gdarknight Posted November 1, 2008 Share Posted November 1, 2008 I have just released the mod "Judgement of the Nine", a complete system of "holy" magic based on restoration, Fame, willpower, and 'holy kills' (kills directly resulting from holy damage). - This mod adds several new spells under a new system of "holy" magic. The system include offensive/defensive spells, as well as "miscellaneous" spells such as open rewritten for the new system.- Spells affecting NPCs and creatures react differently based upon the MOB's status: "friendly", "general enemy", and "undead enemy".- Offensive/defensive spells are broken into 4 general categories: Words (touch), Astrals (target), Auras (caster AOE), and Marks (weapon effects applied as a continuos poison).- Other spells include Transubstantiation (turn bones or wines into healing potions), a new life detection system, "recall" to the nearest chapel, prayer (remove infamy / bounties), and focusing fatigue into magicka. - There are 3 ratings in the 'Holy' magic school:-- 1. "Devotion" governs acquisition of new spells-- 2. "Judgement" controls spell strength/duration/damage.-- 3. "Holy Kills" (kills inflicted directly by holy damage) count towards both devotion and judgement- Devotion is calculated based primarily on Fame, with smaller influences of holy kills and restoration skill- Judgement is calculated from restoration, willpower, Fame, holy kills, and luck. Infamy and bounties subtract from your judgement score.- Spell cost is leveled from your restoration skill, with subtractions based on Fame and holy kills. - Enemy detection is based on aggression, disposition towards the player, and enemy type: Undead, Vampires, and Daedra that are agressive towards the player recieve bonus damage from holy spells.-- Undead/Daedra summoned by a companion should not flag as enemies, but I would not recommend using holy spells on/near them.- Words, Astrals, Auras, Marks, and 'Divine Vision' will have different effects depending on the enemy detection: {"undead" enemies include vampires and daedra}-- "Judgement" spells will: heal friendlies, do normal damage to regular enemies, do bonus damage to "undead" enemies.-- "Reverance" spells will: rally friendlies, confuse regular enemies, turn "undead" enemies.-- "Sanctitude" spells will: buff friendlies, do weak debuff on regular enemies, do strong debuff on "undead" enemies.-- "Divine Vision" shows: friendlies as blue, regular enemies as green, and "undead" enemies as yellow - Multiple auras may be active on the player at one time, but only one mark may be active at a time.- An active Mark spell will prevent the use of user applied poisons, as the Mark spells utilize the poison system. Link to comment Share on other sites More sharing options...
gdarknight Posted November 9, 2008 Author Share Posted November 9, 2008 Version 2 has been uploaded. The scripting has been stream-lined to reduce conflicts with other mods, although I still can't claim complete compatibility. MOB classification and 'Detect Life' have been completely overhauled from scratch to work like part of the game engine. Spell cost has also been improved, with added console difficulty options. Link to comment Share on other sites More sharing options...
gdarknight Posted November 17, 2008 Author Share Posted November 17, 2008 Version 2.2 has been uploaded (http://www.tesnexus.com/downloads/file.php?id=20652). This version fixes compatibility issues with Supreme Magicka Levitation, and has been successfully used with SM, LAME, Midas Magic, and DR5. Several spells have been vastly improved, and many new spells are available, including:- A feign death spell (http://www.youtube.com/watch?v=jIhTToOkdhg)- An aura of sunlight to damage/frenzy vampires- An aura of elemental resistance Companion buffs have also been improved, especially the Aura of Retribution which now adds damage reflection to nearby companions. Link to comment Share on other sites More sharing options...
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