[UPDATE] Balanced Magic

Post » Wed May 23, 2012 3:44 am

But I'm the competition! :P

*gasps* Say it ain't so!!!

I didn't originally intend to take on the entire magic system in Skyrim, the mod just sort of naturally evolved that way. No design doc to follow and lots of "I wonder if I could implement..." questions leading to quick and dirty prototypes, "oh hey! I CAN!" has turned my quick little tune up into an exhaustive overhaul. But that doesn't mean it can't be improved further by the addition of mods like yours, so I'm all for making them compatible going forwards. :)
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Louise Andrew
 
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Post » Wed May 23, 2012 2:12 am

*gasps* Say it ain't so!!!

I didn't originally intend to take on the entire magic system in Skyrim, the mod just sort of naturally evolved that way. No design doc to follow and lots of "I wonder if I could implement..." questions leading to quick and dirty prototypes, "oh hey! I CAN!" has turned my quick little tune up into an exhaustive overhaul. But that doesn't mean it can't be improved further by the addition of mods like yours, so I'm all for making them compatible going forwards. :)

That sounds familiar. :P As I dug into the esm, I figured out what I thought was possible and what I thought wouldn't be worth the effort and have based my mod around that. 'Twas interesting seeing the changes some things made.
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ANaIs GRelot
 
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Post » Wed May 23, 2012 7:28 am

Does this mod also improve the vampire drain spell, or is the only way to improve the spell ceasing to feed.

Are just the perks important for the damage increase or do the skill points weigh in too?
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Nathan Maughan
 
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Post » Wed May 23, 2012 9:53 am

Not sure if it's been mentioned, but the alteration duration bonus seem to affect the duration of some shouts such as slow time.

I'd noticed it'd become significantly longer slow time since I installed the mod; i popped an alteration extension potion and used slow time... I thought the game'd bugged for a while, it lasted so long than it'd fully come off cooldown and then some before the effect ended.
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Holli Dillon
 
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Post » Tue May 22, 2012 11:21 pm

Will this mod make NPC mage enemies harder?
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Robyn Lena
 
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Post » Tue May 22, 2012 11:23 pm

So if dragonhide now has a base value of 120, what is the maximum armor a mage can obtain? Because dragonhide used to be max armor for 30 seconds, has that changed?
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Rebecca Dosch
 
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Post » Wed May 23, 2012 12:52 am

Will this mod make NPC mage enemies harder?
Depends on your own character. If you are a mage too, it's pretty even. If you rely entirely on physical damage their enhanced barrier could be a problem in theory...

I havn't honestly had much trouble on my paladin though, just pop up my ward or shield, sprint up into melee, clump 'em with a power attack and hack them to bits.
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Jerry Cox
 
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Post » Wed May 23, 2012 5:47 am

@Mr.Moe7 - I don't believe it will affect the vamipire spells. I added a keyword to the destruction spells and it uses that to determine which spells to scale up.

@Ryuujin_0 - yes, I'm sorry. The alteration duration bonus was applied to anything tagged as an alteration spell by Bethesda, which apparently includes several non-alteration magic effects like certain shouts. I copied and pasted the conditional from the Stability perk, so I bet it increases the duration of the shouts too. Why'd they do it that way? I have no idea. I plan to fix this in the next update.

@Integrator - From what players have told me, some enemy mages might be slightly harder, some might be slightly easier, and most people didn't notice a difference. It honestly depends which spells and perks the NPC has. (Yes, apparently NPCs can have perks too)

@Azuron - the displayed armor is just the base amount of the protection if you were already in full armor. If you are in cloth, it's actually MUCH higher - something like 670 which should put you at the soft cap. (Armor wearers get 100 armor that is not displayed - 40 for the chest, and 20 for each other piece, which is why the number is higher than the usual armor cap.) I have been informed that Dragonhide used to stack with the soft cap for armor wearers, so someone in smithed heavy who was already getting the 80% reduction could cast dragonhide and get that remaining 20% reduced by another 80% so they were only taking 4% damage. I'll be re-working Dragonhide for the next update so hopefully more people will be happy with it.
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CHANONE
 
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Post » Tue May 22, 2012 10:53 pm

Nerf Dragonhide too much and I'll hire a Dremora Sellsword to pay you a visit....

:obliviongate:
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Neil
 
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Post » Wed May 23, 2012 9:11 am

Nerf Dragonhide too much and I'll hire a Dremora Sellsword to pay you a visit....

:obliviongate:

O_O

I was intending on... unnerfing it, actually. Now that I have a better understanding of what it actually does.
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Tikarma Vodicka-McPherson
 
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Post » Tue May 22, 2012 10:40 pm

Why'd they do it that way? I have no idea
In oblivion scripted effects had to had a school assigned to them, even if they were a power or lesser power (And thus did not actually cause growth in that school), alteration happened to be the "default" setting for scripted effects; might be the same deal
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C.L.U.T.C.H
 
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Post » Wed May 23, 2012 5:16 am

In oblivion scripted effects had to had a school assigned to them, even if they were a power or lesser power (And thus did not actually cause growth in that school), alteration happened to be the "default" setting for scripted effects; might be the same deal

That's likely enough - but I meant, why did they make the conditional in the Stability perk apply the way it does? They could have used a keyword instead of the 12 00 00 00 tag (which is probably what I will do for the "fix"). And then... should I change Stability too, or just the duration increases I added to the novice/apprentice/etc. perks?
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Nicholas
 
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Post » Tue May 22, 2012 11:56 pm

I think it's the other way around, actually: no effect needs to have a school (unless it's a spell, otherwise it won't show up in the menus -- I hope to find a way around that eventually), but I think a lot of magic effects were created by copy/pasting, and they just forgot to clear the school record.

Mysty, I've already done all the work to fix that, you can just copy my MGEF entries out of tSSSSS. The ones I've made additional changes to are all at the bottom, at least in TESsnip; to be clear, it's the fifteen Fortify effects: five alchemy, five enchant with magicka, five enchant without magicka. Of those, IIRC the Fortify Restoration alchemy effect has a school, other alchemy don't; all the enchants do except maybe one or two (I forget exactly which).

My list may not be 100% comprehensive as I generally erred on the side of caution, but it's a solid start. Also, I've uploaded it to the Unofficial Patch bug tracker.

Edit: Durr, why don't I just https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs/210943/comments/275970/uploads/49781-School-Flags-Fix.esp? :P Note there's one error there: TelekinesisEffect should not be edited. But it's got all the correct fortify edits with none of my extra changes. https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs/210943 if you find any more incorrect edits, or any that need to be added.
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Kaylee Campbell
 
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Post » Wed May 23, 2012 12:43 am

Bump. Any news on an update?
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Nana Samboy
 
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Post » Wed May 23, 2012 7:50 am



It seems that some component of this mod fortifies enchanting (I think it is the Less is More alteration Perk). I would also suggest making it so that dragon priest masks do not hinder magicka costs (I love Morokei)
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Jeffrey Lawson
 
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Post » Tue May 22, 2012 10:38 pm

Bump. Any news on an update?

It's about halfway there... but I got seriously sidetracked by the holidays. I probably won't be able to touch it until after Christmas. (Lots of family stuff going on, and they get grumpy if I hide in my cave with the computer)
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BEl J
 
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Post » Tue May 22, 2012 9:35 pm

Ambushed by the Egg Nogg again, eh? We won't hold it against yeh. :biggrin:
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Shannon Marie Jones
 
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Post » Wed May 23, 2012 6:59 am



It seems that some component of this mod fortifies enchanting (I think it is the Less is More alteration Perk). I would also suggest making it so that dragon priest masks do not hinder magicka costs (I love Morokei)
Really? =o

I tested that because I'm alteration spec and want to get the most out of enchanting, and was sad to see less is more doesn't affect it. Destruction controls damage from destruction staves
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stephanie eastwood
 
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Post » Wed May 23, 2012 2:38 am

Uhhh just wondering but is anyone else experiencing extremely slow experience gains for destruction?

Whenever I get close to a milestone in terms of mastery from doing quests and [censored] (i.e., novice, apprentice, adept, etc.), I grind for about three levels by toying around with giants and mammoths. It never really took too long until I got to 80+ish destruction on a previous character, but this new one (I think it's 16 now with 60 destruction) has been extremely slow... like seriously. I'm blasting away and then waiting around for my magicka to regenerate for ten minutes and the destruction bar barely goes up as opposed to how fast it went previously O_o

Sooooo I'm wondering if it has anything to do with this mod (which I really like, by the way) or if that was implemented in an update by Bethesdaheads... or if it's juts bugged. Thxxxxxx, brahs.
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Rachel Hall
 
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Post » Wed May 23, 2012 10:37 am

Uhhh just wondering but is anyone else experiencing extremely slow experience gains for destruction?

Whenever I get close to a milestone in terms of mastery from doing quests and [censored] (i.e., novice, apprentice, adept, etc.), I grind for about three levels by toying around with giants and mammoths. It never really took too long until I got to 80+ish destruction on a previous character, but this new one (I think it's 16 now with 60 destruction) has been extremely slow... like seriously. I'm blasting away and then waiting around for my magicka to regenerate for ten minutes and the destruction bar barely goes up as opposed to how fast it went previously O_o

Sooooo I'm wondering if it has anything to do with this mod (which I really like, by the way) or if that was implemented in an update by Bethesdaheads... or if it's juts bugged. Thxxxxxx, brahs.
I also noticed this myself. I was at destruction level 95 when I installed this mod, and having it slow to a snail's pace was quite frustrating. I don't remember the exact details, but I think in the time it took me to go one or two destruction levels with this mod, I got about 10 levels each in Conjuration and Alteration.
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Tracey Duncan
 
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Post » Wed May 23, 2012 7:15 am

At 95 in Destruction that is appropriate depending on your level in Conjuration and Alteration.
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BethanyRhain
 
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Post » Wed May 23, 2012 2:38 am

I really like the ideas of this mod and will be giving it a go. One thing I will have to say is that I agree more with the balanced_magic_novice.esp but auto-regen of any kind is a touchy topic for me. I dislike the idea of boosting auto-regen. Is it possible that the auto-regen can be optional? Other than that I like all of your other changes.

IMHO paralyze should most likely be removed from the game or nerfed. If the target is not in combat the effect of paralyze should only be a stagger at best...
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Eileen Collinson
 
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Post » Wed May 23, 2012 11:23 am

At 95 in Destruction that is appropriate depending on your level in Conjuration and Alteration.
Conjuration and Alteration were both at about level 90, and I capped them about when I reached level 97 in Destruction. The Destruction progress was just far too slow for the amount of damage is was doing.
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Mr.Broom30
 
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Post » Tue May 22, 2012 10:51 pm

Okay I disabled the relevant files last night on the same save file. There was a much more significant gain in exp after killing a mammoth on master difficulty without the mod.
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[ becca ]
 
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Post » Tue May 22, 2012 8:48 pm

Okay I disabled the relevant files last night on the same save file. There was a much more significant gain in exp after killing a mammoth on master difficulty without the mod.
Ah, I'm glad to see it wasn't just me. I got so tired of the ridiculously slow experience gain when I was at level 97 that I just removed 15k gold for myself and then advanced the skill to level 100.

Since the author is indisposed, I'd like to know what tools I'll need to fix this myself.
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Chloe :)
 
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