Finally I desist from attempting to make other mods's spells being cast-able like chargeable spells, because that'd be a big mess that would require a lot of compatibility patches and because there's a big technical issue regarding how magic overhauls mods tweak magic and how chargeable spells makes it's calcs affects the spells. Rather I'll incorporate new chargeable spells simulating these effects and assuming their limitations (I can and will make a Force/Push spell and multiple creature summons, but I can't do new visuals), so if you have some suggestion about certain spells not involving custom-made heavy-scripted effects then please let me know and I'll try to add them.
On another department, about settings/configuration: I'll still making the 'core' version transparent, I mean that it will take the values about magicka cost and magic skill from in-game settings, like v0.26 does, so everyone could make it fits his favorite magic overhaul (or main overhaul, OOO alters magic too). But that's not so good for those that don't play another magic mod or those that think their magic mod's values don't match charging spells, so I'll release several optional plugins with different settings regarding magic schools and mostly magic effects cost, so you could even choose to overwrite the changes an overhaul mod makes to magic by loading one of this plugins after it. To continue with the last example, if you want to play OOO but want a cheaper magic then simply load the appropiate optional plugin (after OOO, of course). I'm planning to make just a few but differenciated 'setting plugins'; to start off that'd be an easy, hard, offenssive, defensive and an own one (recomended, of course). Althought it may be funny that the easy setting makes magic easier for your enemies too
Regarding the features it will have and it might have and regarding making other magic mods features compatible with this one, it's more or less the same like with spells, if I expect my chargeable spells to have some of the other mod's features better I do it myself, so I mean that it will include some of the most wanted/expected features from most popular mods, but it will include them in it's own rather than using other mods. That's not something that makes me feel really proud of the work I'll have to do, but sadly that's the only true option for this mod, because most of other magic mods work by replacing default spells, and therefor sentencing themselves to not being compatible with other mods that alter the same content and not being usable by mods like mine that in order to ignore default data uses their own spells don't mess with default spells. Anyway I've received some good suggestions both here and on the bethesda forums so now I have a decent list of decent features for a decent magic mod, IMO. This are the features I plan to add (some are taken from other mods, some came from diverse ideas and some of them are a mix of both):
- dangerous magic (75% done): charging a spell for long might hurt you, but suffering from spellcasting might make your spell stronger, althought this is a riskful option because the chances for you to loose the spell increase each milisecond. This are really small chances that might range from 5 to 30% and are calculated only twice a second and not each frame. The penalties come in four levels, being them accumulative, and starting each one a second after the last one, at a minimum of 1 second of charge. The chances of suffering from one of this 'bad effects' (and therefor making the next time the check fails you go into next level of penalty) are calculated according to your skill and governing attribute, and it will increase the longer you hold the spell. First level (fisrt time a random percent check fails) you get a little fatigued and get blurred vision. Level 2 you're injuried because of the spell and looses health, blur effect increases. There's a small chance to control the spell and revert to level 1. Level 3, the spell really hurts and all your attributes are damaged. Blur effect increases. Level 4, that's the terminal point, here either the spell is casted automatically or is lost, and either it renders us exhausted or not so the results are unpredictable, but can some way be mastered with high stats, skills and experience. But the counterpart is that every fatigue, health and attribute point consumed this way are added to the spell power like if they were magicka spent (each attribute point counts 5), but that's only useful if the spell is finally being cast : )
- spell's toll (0.05% done): it seems a good idea allowing novices to experiment with magic, althought they should be adviced not to go too far from their capabilities as that could have really bad effects. Again with default spells replaced. My thought on this was to make it part of the dangerous magic feature, so a novice casting a journeyman spell would have an increased chance of being hurt by the spell and maybe loosing the charge, but this seems quite counterproductive precisely because novices at low level and stats will need to charge for longer, and therefor the inherent fatigue loss and the chances for suffering from some penalty (increased due to low skill level), plus the weak result due to a low skill level, seems all to be quite an appropiate toll to cast beyond your skill level, so my final thought was to make every chargeable spell available at novice level. That makes it less viable and less randomized but it's still a fair deal as there are some chanced for unpredicted effects (power increased at stats cost or merely bad effects).
- spells being able to purchase (99.9% done): I had a problem with this and is that NPC shouldnt use chargeable spells (they're not smart enought to charge the spells, and therefor will use them with the last magnitude you cast each of them), but I wanted the spells being displayed in the spell purchase screen, so I've made a script that checks when you enter in a dialog with a NPC, and if that NPC has spells to sell the script checks wich kind of spells they have and adds the chargeable counterpart, and when the dialog is finished it adds back their original spells and removes the chargeable from him/her. It only replaces spells with only one effect and not being scripted, so it doesn't replace other mods's spells and it works for every NPC even from mods! And it doesn't alter a single NPC, it's all made within a script. I'm pretty happy with this solution so by now and unless s big bug arises that'll be the method.
- multiple creatures summoning (-1% un-un-done): that has been requested a few times. While ago I received a message from a user that offered me his multi-summoning script so I didn't really take an in-depth look at this matter, but as I see this user doesn't show up I guess I'll have to read one of those tutorials on the wiki
There's a lot of more features I'd want to see here, but being realistic, and considering how feasible they are and the efford they take compared to the gameplay result, I think this are the big features it has to have. Then there's the thing about certain spells, but that's almost covered (now there's about 80 different chargeable spells), but anyway suggestions about both certain features and/or spells are welcome.



Sign In
Create Account

Back to top









