device cannot find a suitable replacement in the given value range, player input will be returned.
* AutomagiCoins as sold by Edgar are now weightless.
* If your input is worth 200 septims or less, there's a small chance (1 in 500) that the device will hiccup and yield an item worth 1000-10000 gold.

User avatar
Sandeep Khatkar
 
Posts: 3364
Joined: Wed Jul 18, 2007 11:02 am

Post » Sat Feb 19, 2011 10:24 am

Very intriguing. :icecream: Downloaded, but who knows when I'll actually play the game again...
User avatar
:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Sat Feb 19, 2011 8:59 am

I assume this only works with Vanilla items?

You should see about Cobl and Item Interchange support.
User avatar
Kathryn Medows
 
Posts: 3547
Joined: Sun Nov 19, 2006 12:10 pm

Post » Fri Feb 18, 2011 9:53 pm

I assume this only works with Vanilla items?
You should see about Cobl and Item Interchange support.

Yes, vanilla in this stand-alone version. The version that will be part of The Ayleid Steps can also spawn Cobl's ingredients and books, Ayleid clutter and Ayleid Meteoric Weapons. In theory this thing could yield mod-added items as far as they are in vanilla leveled lists. Currently experimenting with that, but even if I get it to work you'll get leveled items. I consider this a play thing, not planning to go at great lengths to make it produce everything available in any mod setup.
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Fri Feb 18, 2011 9:27 pm

http://www.tesnexus.com/downloads/file.php?id=31543 is available.

Changelog 1.2:

* Rescripted everything from scratch. No more clumsily filling and emptying containers.
* Tweaked output min/max-value boundaries to balance things.
* Weapons, armor and several other items are now selected through vanilla leveled lists, so the device can return items added to those lists by other plugins.
* Added a Cobl version. It can return Cobl's Ayleid Weapons and arrows, lore books, Ayleid clutter and new ingredients.

User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Sat Feb 19, 2011 2:58 am

This mod is slightly confusing to me, the items inserted and outputted from the device, must they be vanilla? What would happen if you made a script that would simply get a random item from a list updated every time the game opens?

e.g.

List is made to catalogue all items in-game, modded and unmodded, items are added with their pure value in septims, when items are put into the device a script calculates the boundaries of the items value e.g. VALUE +/- (Value/10), then a random item form the list within the boundaries is selected.

Would this be possible, IMO it may maximise mod compatibility.
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Sat Feb 19, 2011 1:25 am

as far as I know it has to be done this way in order to not accidently give you uniq/quest items
User avatar
Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Sat Feb 19, 2011 4:47 am

This mod is slightly confusing to me, the items inserted and outputted from the device, must they be vanilla?

No. You can insert anything you like from any mod. You will often receive vanilla items, and a bit less often mod-added items when they are in the vanilla leveled lists.

List is made to catalogue all items in-game, modded and unmodded, items are added with their pure value in septims,

It's not that simple, alas. Study Vac's excellent http://www.gamesas.com/index.php?/topic/1012020-relz-item-interchange-thread-4/ mod and you'll know why. This mod is just a small gadget to fool around with and therefore not worth a lot of sophisticated scripting and juggling arrays. Besides, I don't like scripting at all, so I'm not particularly eager to refine things to their limit. :banghead:
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Sat Feb 19, 2011 12:03 am

No. You can insert anything you like from any mod. You will often receive vanilla items, and a bit less often mod-added items when they are in the vanilla leveled lists.


It's not that simple, alas. Study Vac's excellent http://www.gamesas.com/index.php?/topic/1012020-relz-item-interchange-thread-4/ mod and you'll know why. This mod is just a small gadget to fool around with and therefore not worth a lot of sophisticated scripting and juggling arrays. Besides, I don't like scripting at all, so I'm not particularly eager to refine things to their limit. :banghead:


Sorry :sad: I must say though, this mod is a gem, thanks for the wonderful addition :)
User avatar
Nicola
 
Posts: 3365
Joined: Wed Jul 19, 2006 7:57 am


Return to IV - Oblivion