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Limited, extra-cost, spellmaking for non-mage guilders


Smorky

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I have seen various mods which circumvent the need to join the mages guild and complete the initiation quests, by simply adding in fully functioning spell making alters. However I believe that these make things a bit too easy, as there should be some benefits to access to the university.

 

My solution, if it is possible, would be a mage in some guild hall who can make the spells for you, at an increased cost of course. Due to their expertise you would have access to all spell effects, but perhaps limited to journeyman level spells (they wouldn't want non-guild mages running around with the best spells would they) as well as doubling or even tripling the cost to make.

 

Not sure how implementable this is, but I think it would be a nice compromise between joining the guild and getting free stuff.

 

Thanks, Smork :)

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An easy way to do something like this might be to put an alter of spellmaking in a room with a door. You could have the owner be standing there. He could sell a spell from every category of spell-function so you would be able to better make custom spells. He would charge admission to the room. You could do this either by talking with him and giving him gold to get the key to the door (which would disappear from your inventory after use, and the door would relock) or by putting a script on the door which would deduct gold from your inventory on use. It is not quite that simple. You might have to have an entrance door and an exit door which does not charge you or something like that, or a slightly trickier door script, but I am sure that it could be figured out.

 

I suspect that the fees for spellmaking are hardcoded and cannot be changed. I have no idea how to even start looking at it. That is why I suggest this other approach.

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