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Apocalypse - The definitive spell package


EnaiSiaion

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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:

 

-shoot blob of lava. deals damage to enemies in lava, deals half damage to player in lava, applies fire buff to players weapons to set enemies on fire. If you hit the blob with an ice spell, it turns to stone, stopping enemies in their tracks but removing the damage element.

-Ghost Blade: Shoot an ethereal dagger forward, if it hits an enemy, teleport behind them holding said dagger

-Summon golem: only usable outdoors, but a meteor crashes at the target location and a golem forms from the shards

-Gravitic Shield: Summons a shield which hovers around the player, absorbing incoming projectiles+magic attacks. Once it's hit with a melee attack from an enemy, the shield stops, rises into the air a bit, sucks all havoc items to itself for a second or two, and then expels them+any arrows, imbued with the power of the magic that struck

-Arcane Blade: Enchant your right hand weapon to launch out ghostly copies of itself on attack, spinning off into the distance

-Arcane Bomb: Channel to conjure and launch forward a slow moving bauble which, when channeling stops, explodes to do damage in a radius around it

-Flashstep: All NPC/enemy actions are continued/followed through for the next 5 seconds, seemingly instantaneously. IE, if someone is walking forward, activate the spell to instantly have them far enough away as though they spent the past 5 seconds walking in that direction.

-Lightning Rod: Overcharge an enemy to have all future lightning spells arc towards them for next 20 seconds, hitting any enemies in the way.

-Uplifting Wind: Launches both you and your targeted enemy into the air, arcing towards each other to clash while falling

-Frozen Time: Slow time in the area for 10 seconds. Any earth/water struck by an errant spell/blow in that time splashes up as expected, but stays in that position after the 10 seconds, creating a field of hovering cover fragments.

-Fracture: Arc a boulder into whatever parts of the mountain above you which you can hit. Depending on how far away that point is, a # of seconds later, an avalanche of rocks comes down the mountain. Longer wait=more and larger rocks. Can hurt the player.

-Melt: Emit an aura which deals increasing damage to both player and enemy depending on how much metal is on their person.

-Summon Ballistae: Pull an earthen, stationary ballista from the earth which can be interacted with to act almost like a powerful turret.

-Raven: Creates a flock of ghostly ravens, which shoot forward, tracking your reticle as it moves and attacking anything caught in the path, until it hits a solid object and they all explode.

-Shell: Create a bubble around the player which cannot be penetrated in either direction by any kind of magic effect.

-Blur: Move forward 10 ft., very quickly. Not a teleport. Make this a power so it can be bound to a key!

-Rebound: You and an enemy switch places for 20 seconds. If you can kill them or any other enemy within that time, you stay there. If not, you automatically switch places again.

-Soul Puppet: Crush the last soul gem filled to call a spirit version of the being captured inside, which fights for you until death.

-Expel: Use all the remaining charges on your right hand enchanted weapon to cause a massive explosion, the details of which are based on the enchantment. More charges left=exponentially more powerful. Also clears weapon of enchants.

-Frame: Channel a spell, over the course of Y seconds, on a friendly NPC - as long as they don't see you. Upon release, all crimes you commit for the next Y seconds are put on their head.

 

 

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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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.

 

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.

 

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.

 

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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