zdswulyx Posted June 23, 2016 Share Posted June 23, 2016 I was wondering if it exists, or how much would be difficult to make, a mod that makes some spells an aggression. I always found really strange that spells effects like Frenzy, Charm, or Rally are considered non-offensive, because they alter significantly judgement of people. Rally+Frenzy is essentially a free pass for murder. Ideally, using this spells (and being seen) on non-hostile targets would give you a bounty and be a crime. A part of the increased verisimilitude a mod like this would give new possibilities for role playing. You want to alter the judgment of a merchant via Charm? Find a way to do it unseen. Link to comment Share on other sites More sharing options...
lubronbrons Posted June 23, 2016 Share Posted June 23, 2016 I would say ... about moderate difficulty the to do list should be around like this:- listing all possible hostile magic effect that should be hostile- using event handler OnMagicEffectHit to identify which magic should considered hostile (to bypass hostile spell check) I think that should cover all of it Link to comment Share on other sites More sharing options...
zdswulyx Posted June 24, 2016 Author Share Posted June 24, 2016 Thanks for the answer, I see if I can implement it. It sounds doable. Just a quick of topic question, is your AoG - Overhaul plus Detect Item compatible with FCOM, Francesco, OOO, or other "big" overhauls? Link to comment Share on other sites More sharing options...
lubronbrons Posted June 24, 2016 Share Posted June 24, 2016 yes, it is compatibleme myself using MOO by Maskarmany features can be turned off, so don't worryin AoG, the most expensive feature is item detection. if you fell it reduce performance, you can decrease the magnitude or just turn it on when neccesarrybecause of you :) I researched this Magic Effecthere's the result : Magic that can(should) be considered hostile :Open Lock, crime if cast to object off-limitCommand Humanoid (*)Calm (*)Charm (*)Comman Humanoid (*)Demoralize (*)Frenzy (*)Rally (*)Reanimate (*) -> this will make us like Necromancer right? it is horrible (*)crime if other ppl see you casting it, the npc must be nice not the evil one. Also the npc must be intelligent. To prevent this you must cast it without being detected. There is special case when you cast to intelligent people (the nice one too) and being detected, the spell will cancelled and you'll be considered criminal Link to comment Share on other sites More sharing options...
zdswulyx Posted June 24, 2016 Author Share Posted June 24, 2016 Yes, that's probably the list I was thinking too. I did not check the detail yet (under deadline), thanks for that. However, a part of Intelligence I guess also Responsibility should be considered. Link to comment Share on other sites More sharing options...
lubronbrons Posted June 24, 2016 Share Posted June 24, 2016 Yeah, I did mention that --> "... the npc must be nice not the evil one ..." in my mod AoG all evil thing will have 0 respo I think in the future I may implement this for AoG :) Thank you Link to comment Share on other sites More sharing options...
zdswulyx Posted June 25, 2016 Author Share Posted June 25, 2016 Well, that's would be great. I made few mods LONG time ago for Morrowind, but I'd have to relearn everything for Oblivion. Besides, I am considering to reinstall Oblivion as my current setup crashes too often (I cannot play 1 hour without a crash to desktop). I think that installing FCOM was overdoing it... However, this MOO+Francesco+ your AoG sounds pretty much as good (if not even more).I'll probably only miss the real swords included in FCOM... come on guys, make a MOBS RealSword compilation already! ;) Link to comment Share on other sites More sharing options...
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