[REL] Empowered Magic - expanded to all magic schools

Post » Fri May 25, 2012 7:34 pm

Also, I believe you forgot to rename spell books to match the new spell names.

You're right. I have renamed even scrolls and staves, but really forgot about the books. Thanks.

Will be fixed by tomorrow in next version.
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cassy
 
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Post » Sat May 26, 2012 10:31 am

I'm going to change the way Illusion spells work on next patch.
So if you guys have any suggestion, this is the time :smile:

- Illusion level will increase the level cap of enemies that can be affected. At Illusion 100 and getting the correct perks, you'll be able to affect up to lvl 50 enemies (yet higher level mobs still resist more often).

- Being a vampire will increase the level cap by 5 and make spells a little harder to resist.

- Enemies will have a chance to resist the spell when cast, according to their level and the caster's Illusion skill level. Another resist check will occur every several seconds (probably 10), and the target will get a bonus to resist the longer the spell is active (a perk will make this resist bonus less intensive, or even remove it, so spells will be able to last much longer).

- Dual casting will highly increase the chance of success (not the level cap). So if you're having a hard time to affect a higher level mob, dual cast is the solution.

- Potions will also increase success chance and stack with dual casting.
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Quick Draw
 
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Post » Sat May 26, 2012 3:12 am

I'm going to change the way Illusion spells work on next patch.
So if you guys have any suggestion, this is the time :smile:

- Illusion level will increase the level cap of enemies that can be affected. At Illusion 100 and getting the correct perks, you'll be able to affect up to lvl 50 enemies (yet higher level mobs still resist more often).

- Being a vampire will increase the level cap by 5 and make spells a little harder to resist.

- Enemies will have a chance to resist the spell when cast, according to their level and the caster's Illusion skill level. Another resist check will occur every several seconds (probably 10), and the target will get a bonus to resist the longer the spell is active (a perk will make this resist bonus less intensive, or even remove it, so spells will be able to last much longer).

- Dual casting will highly increase the chance of success (not the level cap). So if you're having a hard time to affect a higher level mob, dual cast is the solution.

- Potions will also increase success chance and stack with dual casting.
Looks good to me. Is an update coming today?
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Brad Johnson
 
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Post » Sat May 26, 2012 7:43 am

Hey there, great work on this mod !

Just wanted to pass on a quick heads-up.

On a clean ( no other mods ) new game, the bound sword spell does not seem to work. The magicka is subtracted but the weapon is not summoned. On the contrary the bound battleaxe seems to work.
Note that when using the psb console command, I added all the spells , and the cheaper version of bound sword ( half the cost, but the effect identical) seemed to work allright.

I'd appreciate it if you could fix that on the next version :smile: cheers !

EDIT: Typos :blink:

EDIT2: Nevermind, further testing somehow resolved the issue :)
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Elina
 
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Post » Fri May 25, 2012 9:55 pm

I just uploaded version 2.5 to Nexus with changes to Illusion mechanics, as explained above. Now I hope it is more balanced, yet not overpowered.

@ Asator88
You were right about the bound sword. There were a few issues in some cases. They should be fixed now in the new version.
Any feedback regarding bound weapons damage scaling would be great too! My goal is to make them useful from start to end game.
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W E I R D
 
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Post » Fri May 25, 2012 8:16 pm

Sounds good but one thing...
"Everlasting Transfusion (ex Twin Souls): Conjured atronach and reanimated undead will constantly regenerate health, even during combat. Thralls benefit from this effect on top of their natural regeneration."

I wont give up Twin Souls. I prefer my Two Dremora Lords over any other spell.
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lucile
 
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Post » Sat May 26, 2012 12:16 am

I wont give up Twin Souls. I prefer my Two Dremora Lords over any other spell.

I understand your point, because twin Dremora Lords are really too good to give up.

But my goal with this mod is not only empower spells, but also try to balance them. In this case, I don't want everyone dual summoning Dremora Lords all the time and forgetting about all other summons because it is clearly the best choice. I think one Dremora Lord, or one reanimated buffed body, or two Frost Atronachs, or three Flame Atronachs, are pretty good already and people can have a hard time choosing their favored minion.
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Peter P Canning
 
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Post » Sat May 26, 2012 4:32 am

I understand your point, because twin Dremora Lords are really too good to give up.

But my goal with this mod is not only empower spells, but also try to balance them. In this case, I don't want everyone dual summoning Dremora Lords all the time and forgetting about all other summons because it is clearly the best choice. I think one Dremora Lord, or one reanimated buffed body, or two Frost Atronachs, or three Flame Atronachs, are pretty good already and people can have a hard time choosing their favored minion.

I see where you going at but I think you should keep Twin Souls then replace another perk. If you have to, replace that one perk that allows Bound Weapons banish summoned Daedra.
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Damien Mulvenna
 
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Post » Sat May 26, 2012 10:18 am

I just uploaded version 2.5 to Nexus with changes to Illusion mechanics, as explained above. Now I hope it is more balanced, yet not overpowered.
Please make sure you keep the OP and the page on Nexus updated with the changes you've made. :smile:

By the way. When I started a new game with this mod, I never once got the Unstable Reanimation spell to work until I got the Novice Conjuration perk. It always said the enemy was too powerful, even with common bandits.
I see where you going at but I think you should keep Twin Souls then replace another perk. If you have to, replace that one perk that allows Bound Weapons banish summoned Daedra.
I think you're missing the point when it comes to balance. Replacing another perk doesn't fix the problem and just allows you to have your two Dremora Lords anyways, so it's clearly not a solution. You can't have your cake and eat it too if you want a balanced game.
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Racheal Robertson
 
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Post » Sat May 26, 2012 11:18 am

I think you're missing the point when it comes to balance. Replacing another perk doesn't fix the problem and just allows you to have your two Dremora Lords anyways, so it's clearly not a solution. You can't have your cake and eat it too if you want a balanced game.

Balance is impossible... Am I the only one that knows this?
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Michael Russ
 
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Post » Sat May 26, 2012 3:21 am

Balance is impossible... Am I the only one that knows this?
That's nothing more than excuse.

Anyhow, going back and forth on this is pointless. If you don't like the change I suggest you either disable the mod, find an alternative, or edit it yourself.
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sam westover
 
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Post » Sat May 26, 2012 12:57 am

That's nothing more than excuse.

Anyhow, going back and forth on this is pointless. If you don't like the change I suggest you either disable the mod, find an alternative, or edit it yourself.

Excuse? Eh.. If you wish to call it. If I do get this mod, I'll prolly edit it myself. I only commented on this mod cause it looks good but wanted to say my opinion about something he has done and maybe he can rethink on things.
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Jeffrey Lawson
 
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Post » Sat May 26, 2012 11:46 am

By the way. When I started a new game with this mod, I never once got the Unstable Reanimation spell to work until I got the Novice Conjuration perk. It always said the enemy was too powerful, even with common bandits.

Yes, I was aware of this issue and currently it is fixed already. Now when you start a new game, reanimations should work on up to lvl 5 mobs. Then getting Novice Conjuration will start boosting this cap further according to you skill level. I think it's pretty nice now.

If I do get this mod, I'll prolly edit it myself. I only commented on this mod cause it looks good but wanted to say my opinion about something he has done and maybe he can rethink on things.

In this specific case I still believe that allowing dual minions such as Dremora Lords is overpowered. I added the possibility of having two Frost Atronachs or three Flame Atronachs exactly for people who enjoy large groups, but allowing two expert level minions is a little too much IMO. But with that said, I strongly encourage you guys to edit things for your own taste. And in fact it's really easy, just delete the new perk and there you have Twin Souls back again. If you like the mod, please bring back Twin Souls and try it :smile:
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Jade Muggeridge
 
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Post » Fri May 25, 2012 7:59 pm

Do the other staves like the Staff of Jyrik Gauldurson also scale with your destruction level and perks?

It doesn't seem like the effect for the spell was associated with the Destruction skill. So I changed that, set 2nd AV Weight to 2.0 instead of 0.5 (I assume that is a bug considering the item description), and moved the description from the Staff item into the magic effect and replaced "<25>" with "", so its now showing a scaled value.
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Tai Scott
 
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Post » Sat May 26, 2012 5:07 am

It doesn't seem like the effect for the spell was associated with the Destruction skill. So I changed that, set 2nd AV Weight to 2.0 instead of 0.5 (I assume that is a bug considering the item description), and moved the description from the Staff item into the magic effect and replaced "<25>" with "", so its now showing a scaled value.

Yes, I just noticed here it was not tied to Destruction. And that 2nd AV Weight is probably one of the many bugs you can find playing a bit with the CK. Nice fix you did there :)
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Mark
 
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Post » Fri May 25, 2012 9:38 pm

Yes, I just noticed here it was not tied to Destruction. And that 2nd AV Weight is probably one of the many bugs you can find playing a bit with the CK. Nice fix you did there :smile:
One of the other things that is a bug, at least in my opinion, is how the Staff of Magnus apparently recharges itself when draining magicka instead of recharging your magicka. Considering the magic effect seems to be setup correctly to affect your magicka, it seems like this is an issue with how magicka is handled behind the scenes when using staves or something.
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xx_Jess_xx
 
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Post » Sat May 26, 2012 8:23 am

I just uploaded version 2.6 with changes to Alteration flesh spells and Dragonhide.

http://skyrim.nexusmods.com/downloads/file.php?id=11139

Flesh spells will now drain magicka whenever the caster is hit in combat. Stronger spells will drain more. This will hopefully add a nice mechanic to armor spells, making them to have a kind of "upkeep" that only comes in play when you actually use your defenses. When facing hard hitting monsters, the most powerful available armor will probably be welcome even if that means draining more magicka when hit, since otherwise you can simply die. But when facing weaker mobs, casting only, say, Oakflesh may be the best idea, saving magicka for offense.

So, with maxed Mage Armor mages will be able to have pretty nice armor rating wearing cloth, but that will toss perks and resources during combat.

Dragonhide will now add damage reduction that can stack with armor, so you can have your normal armor spell running and cast Dragonhide just before a tough fight for additional protection, while the armor will still keep running.


Feedback, specially regarding the amount of magicka drained per hit, would be great :)
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Jennie Skeletons
 
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Post » Sat May 26, 2012 3:35 am

Did you also incorporate a fix for the problem I reported with that staff? It might also be a good idea to check the other unique staves to see if they're being properly scaled.
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.X chantelle .x Smith
 
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Post » Sat May 26, 2012 3:09 am

Did you also incorporate a fix for the problem I reported with that staff? It might also be a good idea to check the other unique staves to see if they're being properly scaled.

No. But I just re-uploaded the file now with this fix, just for you :)
And I think I fixed the Staff of Magnus too. Take a look.

I usually don't play with staves, so I don't know exactly which ones still require fixing. So, if you come across any other bugged unique staff, just warn me and I'll be happy to add it to this mod.
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Chris Ellis
 
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Post » Fri May 25, 2012 10:33 pm

And I think I fixed the Staff of Magnus too. Take a look.
Oh? How did you do that? My current character doesn't have it yet.
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sw1ss
 
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Post » Sat May 26, 2012 9:52 am

I just uploaded version 2.6 with changes to Alteration flesh spells and Dragonhide.

http://skyrim.nexusmods.com/downloads/file.php?id=11139

Flesh spells will now drain magicka whenever the caster is hit in combat. Stronger spells will drain more. This will hopefully add a nice mechanic to armor spells, making them to have a kind of "upkeep" that only comes in play when you actually use your defenses. When facing hard hitting monsters, the most powerful available armor will probably be welcome even if that means draining more magicka when hit, since otherwise you can simply die. But when facing weaker mobs, casting only, say, Oakflesh may be the best idea, saving magicka for offense.

So, with maxed Mage Armor mages will be able to have pretty nice armor rating wearing cloth, but that will toss perks and resources during combat.

Dragonhide will now add damage reduction that can stack with armor, so you can have your normal armor spell running and cast Dragonhide just before a tough fight for additional protection, while the armor will still keep running.


Feedback, specially regarding the amount of magicka drained per hit, would be great :smile:


Nice! How did you manage this?! I have been trying to make a monk UNarmored mod that drains magic when hit instead of health to give mage robes more of a pupose on monk characters. I am really impressed!


I do have one suggestion though= Can you allow unarmored bonuses as long as Chest armor is not equipped? (but still allow gloves, boots, and helmet). Since there are no randomly enchanted cloth gloves and boots it forces unarmored players to use enchanting to be viable, and we miss out on allot of cool armor mods. I would really appreciate this change! =)


Just change WornhasKeyword "armorlight/heavy" to "armorcuriass". I did so for my own game but I think its a great change overall.
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Kyra
 
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Post » Sat May 26, 2012 7:49 am

I do have one suggestion though= Can you allow unarmored bonuses as long as Chest armor is not equipped? (but still allow gloves, boots, and helmet). Since there are no randomly enchanted cloth gloves and boots it forces unarmored players to use enchanting to be viable, and we miss out on allot of cool armor mods. I would really appreciate this change! =)

I also think it's plain stupid to have no random enchanted gloves and boots in the world. In fact there is almost no reason for a pure mage to take a look at stores as they go. Seems they really hate cloth and want to force everyone to wear armor.

But allowing gloves, boots and helmets together with Mage Armor and Stability in this mod is overpowered IMO. Ebonyflesh with Mage Armor already gives up to 450 armor rating, and added to the best Ward leaps to 610, which is strategically below the armor cap. Allowing armor parts would give mages the ability to reach the cap and become complete tanks, while still benefiting from Stability.

The best solution would be finding a way to add enchanted cloth gloves and boots to chests and merchants. I'll try to research if this is possible to implement.
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LuBiE LoU
 
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Post » Fri May 25, 2012 9:06 pm

Beautiful mod. Just beautiful. Can't wait to get home to test out the newest version! Thank you so much! :)
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Dark Mogul
 
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Post » Sat May 26, 2012 4:39 am

I notice that 2.7 has the light spells (candle light and mage light) back at 60 seconds for duration. Were they dropped back for a reason?
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nath
 
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Post » Fri May 25, 2012 10:47 pm

I notice that 2.7 has the light spells (candle light and mage light) back at 60 seconds for duration. Were they dropped back for a reason?

This has been just changed now in version 2.8. Candlelight lasts much longer again, but will be dispelled when sneaking to not spoil stealth characters.

EDIT: There are also some changes to Conjuration in this new version for those who want to try.
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Tamara Primo
 
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