[RELz] Better Spell Mastery

Post » Sun May 20, 2012 4:44 am

I'm really liking the change list through here. I had looked at it earlier, and wrote it off - now you've gone and added a lot to it. :tongue:

Out of curiosity; how did you change the impact perk? I had tried for ages to do this, in particular trying to reference the archery perk that's similar. You've probably gotten several questions like this, but I'm quite curious. I tried so many variations on it.. ofc, I probably did it right but just forgot some 00 byte somewhere. :tongue:

Edit: Would it be possible to release a 'default' version with all the changes combined? I find that I like all the changes, and it keeps things more organized.
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Maria Garcia
 
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Post » Sat May 19, 2012 6:03 pm

Out of curiosity; how did you change the impact perk? I had tried for ages to do this, in particular trying to reference the archery perk that's similar. You've probably gotten several questions like this, but I'm quite curious. I tried so many variations on it.. ofc, I probably did it right but just forgot some 00 byte somewhere.

Looks like he added a conditional to the Impact perk. Like this: if effectwasdualcast,get random percent, if <= 50, proc impact. It's listed under the restoration magic effect PerkImpactStaggerPushFFAimed.

Interesting looking mod Sushisquid, going to give your set of mods a try in place of a few other rebalancers and alterations.
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Crystal Birch
 
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Post » Sun May 20, 2012 6:26 am

Yeah, I noticed the extra CTDA, didn't check it out in any of the extra tools though (or really in-depth, just glanced at it.. thought it might be the reason). :smile: Sounds great.
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Marquis deVille
 
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Post » Sat May 19, 2012 7:19 pm

I was just about to sign in and ask about dual casting.

Starting my mage character in earnest now and I noticed that I got more damage per magicka if I just cast with both hands, pressing one, then the other, rather than holding both down for the dual cast bonus.

Glad you addressed that. Downloading the updates now. :)
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Captian Caveman
 
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Post » Sat May 19, 2012 8:49 pm

I'm using this mod, it's exactly what I was looking for, thank you :smile:
But my friend would like it in Polish. You wrote you can make an alternative language version if provided with translations. How do I go about it? What exactly do you need translated?
Basically, turn on all of the included ESP files and then find everything that's in English. Provide me Polish versions of all of those. Those should be the names and descriptions for Dragonhide, all of the spell school mastery perks, and the Mage Armor perk ranks. With Better Master Spells, it will also include Fire Storm, Blizzard, Lightning Storm, and Dead Thrall.


I tried Balanced Magic before, didn't like it. I will give your mod a shot.

Are there plans to create a compatibility patch for Better Sorting or is it unnecessary?
It looks like current version of Better Sorting changes spell names. This would conflict with the master spells that I've changed. As of this post I haven't tested Better Master Spells enough to release it yet, so the only conflict should be the Dragonhide spell. You could load Better Sorting after my mod to keep the new names, or load my mod after to keep the effect changes. I may make a compatibility patch soon, though.
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Roddy
 
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Post » Sat May 19, 2012 6:16 pm

This is a great mod. I feel much more like I'm 42nd level now.
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Lisha Boo
 
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Post » Sun May 20, 2012 2:02 am

You just brought me back to game. This is brilliant fix and a must for every mage. Even star-perk details are in. Very nice job. Thank you!
edit: endorsed
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Stephani Silva
 
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Post » Sun May 20, 2012 12:34 am

Going to start my first mage with this one on :)
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NeverStopThe
 
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Post » Sat May 19, 2012 4:56 pm

Pretty happy with what you have done here, I was pleasantly surprised to see the effectiveness on restoration. Not so much the increased healing, but the increased ability of wards and undead turning from perks was what impressed me the most. It's making my playthrough with a Crusader-type much more enjoyable, thanks.
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Nina Mccormick
 
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Post » Sun May 20, 2012 6:55 am

Pretty happy with what you have done here, I was pleasantly surprised to see the effectiveness on restoration. Not so much the increased healing, but the increased ability of wards and undead turning from perks was what impressed me the most. It's making my playthrough with a Crusader-type much more enjoyable, thanks.

to complete the experience, healing spells should be able to damage the undead, aye?
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Sian Ennis
 
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Post » Sat May 19, 2012 3:48 pm

I've done quite a bit of testing, which led to a few changes. Better Master Spells is also now available. With the recent changes, I feel that the magic system is fair and tactical, but most importantly it's more fun to use.
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Jessie Rae Brouillette
 
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Post » Sun May 20, 2012 12:30 am

Going to get the new update now, thanks. I think the spell finisher part is way too strong (glad it's modular!) I would rather it just increase the chance from at 15% health to 25%.
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Catharine Krupinski
 
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Post » Sat May 19, 2012 8:31 pm

Better Spell Finishers is technically less powerful than in the base game, at least where Disintegrate is concerned. Normally it kills things immediately when they fall under 15% health. Now you instead have a 15% chance to do that if things fall under 50% health. Technically speaking, it should be about half as useful. The fact that it can trigger at higher health just makes it more fun to use, which is why I made it.


I've added in a new change for the current version. In version 2.04, you will now find the spell tome for Oakflesh in Helgen Keep rather than the spell tome for Sparks. Finding Sparks there never made any sense to me. This change is part of the full version, but is modular if you don't want it.
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Sarah MacLeod
 
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Post » Sat May 19, 2012 5:54 pm

Better Spell Finishers is technically less powerful than in the base game, at least where Disintegrate is concerned. Normally it kills things immediately when they fall under 15% health.

Numerically on the default difficulty that is true I'm sure. I'm playing on master where getting the targets health down low takes twice the effort (half damage done by the player). It also means I cast more spells when the enemy is in the health range to trigger the effect but before reaching that 15% barrier.

Good idea on the Oakflesh change btw. Makes sense there is a defensive spell available early on I agree.
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Elisabete Gaspar
 
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Post » Sun May 20, 2012 5:23 am

I am wondering how this changes the enemy NPC casters. Are they more effective/hard now or no difference?
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Elisabete Gaspar
 
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Post » Sat May 19, 2012 4:00 pm

Only the player can have perks, and perk changes make up the vast majority of what I've done. The only changes that might apply to NPCs are if any of them use Dragonhide, Dead Thrall, Fire Storm, Blizzard, or Lightning Storm. I have never encountered an NPC using these spells, but if they did, my changes should apply to them as well.
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Vicki Blondie
 
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Post » Sat May 19, 2012 11:30 pm

Only the player can have perks, and perk changes make up the vast majority of what I've done. The only changes that might apply to NPCs are if any of them use Dragonhide, Dead Thrall, Fire Storm, Blizzard, or Lightning Storm. I have never encountered an NPC using these spells, but if they did, my changes should apply to them as well.
Thanks for the reply!
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Sheila Esmailka
 
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Post » Sat May 19, 2012 4:11 pm

Not to criticize; but a correction, NPC's DO have perks. ;)

Just a quick example;
http://i.imgur.com/LVoQc.png

So, yes, they will be more difficult and do more damage depending on the perks they each have.
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x a million...
 
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Post » Sat May 19, 2012 8:25 pm

Not to criticize; but a correction, NPC's DO have perks. :wink:

Just a quick example;
http://i.imgur.com/LVoQc.png

So, yes, they will be more difficult and do more damage depending on the perks they each have.

That's excellent news Pluto! I look forward to mods that put NPCs and PCs on more equal footing.
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Sammygirl
 
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Post » Sun May 20, 2012 2:03 am

That's odd. In Fallout 3 they never could have perks, and even in Skyrim, giving them perks through the console with the AddPerk command seems to not work. Using HasPerk always returns false from what I've seen.

Anyway, it seems I messed something up in the current version. Unbound isn't completely working correctly now. It's extremely confusing to edit cells in TESsnip, but I'll try to correct this as quickly as I can.


EDIT: Forget it. I even studied a mod I made for Fallout: New Vegas to make sure I was getting the structure correct. I don't know what was going wrong, but whatever it was, I'll just wait until the Creation Kit is available before trying to do that again. For now, I've reverted the mod back to version 2.03.5.
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Madison Poo
 
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Post » Sat May 19, 2012 3:56 pm

Perhaps for one of the destruction spell Master Spells (Probably Fire Storm) you could turn it from a "centered on caster large radius" spell into a targeted range spell? In other words, change it from a pinch of the moment that doesn't exactly work in the pinch of a moment into a long range artillery blast.

That way the destruction master spells are a little different than just "the same exact spell with different elements"


Because when it comes right down to it, playing puremage revolves two strategies: running at a fast speed evading and dodging enemies while bathing them in spells, OR standing at long range and launching high-damage and/or large radius shots from a distance. Problem with the master spells is that they rob you of both.
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P PoLlo
 
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Post » Sat May 19, 2012 3:25 pm

This looks REALLY nice. I was waiting for the CK to be released and start over as a mage, but I guess I'll start right now ;) Thank you.
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Dezzeh
 
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