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phenderix

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Everything posted by phenderix

  1. That spell would be pretty hard to make but is probably possible. Will look into it. I will likely be adding a Demonic and Divine elements. Thanks! The whole aurum type acquirement system will be the one flaw of the mod. I will still likely have the user buy the spells. There are just too many spells to create a system like that for. The new PUMS mod I created encourages trial and error and exploration to find new spells combinations though so that "kind of" avoids the issue. It will contain the school in its new 2.00 form (completely redone basically form 1.00, best non-elemental spells from magic evolved reworked, elemental spells from magic evolved worked into the PUMS system, and in addition to this all of the spells contained in PUMS already in addition to new element types) In addition I am currently considering editing all the spells in the game for the new overhaul system presented by PUMS and am also considering merging my sound mod in as well.
  2. http://oi48.tinypic.com/35ibx9c.jpg Hello everyone! I am creating this topic to create hype for an upcoming mod I am working on. I just decided to begin this mod a few minutes ago and my immense level of excitement has lead me to create this topic. If you have ever used any of my mods before then you will absolutely love my upcoming magic mod. My goal is for it to exceed the efforts of Midas Magic for Oblivion. In brief vague details this will be what the mod includes: The Skyrim School of Witchcraft and Wizardry (Version 2.00 - vastly vastly improved since 1.00 if you saw that version - in addition all Harry Potter references will be removed and lore appropriate names will be given) Phenderix Ultimate Magic System (WIth even more added spells - shield category completed - maybe an addition of holy and shadow elements or one single mystic element - further balance) Phenderix Magic Evolved (minus a lot of the elemental spells - will be taking teleport spells and other useful spells like that and adding them to the vendors for sale) This will be a massive culmination of my works. I hope some of you are as excited as I am. If you have any ideas or complaints about my previous mods you want fixed please list them here. Thank you :laugh: -phenderix
  3. Description page preview: (work in progress) http://oi49.tinypic.com/1zejjme.jpg http://oi49.tinypic.com/28ceveo.jpg http://oi50.tinypic.com/r01szk.jpg This mod is just taking its initial steps. Please give me feedback in the comments section! Also if you like this mod....endorse and vote...(next month) http://oi45.tinypic.com/a407k.jpg Welcome to the beginning of a new form of magic, this is the magic mod you have been waiting for your entire life. Witness its birth and attempt to wield its awesome power. Do so to triumph over your foes to bring peace or anarchy to the lands of Tamriel. Never has a magic form like this existed. The possibilites, the power that it brings are limitless. Become a bastion of knowledge, a magical powerhouse, a figure of legends. I am very proud to present, through much work and pondering, Phenderix's Ultimate Magical System. (PUMS) What is PUMS? PUMS is the final stage in the evolution of magic mods. It is a combination of the best concepts and ideals from popular culture and media. It is a vibrant system of magic that fulfills the desires of nearly every user. What is this new spell system? In this system you use elements to form unique spells. Depending on which elements you have equipped different spells will be cast. Which spell is cast also depends on the modifier you are using for that elemental combination. Almost all spells require a modifier active to be cast. Modifiers allow you to combine the elements to form powerful new spells. If you do not select a modifier a weak base element attack will be cast. Modifiers basically define what type of spell will be cast from your current elemental combination equipped. Currently there are four different modifiers: Bolt, Summoning, Shield, and Blast. The Bolt and Blast modifier focus on producing offensive elemental attacks based upon your equipped elements. The summoning modifier allows the user to call upon unique creatures to assist them in battle. The creature called to battle will change depending on which elements you have selected. The shield modifier allows for the user to cast a variety of unique spells that are applied to the caster and effect their surroundings. Depending on which modifier you are using an entire different effect will occur when you try to combine two different elements. For every single modifier every single combination of two elements is covered and will cast a unique spell. How does the new power system work? This mod also uses a unique power system. Instead of just using Magicka the spells added by this mod drain your Magicka, Stamina, Health in that order. If you run out of Magicka the spells will attempt to drain your Stamina, and then afterwards your Health. This is a new system that adds a lot more depth to the game. This is based upon the ideas presented by the Eragon book series. How does spell progression work? All spells contained in this mod scale in one way or another. Bolt and blast spells increase in power every time you use them. After so many uses, which differ from spell to spell, that spell will increase in strength. Summons contained in this mod all scale in level with the player. All Shield spells have 3 different levels. Upon first use of the shield spell the first level shield will be cast, on the second use the 2nd level shield will be cast, and on the third consecutive use the 3rd level shield will be cast. Each level increases the effect the shield is using and increases the cost towards the caster. http://oi50.tinypic.com/r01szk.jpg http://oi48.tinypic.com/59zxxt.jpg http://oi47.tinypic.com/16knuxw.jpg Not all shield spells are done. Bolt Modifier Bolt spells are the weakest form of offensive magic contained within this mod. They are low cost low damage spells. They vary somewhat in these different areas and each are differentiated in terms of speed and range. Most bolt spells do 1 more damage per 5 successful uses. Blast Modifier Blast spells are a more powerful form of offensive magic that cost a lot more but also do a lot more damage. Many of these spells do area damage so watch out where you cast them! With these spells it is possible to raze an entire area. Most blast spells do 1 more damage per 2 successful uses. Summon Modifier Were regular summons just not good enough for you? Well you are in luck then! The summons contained in this mod add many more options for conjurers. All summons are creatures from the game but different in some way such as speed, size, or spells available. All summons scale in level in relation to the player. Shield Modifier Shield spells are spells that are cast on the user. They do a variety of things and must really be tested out to fully understand their design and purpose. Many shield spells have not been completed yet and may be finished in a later update. Shield spells that have been completed have three different levels you can cast that increase the power of the shield. How do I obtain these spells? All tomes needed to use this mod are found in Dragonsreach, the capital building of Whiterun. Also found here is a secret amulet that you can imbue using just a (Earth/Earth) spell without any modifiers. What is this new energy consumption system and how does it work? Spells contained in this mod first attempt to drain magicka. Once the caster runs out of magicka it attempts to drain stamina. Once the caster runs out of stamina the spells attempt to draw power from any imbued objects you may have. Once the imbued object no longer has any more energy the spells attempt to drain the caster's health. Once the caster has run out of health they are dead. In Dragonsreach there is an amulet that can be imbued. By imbuing an object you are storing power in it. You can only further imbue an object once per day and for the rest of that day you are severely weakened. To do this equip (Earth Hands/Earth Hands) and do no select a modifier. If you are wearing the amulet you will be able to imbue it once per day using that spell. By imbuing the amulet everyday you are gaining potential power you can use in a later more challenging fight later on. http://oi50.tinypic.com/r01szk.jpg http://oi48.tinypic.com/ifpsie.jpg How do I do this? Installation for this mod is very easy to do. First off make sure you have Nexus Mod Manager to ensure that everything works properly. Download this mod and use a program like WinZIP, WinRAR, or 7z to unzip the file. Open the folder that was extracted and copy all of those files and cut and paste them into your Skyrim/Data directory. If you are asked to overwrite anything simply select "Yes to All". Afterwards open the Nexus Mod Manager and make sure that this mod's esp file is enabled. Afterwards test it out in-game and see how it works! How do I install updates? Updates will also be very easy to install. They will work the same way as the regular installation. Simply overwrite all files that may throw warnings to ensure everything works properly. Follow the regular installation procedures. Future updates will include: completion of a guidebook in-game, more shield spells, more balancing, and a whole lot more fun. http://oi46.tinypic.com/2l3jtk.jpg Skyrim School of Witchcraft and Wizardry this is a translation of the mod you are viewing. Deadly Spell Impacts: makes spell impact textures much more unique and detailed. Phenderix's Magic Evolved for use only if you do not use this mod. Phenderix's Magic Sounds Improved makes some of the magic sounds a little less annoying.
  4. Release Date has changed to tonight....:D You are not prepared.
  5. FORMALLY ANNOUNCING... http://oi49.tinypic.com/1zejjme.jpg http://oi49.tinypic.com/28ceveo.jpg COMING OCTOBER 1st!
  6. http://oi49.tinypic.com/1zejjme.jpg PUMS - COMING SOON - MAGICAL FIRE COWS 30 SPELLS WORKING SO FAR - THE GREATEST MAGIC MOD FOR ANY GAME EVER COMING SOON! http://oi50.tinypic.com/iwowhi.jpg http://oi48.tinypic.com/281r2oo.jpg http://oi47.tinypic.com/j7q61e.jpg Just a few teaser images of the many many spells I have made so far.
  7. Hmm interesting...if you loosely are based on it I don't think they can do that... I was looking forward to a release from them.
  8. All of those are pretty good. I don't think anyone has done anything like those. I think you should make them. Good luck!
  9. I now have a total of 9 working spells in the mod. My goal is around 60. All of the new spell mechanics I am adding are done and working. ;D
  10. Haha uhhh no... Just fixed the last major issue I was having. Everything seems like it will work perfectly fine. Now I just need to make 60 or so spells...
  11. You know it will be an ultimate magic system... :teehee:
  12. http://oi48.tinypic.com/2hxytxv.jpg I will not be giving out many details about the project. Post speculation on what you think it may be plus suggestions in this thread. I may use some of the suggestions and you may get more details out of me. I will tell you, however, that this mod will be highly scripted and that this is a magic mod unlike any ever made before for any game. (Skyrim/Oblivion/Morrowind) I believe this mod will revolutionize the way people play mages and be the premier mod for all lovers of magic. (*Leaves thread and goes back to working on it*)
  13. I don't think there are any side-effects. You should probably check check it for summoning spells then based upon that link.
  14. That is very weird. I have never had to check that box for spells to work. Probably something more complicated going on in the background. Did you check the CK website? Don't really have any answers. Perhaps Enai can help. I would just send him a message.
  15. They need to make DLC that does the following: 1.) Spell Creation System In-Game 2.) Mounts other than horses. Maybe flying mounts... 3.) Arena System (like Oblivion)
  16. It looks pretty cool. Hopefully you aren't that limited on how large your house can be.
  17. This would be awesome if you can pull if off. The ranks and positioning or members at different places would be cool. Would be nice if you could set up outposts or camps.
  18. The new mod has launched! The Skyrim School of Witchcraft and Wizardry
  19. Here is the trailer for the mod launching tomorrow enjoy! http://www.youtube.com/watch?v=NcmxwlWznsI @JanusForbeare It is loosely based on Harry Potter so hopefully you will enjoy it :P Thanks for linking the old thread. Just created this one so that people check the new files tomorrow trying to see what this is.
  20. http://oi49.tinypic.com/xtz5x.jpg As the topic states the Skyrim School of Witchcraft and Wizardry will be launching tomorrow. The realm of magic will never be the same... Puts most of the spells from Phenderix Magic Evolved and incorporates them into a university like setting. Many unique locations and NPCs including a very challenging forbidden forest which will serve as fun end-game content. Hope to see you all in the comments! :D
  21. I think just in general expanding the different types of food would be cool. I am sure that the people of Skyrim have at least a little variety in the food they eat. Maybe different cities could have a different style of food. For example: Solitude: Seafood Whiterun: Country Cooking Riften: Cheap food - not exquisite Markarth - Big amounts of food I think adding things like rice and other basic food would be pretty cool.
  22. @Veloc1ty Probably at first you will still have to buy the tomes to learn spells. Eventually I will implement an exam system in which you have to read books/attend lectures to learn spells. @William Lionheart Ya at the moment I am planning on adding all different sizes of spiders and werewolves to the forest.
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