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CUSTOM SPELL MOD?


RexSeptim

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Dear Santa,

 

I miss my custom spell making altar I had in my forbidding Frostcrag Reborn tower in Oblivion. Yeah, I know those custom spells really amounted to nothing more than sliding effects ratios weighted against spell cost to come up with a variation on a spell I could have just bought from some spell merchant. Right? Well, actually they were something more than that. In two ways. One - they were immersive because I could name them. And I had some great spell names. Well, to me they were great spell names. And second - I did come up with some alternative uses for spells.

 

For example I had one I called Wicked Lick. It was a huge fireball that did almost no damage. Great for stirring up the hornet's nest, so to speak. Every bad guy in a 300 feet radius of wherever I pointed my cursor (the diameter of the fireball) was instantly fighting mad. Disclaimer - do not use in cities! It was also fun to shoot this one from Frostcrag at the Imperial City. Surprising how far out the computer would fly that fireball. It was fun lobbing those from the top of my Frostcrag and imagine the imperial guards were running around, swearing and gearing up to come get that crazy wizard from up on the mountain.

 

Then there was my Hemotap. That one took some finesse on those ratio sliders to get the intended effect just right. First, the bad guy would be staggered and brought to his knees (paralyze effect) then he would climb back to his feet (lingering damage health effect at so much per second) only to experience the coup de grace, a death blow via drain health effect. I think that was how that worked. I don't remember what the numbers were that made that happen. Fun to watch, though.

 

I long for my custom spells. I miss them. I even had two spells that were named after my wife (based on the charm effect, of course). PLEASE MY MODDING FRIENDS OF THE NEXUS. PLEASE MAKE A CUSTOM SPELL MAKING MOD. I just don't feel like quite the wizard I used to be with these stock spells. Not even the modded spells added via mod (though I enjoy those spells too - thank you to those mod authors).

 

Signed,

Little Rex Septim, Wizard Extraordinaire

Edited by RexSeptim
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I would love to have Morrowind style spell making back lol. I miss being able to make crazy powerful spells, gave me the feeling of being a truly powerful sorcerer.

 

And those weird spell effects :-)

 

If I remember correctly you could combine things like open lock and stuff with your spells, or was that a mod?

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As I understand it, this is extremely difficult to do with Skyrim. In oblivion, there were a relatively few amount of general effects, such as fire, fear, and healing that could be mixed, and have the target, range, and power changed, all of which the Hero had access to. In skyrim, there is a finite number of spells that are just hard coded into the game. The only way at the moment, to add spells, is to go into the CK and manually add a new spell tome. No sliders, no general effects. Think of it this way: In Oblivion, "Enemies Explode" was just a variation of the basic fireball, which every character starts with. The damage and explosion radius was changed. In Skyrim, the "Flames" spell and the "Wall of Fire" spell are distinctly different from each other, the way the game interprets them. They're like items. The only conceivable way at the moment, is to add EVERY possible combination of range, damage, and effect into the game in a crafting system, manually. Even with vanilla magic, that's way more combinations than I care to estimate.

 

As I understand it. I'm not a modder. I have a novice understanding of general programming. Feel free to correct me and insult my intelligence if I'm wrong.

 

In any case, I have a problem with that system. I find it very immersion-breaking to be the arch-mage of a damned college, and NOT be able to craft spells. Everyone else is doing it. J'zargo made flaming undead spell, the other apprentice lady was experimenting with some weird shape-shifting spell. Tolfdir invented the Dragonhide spell. Why is the Dragonborn the ONLY character in game that can't wrap his head around creating spells?

 

It makes me frustrated. >:C

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  • 11 months later...

@Voltage_Joa, I completely agree with everything you said. Even the projectile models of firebolt and fiery spear are different if you noticed, it's crazy. It's almost like Bethesda saying:"You guys wanted custom spell creation? Duh, f*#@ that."

 

But if only I was able to create alternative versions of a few spells models, AOE spells for my preference, like fireball, icestom and chain lightning, I would be very happy. Considering AOE and magnitude editing, the best templates would be those three. And throw in some illusion spells and alteration spells as well.

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Voltage Joe is pretty much correct. The way enchanting works is that each effect that you disenchant has a "base enchant," which is basically a weak version of the effect that scales with enchanting skill. I don't know why it couldn't be done with spells, but idk how to do it.

 

As far as the Bethesda saying f you you can't have that, you're half right. It's more like Beth saying "we need more time to do this," and the bigwigs with the money saying F you, release the game so we can make our money. I can tell you from working with the ck, that there are many things that were meant to be in the game that just didn't make it in.

 

I have the same issue with this, and I can offer only a temporary or partial solution. If there is a spell or a list of spells that you want to see in the game, I can make them and put them into the game via a custom merchant in the college to sell them. If I am capable, I'll do it. If you are interested in this, send me a pm.

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