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Maegfaer

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Posts posted by Maegfaer

  1. Hey that's pretty interesting, very innovative actualy, but really I can't see how it could affect gameplay. On a first thought:

     

    - effects should drain less magicka than it would cost to cast the spell for a short duration, otherwise there's no point in casting this permanent effects, 'cause if the cost is the same it's always better casting it again and again, as a second later you'd have more magicka than if you've buffed yourself.

     

    - some arbitrary duration has to be set as a reference to calculate it's cost, considering no duration (1 sec) would probably make them way too cheap.

     

    - it happens that I'm working on a spells mod and that this may fit there or may not, no promises, but I like to consider new ideas to improve it. This may make sense as my spells require to be charged for a while, this way you could save having to charge your shield spell for 3 seconds while in combat, and also deals with the arbitrary duration I mentioned as my mod auto-calculate it according the magnitude, wich is in turn according to stats and magicka, but as I've said I can't see right now how this could affect gameplay and how it would combine with my mod. If finally I'm adding it I'd have no problem releasing a separate version if you don't like it mixed with mine, if not then perhaps some of the maths I've done for my mod could be used for this mod.

     

    PD: check out my Chargeable Spells mod!

     

    - The idea is to replace/modify all the existing spells, so you won't be able to cast (for example) a Shield spell for 30 seconds only. What you are describing is exactly what I find so annoying. When you are in the middle of a fight, you don't want to spend time re-casting your shield spell again and again.

     

    - I haven't really studied cost calculation systems yet. Anyway, the base cost of the spell is not so important, because after you cast a (de)buff, a "Drain Magicka" constant effect is added which keeps your Magicka reduced for as long as the (de)buff is applied. This Drain effect actually serves as the "spell cost" and is calculated by a scripted Magic Effect.

     

    - I like your mod! Great idea! Hmm, it's probably best to keep all things modular, so people can mix and match. Use any of these ideas as you like :)

  2. The Idea

    I love the Supreme Magicka mod, but often there is no reason to use (de)buffs in the game. When you encounter an enemy, it's way smarter to just quickly cast some destructive spells at it than to cast debuffs or start buffing yourself. This mod/addon attempts to fix that, by making buffs (and some debuffs) maintained.

     

    It does this by removing the timer from the (de)buff spells and instead making it a constant effect. The price you pay for this, is a (significant) decrease of your total Magicka for as long as the effect is active. When the enemy is killed, or when you remove/dispell the (de)buff, your total Magicka goes back to normal again. The decrease of the total Magicka should be a percentage to make sure the system doesn't get overpowered.

     

    Example

    For example, a character skilled in Alteration magic, can cast a constant effect "Shield for 15%" spell at him/herself, at the cost of (made up number) 20% of his/her total Magicka. This way it's actually doable to play a pure Mage character dressed in clothes only.

     

     

    List of included Magic Effects

     

    There are several ways to calculate the cost of the effect:

     

    1. About the same as normal spells. School skill level, magnitude, area and range are taken into account. (Duration not included, that's the point of this mod)

    2. The same as the first, except a much higher increase of cost as magnitude increases. This is for balancing reasons.

    3. There is no magnitude involved. School skill level, area, range AND opponent values (level, total magicka, or attribute) are taken into account.

     

    Restoration

    Fortify Fatigue

    Fortify Health

    Fortify Skill

    Resist Fire

    Resist Frost

    Resist Shock

    Resist Magic

    Resist Paralysis

    Resist Poison

     

    Destruction

    Damage Attribute

    Damage Fatigue

    Damage Health

    Damage Magicka

    Drain Attribute

    Drain Fatigue

    Drain Health

    Drain Magicka

    Drain Skill

    Weakness to Fire

    Weakness to Frost

    Weakness to Shock

    Weakness to Magic

    Weakness to Poison

     

    Alteration

    Burden

    Feather

    Fire Shield

    Frost Shield

    Shock Shield

    Shield

    Water Breathing

    Water Walking

     

    Illusion

    Chameleon

    Command Creature

    Command Humanoid

    Calm

    Frenzy

    Light

    Night-Eye

    Silence

     

    Mysticism

    Detect Life

    Reflect Damage

    Reflect Spell

    Soul Trap

    Spell Absorption

     

    Conjuration

    None

    Constant summon spells would be overpowered and lorebreaking

     

    Statements, goals, questions to myself

    * The goal is to make this system work for all magic users in the game, not just the player

    * There must be a system to dispell these effects. The easiest way would be to give 2 Lesser Powers, onSelf and onTarget, that just removes all these constant effects. A better way for selfbuffs would be to make the effects in the "Active Effects" sheet in the player menu clickable to cancel them.

    * These effects must be dispellable by the Mysticism "Dispell" effect.

    * A choice must be made whether a spell should be converted to an ability at the moment it hits the target, or that the spell should recycle itself.

    * What do we do with the current spells in the game that have a duration?

    * How does this affect Spellmaking

    * How does this affect Enchantments on weapons. This can be tricky.

     

     

    Detailed rambling

    Concerning Command Creature, Command Humanoid, Calm and Frenzy

    These spells originally involve Magnitude as the maximum level the target is allowed to have in order for the spell effect to work. In this mod, the spell will work on any target as long as you have enough Magicka. Instead of "Command Creature up to level 20 for 30 seconds on target", the spell will now say "Command Creature on target". At the moment the spell hits the target, the level of the creature is read, and based on that value the decrease of your total Magicka is calculated. If this exceeds your current total Magicka, the spell fails and will decrease your current magicka by 50% of the cost.

     

    Concerning Silence

    Works the same as above, but the Silence effect stops when the target's current Magicka is higher than the caster's current Magicka. This makes it so that you are unable to Silence a strong mage at the start of a fight when (s)he still has a full Magicka pool, but after (s)he casts some spells you will be able to do so. Casting spells yourself will drain your Magicka pool, which enables the target to escape from the Silence effect.

     

    This system makes the cost of these spells unpredictable and thus dangerous. If your current and total Magicka is 200, and you cast "Command Creature" and the cost turns out to be 180 Magicka, you only have 20 total Magicka left, which cripples your ability to cast other spells. In this case it's often smart to be quick to cancel/dispell the effect.

    If the "Command Creature" spell turns out to cost 240 Magicka the spell cost exceeds your current Magicka by 40 points. The spell will fail, and your current Magicka will be decreased by 50% of the spell cost, which is 240/2=120. You had 200 current Magicka so, 200-120=80. The spell failure leaves you with 80 Magicka points. Note that your Total Magicka is not affected by spell failure.

     

     

     

    Last words

    This is just a concept, quickly written down without considering the full impact this mod has on the gameplay. The idea isn't nearly finished, so feel free to contribute your thoughts.

     

    I cannot make this mod myself, at least not in the coming months. I am very busy with my study, and have very limited experience with the CS. Because of that, I really hope someone else will start making this mod/addon.

     

    I will offer a lot of help with ideas, testing and balancing though.

  3. I have a very long list of mods, most of them are the well known ones, like deadly reflex, unnecessary violence, Francesco's, quest award leveller, and the best environment, atmosphere and weather mods we all know.

     

    One of the mods in my list causes my character to regenerate health out of combat. I don't want it, but I have no idea which mod is responsible for this.

     

    Do you know any well-known mod that I might be using which might be doing this? Or do you have any other idea to find out how this is happening?

     

    There is nothing in my active effects list. Choosing another race or birthsign has no effect either.

  4. Hi, can anyone please tell me where I can get the clothes and hairs in the following pics? Oh, and you dont have to tell me where to get the clothes for the ghost in 2nd pic. But the hair she is wearing if you know, please tell :) Also, where can I find the pierced ears for my chars shown in pic 2?

     

     

     

     

     

     

    http://tesnexus.com/imageshare/images/1198635-1255995695.jpg

     

    http://tesnexus.com/imageshare/images/1189751-1255987675.jpg

     

    :o I'd love to know where that dress is from!

  5. I would love to be able to assign a button to toggle the HUD/GUI, so when I am just wandering in the wild I can toggle all the info (compass, health/magic/fatigue, active spell etc.) off for immersion. When I get under attack I can just quickly push that button again.

     

    Is there such a mod?

  6. The problem: Magicka is determined by your Intelligence level, and after you reached 100 Intelligence you can only get higher Magicka by enchanting your items. After that, you can't get any more. Because of this Mages are at their maximum power at around level 10-12. When you've reached that, you actually don't want to level up anymore because it makes you weaker.

     

    My idea is to increase your Magicka every time you level up based on your Intelligence level, in a similar way your Hitpoints are increased by your Endurance. I was thinking about 25% of your Intelligence, so if you have 80 Intelligence and you sleep to level up, your Magicka is permanently increased by 20 points. So when you reached 100 Intelligence, everytime you level up you get 25 Magicka points extra, this is the max. I know this is possible, and it probably won't be very hard for an experienced modder. The main reason why I can't do it myself is because I don't know how to let a script run when you level up.

     

    Any feedback at all is appreciated! If you have a better idea, or if you can give me tips how to create it, or if you like the idea and are going tomake it yourself, please post it.

     

    Thanks in advance!

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