[REL] Improved Destruction Magic

Post » Wed May 16, 2012 5:01 pm

You can't craft staves. You can't carft anything wizardly, for that matter. Even the enchants are more melee based than anything a magician would care for, unless you could also enchant staves or had a spell damage bonus enchant.

There is a blank staff (be11f) but I couldnt enchant it.
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Harry Hearing
 
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Post » Wed May 16, 2012 8:06 am

Will this mess up my current game or can I just install and start enjoying this improvement?


Also, do I just slap it into the /date folder or just normal install directory?


Sorry, noob alert.
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Sammygirl
 
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Post » Wed May 16, 2012 5:47 pm

Wow these forums move fast


*bump*

How do we install this now?
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Hayley O'Gara
 
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Post » Wed May 16, 2012 6:56 pm

Will this mess up my current game or can I just install and start enjoying this improvement?


Also, do I just slap it into the /date folder or just normal install directory?


Sorry, noob alert.

either use the Nexus Mod Manager or stick it in your Data folder
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ruCkii
 
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Post » Wed May 16, 2012 4:17 pm

@Penumbral what program do you use for making this *.esp files ? Im using the skyrim viever and Fo3edit but it feels cumbersome.
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Beast Attire
 
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Post » Wed May 16, 2012 9:32 pm

I actually make the mods it using a .esp file edited in a hex editor to match Skyrim's new header information as a base and using the TESSnip that comes with FOMM for the actual modifications. It's by no means graceful, but it gets the job done for now.

Bit of an update on my end, I've actually managed to replace the destruction enchant with +% damage instead of +% mana reduction, but I'm having some trouble sorting out the text display on it. The enchant reads "Increases Destruction damage by 20% for 0 seconds" as if it was still the alchemy effect. Working on how to get rid of that "for 0 seconds" bit now, but at this point I'm just sort of poking around in the dark at the effect properties until something works. Ah well, here's hoping.
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Project
 
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Post » Wed May 16, 2012 8:57 am

Stupid mana-free casting breaks the game, imo.

Then don't use it. It doesn't "break the game" unless there is no way around it. It's your choice whether or not to use those enchants
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Amber Ably
 
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Post » Wed May 16, 2012 1:07 pm

There is one problem i see though with one suggestion here. that is adding in + % dam destruction enchants.

i can see it being combined with alchemy to make OP items and potions like the Melee builds.

ie. make potions to increase enchanting, make an Alchemy set, rinse and repeat till you hit the enchant cap. Enchant several items for +% destruction damage, make heaps of +% Destruction potions. Damage scaling goes through the roof and you end up two shotting a dragon.
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Lalla Vu
 
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Post » Wed May 16, 2012 6:29 am

I think the idea of making weak versions of the high tier spells is a really bad idea. I completely understand having improved versions of novice and apprentice spells, but if you can use spells like fire storm as a novice then there's no sense of progression.
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KU Fint
 
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Post » Wed May 16, 2012 9:18 pm

Great work, Penumbral.

When the CK comes out (or if it is possible before then), can you make it so the +Destruction enchant is not replacing the -mana reduction one? I'd love the Destruction enchant, but I do want to keep some of my mana reduction enchants. I agree that we should not be able to get to 100% mana reduction (otherwise, what is the point of the rank perks?), but I would still like the option to reduce spell costs.

Also, I was curious if you ever plan to change the effects of the elemental end-talents (Intense Flames, Deep Freeze, Disintegrate)? Disintegrate is fine, and I haven't tried the Frost one, but the fire one seems rather underwhelming. Humanoid mobs already yield at around 10-15% HP, so it's pointless to make it so they just run. I would much prefer it if it was an execute effect like disintegrate, or perhaps something more fire-relevant (when the target dies from fire, it does AOE damage, ect.). Of course, I know this would be much too difficult without the CK, but this is looking towards the future.

Anyways, great mod. +support.

-ForbiddenDonut
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Kortknee Bell
 
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Post » Wed May 16, 2012 5:13 pm

First off, thanks for making this!

Second off, I'd like to see dual casting take another second to start up, but then have much better DPS for firing durations longer than 5 seconds, and if possible, boost the secondary effect of the spell.

I think a greater niche for faster pew pew single hand shots and slower dual casting would make combat more methodical.

Currently combat consists of

1) Set up runes
2) Launch dual fireball to attract enemy
3) kite enemy into rune, blow up
4) Click and hold novice spell once mana runs out.... kinda strafe around... hold m1.... hold m1.... hold.. drink a potion.... hold m1...

Or, if you don't want to try this, can you give me a brief how-to on fiddling around with these values myself?
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louise tagg
 
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Post » Wed May 16, 2012 5:39 pm

There is one problem i see though with one suggestion here. that is adding in + % dam destruction enchants.

i can see it being combined with alchemy to make OP items and potions like the Melee builds.

ie. make potions to increase enchanting, make an Alchemy set, rinse and repeat till you hit the enchant cap. Enchant several items for +% destruction damage, make heaps of +% Destruction potions. Damage scaling goes through the roof and you end up two shotting a dragon.

Just because the Enchanting system is one giant exploit waiting to happen doesn't mean that the idea +% spell damage isn't a sound one. It's not the fault of the damage-dealing trees that the crafting system wasn't tested properly.
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Mrs. Patton
 
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Post » Wed May 16, 2012 6:58 am

how did you make a spell instant? been trying to do this for bound weapons

thanks
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Leticia Hernandez
 
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Post » Wed May 16, 2012 4:16 pm

There is one problem i see though with one suggestion here. that is adding in + % dam destruction enchants.

i can see it being combined with alchemy to make OP items and potions like the Melee builds.

ie. make potions to increase enchanting, make an Alchemy set, rinse and repeat till you hit the enchant cap. Enchant several items for +% destruction damage, make heaps of +% Destruction potions. Damage scaling goes through the roof and you end up two shotting a dragon.

First of all, parity with the other skills should be the goal. The problem of being able to make enchantments too powerful is a separate issue which can be resolved in a number of ways such as:
1. If the CK allows it we could change the types of equipment the enchantment can be used on to limit stacking.
2. We could remove or reduce the strength of +enchanting potions and/or +alchemy enchantments.
3. If the CK allows it we could reduce the base and/or maximum strength of the enchantments.
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мistrєss
 
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Post » Wed May 16, 2012 2:02 pm

I looked through your mod using tessnip and I have to ask.. Are the references to Fallout style things such as guns and VATs normal? I compared your 3rd rank of perks to the first and second ranks and they are completely different... Not sure I want to use a mod with so many fallout references in it.. Afraid it might bug out or something =P
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Josee Leach
 
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Post » Wed May 16, 2012 7:36 am

Would I have to start a new game for this to take effect or can I just dump it in and keep playing without messing stuff up?
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Emmie Cate
 
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Post » Wed May 16, 2012 7:30 am

Would I have to start a new game for this to take effect or can I just dump it in and keep playing without messing stuff up?
Dump it in and play. The effects are retroactive so if you disable it you will lose the effects and if you enable it you'll gain the effects.
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patricia kris
 
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Post » Wed May 16, 2012 9:41 am

Dump it in and play. The effects are retroactive so if you disable it you will lose the effects and if you enable it you'll gain the effects.

Ah, thanks. :smile: First time playing a mage in any TES game, finding it quite enjoyable but was worried I'd be useless at higher levels with all the talk I've seen, but I really didn't want to start over.
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Benito Martinez
 
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Post » Wed May 16, 2012 4:03 pm

I looked through your mod using tessnip and I have to ask.. Are the references to Fallout style things such as guns and VATs normal? I compared your 3rd rank of perks to the first and second ranks and they are completely different... Not sure I want to use a mod with so many fallout references in it.. Afraid it might bug out or something =P


I'm not entirely sure what you mean by references to Fallout style things. My files don't contain any references to Fallout (though oddly enough, Skyrim's esm actually still has some Fallout globals in it for some reason.) Could that just be because you're using a version of TESSnip that tries to interpret things in a Fallout context?

As for the 3rd rank being different to the first and second, yeah, they are. The first and second ranks have conditionals on them that make them not apply their bonus if the next rank of perk is purchased, and they also have indicators of the next perk in line. Rank 3 doesn't need any of that, so it's much shorter.


Edited to add: I'm at a bit of an impasse as far as enchants are concerned. At this point I think it'd be best to just wait for the CK to edit this sort of thing. It looks doable, but looks like it'll take a lot of trial and error to find out what each piece of the spell effect data does. And once that's changed, I can't seem to get around the description string corruption that happens with overriding the spell effects.
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ZANEY82
 
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Post » Wed May 16, 2012 7:17 am

I'm really loving this mod, especially because it's broken up into pieces. Personally I think Runes and Cloaks are the most underpowered Destruction spells, especially if you don't go Full Destruction, so I'm just playing with those two additions and really liking the small bit of tweaking it brings.

Edit: Just had a thought...is it possible to change the "Augmented" perks to reduce enemy resistances to that element instead of just pumping up damage further? Probably won't be doable without the CK, but I think this would be a very welcome change to allow full Destruction Mages to further contend with certain enemies that are magic-resistant or resistant to the 1-2 elements most focus on, while also providing the exact same buff to damage.
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Loane
 
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Post » Wed May 16, 2012 10:09 am

Speaking of runes and cloaks, can you fix the fact that neither of those benefit from augmented perks or double casting...
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Wayland Neace
 
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Post » Wed May 16, 2012 5:55 pm

i have not tested the mod or know 100% what it does, but here is my question.
Isnt there anyway to make Magic get stronger every level? Just like Weapons get higher damage with a higher equivelant skill.
so a lvl 20 destru magic : Flames would do 8 DPS
lvl 40 destru magic : Flames would do 12 dps. .
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Daniel Holgate
 
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Post » Wed May 16, 2012 5:08 pm

Hello, first i would like to say thanks for awesome mod and have a question:
how's progress on impact rework? it feels kinda op, any chance for fix before CK?
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Matt Terry
 
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Post » Wed May 16, 2012 7:06 am

Those this mod increment the spell cost? I notice a significant increase once I install it. Nothing super major but enough that spells I was able to use before I can no longer use due to cost.
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Flash
 
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Post » Wed May 16, 2012 2:05 pm

Blizzard doesn't need a damage increase. I think it should focus on draining stamina faster, and slowing enemies more.
Lightning storm should have a disarm effect. It's only logical to be disarmed when lightning hits a metallic weapon or shield.
Fire storm needs damage increase.
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Anthony Santillan
 
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