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phenderix

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Everything posted by phenderix

  1. My mod, Phenderix Magic Evolved, will now be hosted on the steam workshop. (pending approval now) The skyrim nexus version will exist as an old version that can still be used. The new version which requires DLC and adds over 100 more spells will be available only on the steam workshop for $2.99. I have put more than 1000+ hours into making this mod and would like to be compensated for people using my work. Many mod authors put a lot of work into their creations and I believe this is a great opportunity for the community to give back. I have modded for years and only one person has ever donated money to me. This is an obvious sign that the donation system does not work. No one is entitled to anything, let alone free mods. People releasing mods for free should have gotten a lot more respect and thanks for the amount of time they spent on their creations. The community needs to settle down and realize that in the long run this is a good thing and will result in much better mods being made. This development has reinvigorated my interest in Skyrim modding and I will definitely continue to mod for Fallout 4 (whenever it is announced...E3 please!?!) With every purchase of my mod, Skyrim Nexus will be getting a share of the money. Please be understanding of this decision. I did not make it lightly. All of my other 7 mods will be Nexus exclusives and not ever be ported to the Steam workshop.
  2. My mod, Phenderix Magic Evolved, will now be hosted on the steam workshop. (pending approval now) The skyrim nexus version will exist as an old version that can still be used. The new version which requires DLC and adds over 100 more spells will be available only on the steam workshop for $2.99. I have put more than 1000+ hours into making this mod and would like to be compensated for people using my work. Many mod authors put a lot of work into their creations and I believe this is a great opportunity for the community to give back. I have modded for years and only one person has ever donated money to me. This is an obvious sign that the donation system does not work. No one is entitled to anything, let alone free mods. People releasing mods for free should have gotten a lot more respect and thanks for the amount of time they spent on their creations. The community needs to settle down and realize that in the long run this is a good thing and will result in much better mods being made. This development has reinvigorated my interest in Skyrim modding and I will definitely continue to mod for Fallout 4 (whenever it is announced...E3 please!?!) With every purchase of my mod, Skyrim Nexus will be getting a share of the money. Please be understanding of this decision. I did not make it lightly. All of my other 7 mods will be Nexus exclusives and not ever be ported to the Steam workshop.
  3. I have decided to work on The Skyrim School of Witchcraft and Wizardry again. http://www.nexusmods.com/skyrim/mods/22937 Changes I will be implementing: School will now be in a new worldspace. NPCs will have more lore friendly names. Many other changes if other people assist me. I will be releasing a new version of the mod. If you would like to assist in any way, please let me know. :D I need people to help with the following tasks: Navmeshing for exterior and interior. AI and routines for NPCs. Quest implementation and if we get someone to work on quests we will need voice acting. I really need people to help with creating quests. Please volunteer if you would like to work on this! :D New spells available for sale from other magic mods. (If you have a magic mod and want it included in this mod let me know, I will likely message some people) If you assist me with this mod you will get full credit for your work. I want this to be a community project, instead of me doing all of the work on my own. Please let me know if you have any questions or would wish to volunteer! Thank you.
  4. I agree that everyone should stop using whiterun and place them in more unique areas or at least in inns at other towns.
  5. Thanks, appreciate it. Haha nice. Didn't know you were working on an update until I saw the thread.Good luck with the update, I am sure it is going to be awesome. :) Hmm...you are right. I will attempt to add more conditional effects, some based on character level and others based on things like sneaking perhaps.
  6. Awesome thanks for the post! Actually in the newest version of magic evolved the vendor and guards have different more lore friendly equipment. It will definitely stay like that for the future versions. Thanks for your suggestions. :smile: The mods I have made that give you spells when you start the mod were PUMS and the new version of it Phenderix Magic Transcended.
  7. That's pretty much how requiem's spell system works... you get new spells when you get new perks, can pick from multiple spells when you get said perks, get more powerful ones as you get higher ranked perks, and etc. It's actually quite well thought out. I am even working on a project that combines SkyRe's perk trees with requiem, that should include a feature like this with SkyRe's spells! lol Anyways, to Penderix; Your magic mods are really cool, different, and interesting, but the reason I never actually use them in a playthrough is because they are highly unbalanced. I think your number one priority should be introducing a balanced way to get all the spells, and effective separation of the more powerful from the weaker spells so the more powerful ones are harder to get. being able to spam out ice atronachs back to back at lvl 1 just aint cool bro. Also, making it harder to change between them would feel a bit more balanced, being an ultimate master of all combinations of all elements just feels cheap, finding/working for each one, and then finding out how to combine them and such would make your mod feel TOTALLY epic. I also think you should have more interesting effects for doubling the same elements, for example fire+fire seems to do about, if not exactly the same as just using fire, when I would think it should create some super-fire move. lolMaybe there is some feature in there like this that I missed, as I said I've never really played around with your mods to much, though I did install and try it out for about an hour or two. I understand what you mean. If you don't cheat and get all the tomes you should be limited by your level as to what spells you can by from the vendor. You can't buy master tomes from the vendor unless your skill level for that particular skill is 100 for example. But I will be working on further balance. I don't honestly think balance is that bad. I will be working on improving it though.
  8. Oh, I didn't know that. I will have to look into that then. I am going to decrease the amount of similar spells in my next version, but I do like all the summons and I know some people would get upset if I remove them. Thanks for the post! I will try to add some features like this. You will be able to upgrade some spells using perks. Those are some good ideas.
  9. I didn't think about it at first, but I remembered after looking at your mod page again - your mod kind of did something similar, but using the perk system instead of doing it per spell, lol. Ya, you could use perks to increase damage by 15% or 30% I think.
  10. Thanks for the post! If you have seen my mod Phenderix Magic Transcended I attempted to do something like that. Each time you use a spell it gets stronger and does more damage among many other scripted things. I thought that was going to be a huge mod and I would keep developing it but it didn't really catch on and didn't make the hot files so not many people know about it. Right, I have been including no perk versions to try to enhance compatibility. I could try to add more differentiation between the spells. That is a good idea, just need to figure out how to do that...
  11. Hello everyone! I have released a bunch of magic mods over the course of the past two years. I am getting a new gaming laptop this week and I am going to start editing and making mods again. I am considering revamping and overhauling phenderix magic evolved and rereleasing it as phenderix magic invigorated. I need suggestions as to what you would want in this mod. Please give suggestions of what spells you would like added to the game still and what you would like changed about my mods. Please list what you do not like about my mods if you have used them before. You can be as mean as you want, I am just looking to improve everything and make the next version as good as possible. My Current Ideas: Next version will require Dawnguard and Dragonborne. (Old version already requires dawnguard)Next version will add summon spells based on Dragonborne dlc and monsters/npcs.Next version will contain over 300 spells.Will work more on improving animations and sound effects.Please give me more suggestions! Thanks!
  12. I actually have decided to release today probably very soon...so look for the file soon! :)
  13. Here is my updated description page. Remember this mod is coming out this Friday! :) http://oi44.tinypic.com/otess7.jpg Does not change anything in default Skyrim, maximum compatibility. http://s20.postimg.org/j0khytd0d/New_Features.png http://s22.postimg.org/pc6p6g9b5/Separator.png http://s22.postimg.org/blhakim29/Mod_Guide.png http://s22.postimg.org/pc6p6g9b5/Separator.png http://s22.postimg.org/luwa3oc35/Updates.png http://s22.postimg.org/pc6p6g9b5/Separator.png http://s13.postimg.org/tzd4s7f5j/Comparison_to_My_Other_Mods.png http://s22.postimg.org/pc6p6g9b5/Separator.png http://oi40.tinypic.com/2z4n6sg.jpg
  14. Thanks Tru3lMagic! You should be able to run Balanced Magic fine. No other mods, however, will have any impact on anything added by this mod. All damage handling and costs are handled by scripts so mods cannot affect the way this mod handles spell casting. I am also redoing some of the things elements do right now. Lightning spells will only do magicka damage. Water spells will only do stamina damage. To do health damage you must mix them with other elements. Just reworked my damage script to do this. Testing lots of this now.
  15. This is a preview of the description page. I will be continuing to add more information to it. Please leave comments or concerns in this topic! Thanks! :) This is a new release of my old mod that I have spruced up and added many new features to. You can try it out this Friday. May 24th 2013.
  16. http://oi44.tinypic.com/otess7.jpg Does not change anything in default Skyrim, maximum compatibility. http://s20.postimg.org/j0khytd0d/New_Features.png http://s20.postimg.org/v3ptmdo2l/Separator.png http://s21.postimg.org/7zc60xfdj/Mod_Guide.png http://s20.postimg.org/v3ptmdo2l/Separator.png http://oi39.tinypic.com/2wq8lf4.jpg http://s20.postimg.org/v3ptmdo2l/Separator.png http://oi40.tinypic.com/2z4n6sg.jpg
  17. Working on the new version of PUMS. You will love it I am sure. Expected Release: August/September 2013
  18. I would simply go check out a page showing all the things you can do with bbcode. http://www.bbcode.org/reference.php To insert a youtube video do [yuotube]letters after = sign in youtube url[/yuotube] (of course with youtube spelled correctly)
  19. I just toned down the PUMS page like one minute ago. I think it is probably for the best if I start writing more from a descriptive point of view. (Instead of one that attempts to sell)
  20. Thanks for all the comments guys! I will try to tone down my mod pages some. Going to go edit PUMS now. THanks! :thumbsup:
  21. So far it looks like the general consensus is that to an extent it is okay but tone it down a bit and clearly show details about the mod instead. @stayfrosty05 Thanks for the post. Ya perhaps I need to write more about the mod and less about the whole selling point. That makes sense. @Oubliette Perhaps I should just tone it down a bit. Maybe that would make it an easier read. I do enjoy hyping up things though haha. @Arcadiast Haha I should put that in one of my future mod descriptions...(kidding) @bben46 That makes sense. I have been going away from that and making it simpler though, for example my PUMS description page. @projectVRD Thanks! I am currently working on a new mod that adds a new land full of "magical" things. So hopefully you will like that. @nuska That sounds like a good mindframe to mod in. @EnaiSiaion Haha thanks. I probably just need to make the descriptions a bit simpler.
  22. Hey everyone! I have an interesting question. In my mods I make lots of bold claims and really try to hype up everyone so that people use the mod. My goal in modding is to make others use my mods and hence I care about downloads. Because of this I try to make it sound like my mods are amazing or "the best" at something. I never make any direct comparisons I just try to make people think that wow this is an awesome mod and that I should use this. What do you all think of this point of view? Do descriptions like these bother you or do you recognize it as the mod author simply trying to get people to use the mod? I ask this because the past few days I have read 2 complaints from people saying they don't like me because of this. (In addition to people saying my mods suck...but that is a different story) What do you guys think? (you can read my mod description pages and see for yourself) Just asking because I don't want to be sending off the wrong message. I try to be nice and pleasant with everyone in the community and this kinda upset me.
  23. That could work...perhaps for a few tomes I could have boss monsters drop them. Not sure how I want to do it yet. I think a few people are going to be helping me on the project so hopefully it goes well :) Also! Just released an update for my PUMS mod that increases vastly increases script performance!
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