@Strategy Master
Yeah, I'm using the KCAS leveling mod. However, I had been playing with that mod for a few hours, and only then did the bug kick in. I'm also using a level slowing mod, but something tells me a mod which slows down leveling is not the root of the problem. I had this problem before with version .67, where one of my characters went from apprentice to master in an hour. Interestingly, when I loaded an old save of the same character, the problem was not present. Maybe I'll try running a "clean" game, but some mods I cannot deactivate (FCOM, Supreme Magicka). Is there any way to deactivate Supreme Magicka without breaking your save? On another note, could you fix the heal others bug? When I have companions, I'm sick of hearing "I'm on your side!" when I try to heal them. I think its due to a function placed on healing spells, namely the "Magic Effect." Could you check to see if this is hostile?
Supreme Magicka Update
Started by
Site Bot
, Aug 02 2007 07:37 PM
822 replies to this topic
#21
Posted 28 September 2007 - 08:54 PM
#22
Posted 28 September 2007 - 10:21 PM
@Strategy Master:
Managed to disable Supreme Magicka, and the problem was still present. It seems the bug is caused by another mod, or a conflict with another mod. Sorry for wasting your time.
Managed to disable Supreme Magicka, and the problem was still present. It seems the bug is caused by another mod, or a conflict with another mod. Sorry for wasting your time.
#23
Posted 04 October 2007 - 12:34 AM
This looks good and all for pure mages but shots a battlemage or a paladin based character in the foot. mostly because you get penalized for wearing heavier armor(which heavy armor is default for battlemages) other wise it seems to be a decent mod
#24
Posted 05 October 2007 - 07:43 AM
Hi all,
I'm having the same problem as TzadRa. Started a new character and noticed at day 2 of game every summon skeleton spell I cast increases my conjuration by one. I'm wondering if it's cause I set the ini file to have summoning of 2 at apprentice conjuration? Btw, I'm using MMM, Fran, Reneer's Guard Overhaul, and AF Level Mod v2.8.7 among others.
Used to have SM 0.66 and didn't have problems with that (although an occasional CTD even when doing practically nothing). I thought maybe it was by SM and updated to 0.73.
I'm having the same problem as TzadRa. Started a new character and noticed at day 2 of game every summon skeleton spell I cast increases my conjuration by one. I'm wondering if it's cause I set the ini file to have summoning of 2 at apprentice conjuration? Btw, I'm using MMM, Fran, Reneer's Guard Overhaul, and AF Level Mod v2.8.7 among others.
Used to have SM 0.66 and didn't have problems with that (although an occasional CTD even when doing practically nothing). I thought maybe it was by SM and updated to 0.73.
#25
Posted 05 October 2007 - 07:47 AM
Oh, and as for suggestions, how about an option of speeding up ranged spells especially shock spells. With weapons, getting a mod to speed up arrows is a must, as being able to sidestep an arrow is just unrealistic. It's the same with ranged spells especially shock spells which are supposed to be the lightning type right?
#26
Posted 15 October 2007 - 01:40 PM
Great mod!
But... I can't get any changes to the .ini file to work.
Is there any fix for this?
I hate that my Battlemage has to stop after every battle and wait for the mana to regenerate because he's used all his mana potions in the previous battle.
- Slapstick
But... I can't get any changes to the .ini file to work.
Is there any fix for this?
I hate that my Battlemage has to stop after every battle and wait for the mana to regenerate because he's used all his mana potions in the previous battle.
- Slapstick
#27
Posted 11 November 2007 - 04:59 PM
nice mod, but i have some issues
my custom heal spells are being flagged as hostile...
also npcs around are stopping attack when i drain their speed... wtf?
my custom heal spells are being flagged as hostile...
also npcs around are stopping attack when i drain their speed... wtf?
#28
Posted 21 November 2007 - 07:09 AM
I really like the mod, but I'm also having the issue with the conjuration skill advancing way too fast, sometimes one rank per cast. Haven't noticed it with the other magic skills, but aside from Restoration I don't really use them heavily. Tried setting the MajickaSkillProgression setting to 0 but it didn't have any effect.
Other mods I use that may be involved include KCAS, OOO, Midas Magic and Toaster's Legendary Skills, though I haven't got any skills or stats higher than 100 yet.
Other mods I use that may be involved include KCAS, OOO, Midas Magic and Toaster's Legendary Skills, though I haven't got any skills or stats higher than 100 yet.
#29
Posted 01 December 2007 - 03:44 AM
I'm having sort of the opposite problem, my conj and dest casts progress fine, but my restoration casts progress abysmally slow.
at level 1, i would need about 300 heal minor wounds casts to level it up ONCE. Thats right, 3 casts = 1 percent increase. I tried checking the script itself to see if something funky was going on but the math is over my head. I think someone needs to hammer out the magicka progression bit -- I'm going to try the Natural Magic one and see if that works properly.
at level 1, i would need about 300 heal minor wounds casts to level it up ONCE. Thats right, 3 casts = 1 percent increase. I tried checking the script itself to see if something funky was going on but the math is over my head. I think someone needs to hammer out the magicka progression bit -- I'm going to try the Natural Magic one and see if that works properly.
#30
Posted 06 December 2007 - 08:09 PM
Well I think i figured it out, despite what either mod says, this is not compatible with intelligence overhaul (they both mod individual skill use increments) and stuff was getting screwed up.



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