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Apocalypse - The definitive spell package


EnaiSiaion

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  On 4/27/2012 at 8:11 AM, EnaiSiaion said:

It is not on the first page because it is not a new map or skimpy armor. :) It is much easier to sell a mod that can be described in 10 words or with awesome screenshots.

 

 

That and because Mods that add tons of new spells are quite common, and probably get dismissed a bit too easily. Still after overlooking your spell effects, yours seems the most complex in terms of creation. Scripting, I imagine? Most of them, like you said, just add new sfx but basically do the same thing. This Mod will probably pick up in popularity after people realize yours is different from the rest.

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Awesome! I'm always wary of spell mods, as they tend to be very keen on "now you can do flames but LOOK IT'S LIKE ELECTRIC AND FIRE" type things.

 

Since this has gotten me all excited, I'll go and post the list of things I had in your other topic again to see which ones are just impossible :tongue:

 

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Edited by Jakisthe
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I have a couple of questions.

 

I use spell scaling mods, replacing "-magicka cost" on gear with "+damage", as well as "+1% damage per skill level". These two combined increase spell damage by about 150-200% late game.

- How well will this sync with this mod? For example, Phendrix's spells becomes either obsolete or OP with spell-scaling installed.

 

Skyrim combat is more like Diablo (kill before killed) rather than Dragon Age (strategy).

- With your mod installed, how will early/mid/late-game be different from vanilla? What do you intend to change by adding these spells?

- How many spell will have practical use throughout the entire game, and does not not become obsolete as you level up?

 

The game has 8 hotkeys (without mods). I usually socket mine with 2-3 destruction spells, 1 heal spell, 1 summon and 3-4 utility spells.

- If you were to follow the template above, how would you socket available spells (including vanilla spells); early, mid and late game?

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Looks interesting and like you put a lot of work into it.

Will definitely try it out when it is released :)

 

I think that as long as people differentiate between magic mods then the more magic mods the merrier.

This seems like an assortment of spells whereas most of mine are in archetypes now so they are not similar at all.

 

Did you use scripting to create every spell almost?

I have just now begun adding scripting to my mod - will slowly be making better spells.

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Dude. Dude. That's awesome stuff! It's nice to see other people releasing heavily scripted spells. It's what I love to do (all my spells use vanilla meshes/textures and just script them in interesting ways) and I truly wish I had more time to work on it. Congrats on your upcoming release, I will be checking it out for certain!

 

Also, I've been working on a geyser and volcano mod of my own to add to my upcoming Elemental Mastery mod... Hope you don't mind ;) I suspect they'll be very different from yours!

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  On 4/27/2012 at 2:52 PM, Jakisthe said:
Since this has gotten me all excited, I'll go and post the list of things I had in your other topic again to see which ones are just impossible :tongue:

 

Most of them are possible but don't add gameplay value. Some are the other way round. The one that meets both criteria is the blinkstrike one.

 

By the way, I want to avoid spells that make you an unbeatable thief. There is one that causes a target to not break your stealth, and I might add one that forgives your sins one time only. A spell that makes you immune to crimes is as good as saying you can do whatever you want and all relevant thief perks are useless.

 

  On 4/27/2012 at 3:25 PM, Sjogga said:

I use spell scaling mods, replacing "-magicka cost" on gear with "+damage", as well as "+1% damage per skill level". These two combined increase spell damage by about 150-200% late game.

- How well will this sync with this mod? For example, Phendrix's spells becomes either obsolete or OP with spell-scaling installed.

 

Skyrim combat is more like Diablo (kill before killed) rather than Dragon Age (strategy).

- With your mod installed, how will early/mid/late-game be different from vanilla? What do you intend to change by adding these spells?

- How many spell will have practical use throughout the entire game, and does not not become obsolete as you level up?

 

The game has 8 hotkeys (without mods). I usually socket mine with 2-3 destruction spells, 1 heal spell, 1 summon and 3-4 utility spells.

- If you were to follow the template above, how would you socket available spells (including vanilla spells); early, mid and late game?

 

- What spell bonuses will do depends on the spell and how the bonuses are implemented, but in the majority of cases they do scale. You probably don't need that mod as much anyway because there are a number of percentage damage spells that are equally effective regardless of target health (but conversely don't scale with spell damage).

 

- More interactivity as a whole. Spells in the regular game are either "point at target and fire", "summon and forget" or "annoyingly cast every 10 seconds". Many of the new spells are combo oriented, for instance cast a Poison Dart or two to lower enemy health and finish them off with another spell, or cast Atronach Mark on an enemy between each attack by your conjured minion.

 

- Percentage scaling spells remain useful throughout. Bad scaling of damage spells is an issue, but I believe there is a way to add flat damage to spells instead of percentage damage. Trying this out was low on my priority list, but it seems to be an issue so I'm moving it up.

:)

 

- Most new buffs should not take up any additional slots because they are toggles: turn them on once and forget about them. In fact, there is a toggle that autocasts alteration armors for you so you can free up a slot. The exception are currently contingencies, but this may well change before release if I have the time. A spell that may or may not make it into the first release is a toggle that gives you two lesser powers: one to remember what is currently in your hands and one to cycle through your stored loadouts. If this makes it in, you can basically scroll through all your spells using one button.

 

  On 4/27/2012 at 3:42 PM, phenderix said:
Did you use scripting to create every spell almost?

I have just now begun adding scripting to my mod - will slowly be making better spells.

 

Yep, I'm using scripting throughout. Only the basics (summoning, etc) do not use scripting.

 

  On 4/27/2012 at 6:57 PM, austyn12090 said:

I have a pointless question... Why apocalypse? It just seems kinda random for a spell mod... just curious.

 

It's memorable and should show up at the top of file lists. :whistling: I wanted to go for "Arcanaeum" but Apocalypse is more idiot proof.

 

 

Compatibility

 

The new spells will be sold by the same vendors that sell the old spells. This means a conflict if other mods modify those vendor inventories as well (changing the vendors themselves is okay though), but then again they shouldn't try to claim dibs on spell vendor inventories unless they are spell mods themselves. This means YOU, all you badly designed custom robe mods.

 

Other than this, there are no conflicts with perk mods or other spell mods.

Edited by EnaiSiaion
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