cyr0 Posted January 10, 2013 Share Posted January 10, 2013 (edited) MOD IDEA: when you use magic there is a small chance it will backfire and affect you negatively MOD EXPLANATION: My idea comes from poor job with the magic class. Anyone that uses magic uses it to feel powerful, to know they could kill a man by simply lifting up their hand, but bethesda makes magic weak to try to make it balanced which in my opinion takes a lot of the fun out of being a mage. So i have added mods to increase the power and usefulness of magic at the cost of making it more expensive to cast the spells(http://skyrim.nexusmods.com/mods/11139) another mod to make casting spells take tolls on the character as in mental fatigue(http://skyrim.nexusmods.com/mods/10639). So basically im making magic an extremely powerful force that wears down the user making it so that after one battle with an ancient dragon you need to take a break because your matrika regan has been lower due to mental fatigue. Getting to my mod idea i want magic to be even more uncontrollable so my idea is everytime you cast a spell there is a small chance that it will backfire affecting you in a negative way ex destruction would cause damage to the player based on what spell you used(ice spells would slow you down as well, shock spells would reduce your magika as well) Restoration would cause damage, alteration would lower your defense, illusion would cause a lowering of magika regan and conjuration would...i have no idea couldnt think of something that would affect the player in a negative way that is related to conjuration . So to sum up i want magic to be extremely powerful but hard to control so a mod that makes it so you have a small chance to backfire and affect the player in a negative way. If this mod idea isnt possible please tell me in the comments, dont just leave me hanging hoping that it can be done. Ohhh and i dont care if you take full credit i just want to be able to use the mod :P, and if someone does make the mod, thank you for making my skyrim experience that much better. Edited January 10, 2013 by cyr0 Link to comment Share on other sites More sharing options...
senterpat Posted January 10, 2013 Share Posted January 10, 2013 Seems like you could just add a chance to damage the player to each of the spells. Though it wouldn't be compatible with mods. Link to comment Share on other sites More sharing options...
cyr0 Posted January 10, 2013 Author Share Posted January 10, 2013 well i want it to have a chance not always affect the player, if i wanted it to always affect the player i could do that, but i dont know how to have the chance. Link to comment Share on other sites More sharing options...
senterpat Posted January 11, 2013 Share Posted January 11, 2013 well i want it to have a chance not always affect the player, if i wanted it to always affect the player i could do that, but i dont know how to have the chance. you can make it effect the player by: making a new magic effect thats the same setup as the spell (fire & forget, concentrate) and target. then in the conditions box, add the condition "getrandompercent" then set it to whatever you want. for example getrandompercent >90 will give you a 10% chance each time you cast the spell. I think on concentration type spells if you add the condition to the magic effect it checks the % every second, but if you add the condition to the spell itself it only checks when you first start casting. For fire & forget type spells you can put the condition in either. Might I also suggest that if you do make it, you add another condition that checks to see if they have a perk, so that a master mage isn't burning himself on novice spells. I think putting it a rank above the spell would be nice. So that once you have Apprentice, novice spells cant burn you. But master spells will always have a chance. Link to comment Share on other sites More sharing options...
cyr0 Posted January 11, 2013 Author Share Posted January 11, 2013 "Might I also suggest that if you do make it, you add another condition that checks to see if they have a perk, so that a master mage isn't burning himself on novice spells" That is a brilliant idea never would have thought of that, how exactly would i do that though? Link to comment Share on other sites More sharing options...
senterpat Posted January 11, 2013 Share Posted January 11, 2013 If set up the conditions like this: Getrandompercent >= 90 andHasperk (apprenticedestruction) == 0 and that would make it so once they have the apprentice perk, it no longer checks the random percent. So that would be for novice spells and moving up with different spells. Link to comment Share on other sites More sharing options...
senterpat Posted January 12, 2013 Share Posted January 12, 2013 (edited) Sorry, I got it backwards. For concentration spells the condition needs to go on the spell, not the magic effect. Also the conditions are checked in order, so it would be better on resources to put the perk check first, so it only gets the random percent of they don't have it. Edited January 12, 2013 by senterpat Link to comment Share on other sites More sharing options...
cyr0 Posted January 12, 2013 Author Share Posted January 12, 2013 its fine, i still cant get past the fact that the spells wont affect the player, they just get added to the original spell and increase the damage done by the spell 10% of the time. Link to comment Share on other sites More sharing options...
senterpat Posted January 12, 2013 Share Posted January 12, 2013 Youre right it can't be done that way, sorry I forgot about that. You'll have to use a workaround, I'm working on an example right now that I'll upload to you. Link to comment Share on other sites More sharing options...
senterpat Posted January 12, 2013 Share Posted January 12, 2013 So I've got it working sort of. Ill need to mess with it more after work. The damage only is applied once per load per spell. So I've gotta mess around with the conditions and keywords a bit more. Link to comment Share on other sites More sharing options...
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