REFALKEN Posted December 7, 2009 Share Posted December 7, 2009 Great work, continue, please, i love the auto update feature....Compatibility with Supreme Magicka is not complete, because charged telekinesis loose most of the features (push/pull, activate containers...).It´s completely compatible with Conduit Magic and Arcane Infusion mods where you can enchant the staff with any spell. Combined with your mod you can overcharge a spell and infuse it into the staff (overcharged spell: a spell so charged that you can´t launch it) and use that spell. Doing this you can simulate the main use (in my opininion) of the staffs: channelling magical energies in a more efficient way Link to comment Share on other sites More sharing options...
grmblf Posted December 7, 2009 Author Share Posted December 7, 2009 Hey Refalken thanks for the report! The thing with telekinesis is because they both use different spells, but I plan to add this kind of effects in my spells too. In fact now I'll start making the scripted spells, and this is one I want to add, but if someone has some other ideas please let me know and I'll try to make them "chargeable". Scripted spells I'm gonna add are:- Push / Pull- Recharge items- Unsummon- Unbound stuff Something more you'd wish to add? New release will also include a multiple-creature summoning system covering almost every creature in the game, with a unique method that allows you to summon an unlimited amount of creatures, even of the same type; summon at once an auto-calc'd amount of creatures with the alt. cast mode; differenciate summons for melee, archers and mages (yep! summon a bunch of skeleton archers or a couple of Dremora sorcerers!), 50% random chance that summoned creature has a weapon (Xivilai, Wraith and Minotaur). I got it all already done and in a final test stage. As you can see, Chargeable Spells doesn't stop, and it won't! :) Link to comment Share on other sites More sharing options...
REFALKEN Posted December 13, 2009 Share Posted December 13, 2009 What about meditation?It should be eassy , its the same as cahrging a spell bur regenerating gagicka instead loosing it.I've been thinking in three kins of meditations: º out of combat meditation: - only out of combat , not moving, - medium magiclal regeneration - reduce block, heavy an light aromur to 0 during meditation º combat meditation - in an out of combat, walking (not running nor jumping) - low magiclal regeneration - reduce speed, acovatics,block, heavy an light aromur during meditation and 10 second after it º suicidal meditacion (very risky) - in an out of combat, not moving - fast magiclal regeneration, fortify magic, and fatigue and health damage - reduce to 0 speed, acovatics,block, heavy an light aromur during meditation and 30 second after it Link to comment Share on other sites More sharing options...
grmblf Posted December 14, 2009 Author Share Posted December 14, 2009 Yeah, I think I'm gonna add something similar, but probably I'll make it like channeling health into magicka. Giving an out-of-combat faster regen could be dangerous IMO, allowing some nasty moves like invisibility for 3 seconds, recharge quickly and strike again. So it's ok to give the player the chance for a last shot but it will be very risky. Well, reduce to 0 speed, acrobatics, block and armors is quite a hard punishment too, maybe it's too much. Anyway this is quite a challenge because it will require several adjustments to the main script to track and modify health and magicka, so maybe I leave that for a future update, but when I finish what I'm doing now I'll give it a try. Link to comment Share on other sites More sharing options...
REFALKEN Posted December 20, 2009 Share Posted December 20, 2009 The to-0-reduction can be too much, it was delivetated to show tha it will require a big punishment ...I'd rather big temporal punishment (like silence durin 30 after out of combat meditation ) or fatigue/stamina drain to thealth drain but it's your choice.continue your work in your way, this is only brainstorming. p.s. I usually use mgikacl regeneratin reduction mods Link to comment Share on other sites More sharing options...
tiggz Posted March 13, 2010 Share Posted March 13, 2010 absolutely brilliant mod mate, sm effects to telekinesis would be fantastic addition. tho merchant spell substitution isnt necessary imo, you could run script _adding_ chargeable version of spell whenever player acquires new spell (or with manually triggered script), leaving merchants and old spells alone also i found charing be tad too slow for me liking, you could move the static 4.0 ratio divisor to ini as a customizable var (after bit testing im using 2.75-3 there) or you could script them to progressively lower the divisor as your health percentage drops - blood rage for mages, hehe anyho, great job :thanks: Link to comment Share on other sites More sharing options...
REFALKEN Posted March 16, 2010 Share Posted March 16, 2010 PSEUDO-COMPATIBILITY WITH SUPREME MAGICKA I've been using Hotkey Casting OBSE in conbiantion with your mod and I noticed that following this procedure you can charge telekinesis and keep the suprme magicka efects:1 have the ch-telekisesis spell hotkeyed 2 charge the spell as ususal...3 change to another spell4 use the hotkeyed ch- telekinesie: the spell will have the last charge and the supreme makicka efects... this means that ther sould be a way to charge ANY single spell efect in th spellefects list (perhaps convinations of effects too) even scripted effects. For example a simple way coul be making different the charging an the casting keys or addinsg a pre concentraion key (to pre-charge the spell ). but i'd prefer to contiune only with one key for charging and casting spells... but it sounds a little more difficult CONTINIOSUSlY inresing spellUsing the doc 's contiious casting ring (http://www.tesnexus.com/downloads/file.php?id=25513) acting with a charceable spell will do both things: casting a contiliously increasings spell Link to comment Share on other sites More sharing options...
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