Xenavire Posted May 26, 2012 Share Posted May 26, 2012 (edited) This iis not really a request, not yet. I want to know if it would be possible to add a second type of magicka with scripting. I mean a brand new resource that would be used for a different kind of spell. I only need to know (for now) if it would be possible to add another magicka (for simplicities sake picture it with the hud status bars mod), that was almost identical to normal magicka. If it is possible, then do I have some ideas! If not, I will wait patiently for another opportunity. EDIT: Damnable typo... can some mod kindly edit (or someone else tell me how to) so it doesn't look stupid? Edited May 26, 2012 by Xenavire Link to comment Share on other sites More sharing options...
jamochawoke Posted May 27, 2012 Share Posted May 27, 2012 It's been done before using Oblivion Script Extender (OBSE). I think a mod named Nehrim (complete conversion of Oblivion to another game) had something like that. Sorry best I can do for now! Link to comment Share on other sites More sharing options...
Xenavire Posted May 27, 2012 Author Share Posted May 27, 2012 I know of Nehrim, I didn't know they had an extra resource, was it "vanilla" or added with a mod? And if it has been done before, then this is being ranked up into a request for modders who want to set out on a hell of a fun mod, completely overhauling magicka! I won't go overboard here until I know if this will be popular or not, but I will be learning scripting myself during this process, and I probably will need a bunch of talented scripters (or a few hard working ones) and possibly some people who can create magic effects. I wont know how ambitious this will be until actuallly moving forward with it, but I intend to be as professional as possible with it. Details: Duality magicka. All magicka regeneration is stunted (both new and old). Using one will transfer those points into the other (so using a simple restoration spell that costs 10 magicka will grant you 10 "anti magicka").As this will be creating resources at the cost of another, there needs to be balance changes (or careful scripting) to stop magicka from breaking via these effects: anything that grants or drains magicka (as getting or losing magicka should do the opposite to "anti magicka"), inherent magicka increases (bretons increased magicka, any items enchanted with bonus magicka, birthsigns). For balance reasons, it is highly likely that we will be tweaking at least a couple of birthsigns and races. For more details feel free to ask here or PM me. Link to comment Share on other sites More sharing options...
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