myztikrice Posted August 8, 2014 Share Posted August 8, 2014 I thought Last Altar did this Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 8, 2014 Share Posted August 8, 2014 (edited) I thought Last Altar did thisIt does, and in a pretty similar way to Oblivion. I think the OP has already tried it though, and it wasn't quite what he/she wanted. Edited August 8, 2014 by Matthiaswagg Link to comment Share on other sites More sharing options...
Huglarh Posted August 8, 2014 Author Share Posted August 8, 2014 (edited) I thought Last Altar did thisIt does, and in a pretty similar way to Oblivion. I think the OP has already tried it though, and it wasn't quite what he/she wanted. That is correct. To clarify, the last time I have played "The last alter" (I haven't played latest version of it, so I don't know if anything is different) The biggest limitation was that you had a gem that, althought it had a large magicka pool from collecting souls, it was limiting in its own right. And the predetermined choices for Time, Effectiveness and range are annoying and time consuming, not mention it would have done better to adjust those peripherals using a slider bar, Like how "RaceMenu" does. Not to mention I can't really mix it up, even if its nonsensical to have absurd magical spell combination. If i create a spell that summons a flame atronach and fires a Ice spike at the same time and it impales and provokes the atronach, that is my fault. Not the developers. (Besides, it leads to hilarious situations that way.) Plus, the chance the spell will be unstable or just fail is just plain annoying. Unnecessary. (Unless I'm thinking of a different mod at the time I played "The last alter") Plus spells I learned, I'd like to acquire its effects I get from knowing the spell itself, not find its effect in a book. Same for selecting Effects from a drop down list which you can scroll up and down to browse for existing effect. Not like the effects you have to choose from a small, annoying window, having to see one window after another while browsing if you own an extensive amount of effects... Edited August 8, 2014 by Huglarh Link to comment Share on other sites More sharing options...
batmanna Posted August 8, 2014 Share Posted August 8, 2014 Really prefer the new magic sistem, as it has been previously said, I think that developers sacrificed the possibility to make spells ingame in order to make the CK spell making more flexible, never really liked to have to rely on scripts in Oblivion to make a custom evocation, nor liked the visual results of some spells that never actually let you guess what they actually did. Really the best tip in order to create spells ( don't know if you already did ) is to grab CK and make them this way.I personally liked how last altar tried to allow spellcrafting, but agree that a slide bar and a bit of simplification could have been more than welcome Link to comment Share on other sites More sharing options...
Huglarh Posted August 8, 2014 Author Share Posted August 8, 2014 (edited) Really prefer the new magic sistem, as it has been previously said, I think that developers sacrificed the possibility to make spells ingame in order to make the CK spell making more flexible, never really liked to have to rely on scripts in Oblivion to make a custom evocation, nor liked the visual results of some spells that never actually let you guess what they actually did. Really the best tip in order to create spells ( don't know if you already did ) is to grab CK and make them this way.I personally liked how last altar tried to allow spellcrafting, but agree that a slide bar and a bit of simplification could have been more than welcome ...I ... Never really found the spell crafting to be any easier in the CK, and trust me, I have used it at one point. I would like some direction, if folks don't mind helping me out, if I can get a few names in the CK on how to locate Fortify effects so I may craft a spell for buffing allies, as off topic as this will be... The problem is that they named a lot of their effects differently from how they did in Oblivion, and I can't tell which is which, if it was only meant for certain actors or objects, etc. 1). Fortify Health, Fortify Magicka, and Fortify Stamina 2). Fortify Conjuration, Destruction, Alteration, Illusion, and Restoration. 3). Fortify Armor rating, Attack speed, Movement speed and Fire/Shock/Frost Resistance. Courage and Rally wasn't enough for me really, the last time I played with the CK to find a Fortify magicka effect so I can make a mage buffing spell only resulted in confusion. But yes, Sliders for adjusting custom preferences and more simplicity in "Last Alter" would have been more preferable. Edited August 8, 2014 by Huglarh Link to comment Share on other sites More sharing options...
lofgren Posted August 8, 2014 Share Posted August 8, 2014 All of the fortify effects are now grouped together under an archetype called "peak value modifier." You select peak value modifier for the effect archetype and then select magicka for parameter 1. I wouldn't say spellmaking in the CK is easier, except in the sense that you don't have to reaort to scripts quite as often. It's definitely more flexible, though. All fortify and drain spells use the same archetype now, regardless of which av they effect, as do all damage and restore. With that plus keywords plus conditions on both effects and spells plus perk entry points plus being able to select the resist value on a per-effect basis, magic effects can just do a whole lot more now. Link to comment Share on other sites More sharing options...
Huglarh Posted August 8, 2014 Author Share Posted August 8, 2014 All of the fortify effects are now grouped together under an archetype called "peak value modifier." You select peak value modifier for the effect archetype and then select magicka for parameter 1. I wouldn't say spellmaking in the CK is easier, except in the sense that you don't have to reaort to scripts quite as often. It's definitely more flexible, though. All fortify and drain spells use the same archetype now, regardless of which av they effect, as do all damage and restore. With that plus keywords plus conditions on both effects and spells plus perk entry points plus being able to select the resist value on a per-effect basis, magic effects can just do a whole lot more now. I never saw that while trying to find it. They may have made some changes... true, still I'd like to know the Effects that effect those things I've listed. I could make some balanced buffing spells. Link to comment Share on other sites More sharing options...
lofgren Posted August 8, 2014 Share Posted August 8, 2014 Every single one of those would be found under peak value modifier. That's what I'm saying. They are all the same archetype with different parameters, as opposed to Oblivion where each was a separate thing. Link to comment Share on other sites More sharing options...
Huglarh Posted August 8, 2014 Author Share Posted August 8, 2014 Alright. I'll have a check. Please let me know, anyone, if someone finds a way to replicate spell craft exactly as it was done in TESV Oblivion, notify me and I will fan the heck out of the mod. I'd love for it to exist! Link to comment Share on other sites More sharing options...
lofgren Posted August 8, 2014 Share Posted August 8, 2014 Link to comment Share on other sites More sharing options...
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