[WIPZ] Midas Magic for Skyrim

Post » Fri May 18, 2012 5:35 am

The only thing I want from a magic mod (and what I will be putting into my own) is more satisfying effects. More knockdowns and knockbacks, more enemies sent flying from powerful spells BEFORE it kills them, and overall just more ragdolling.
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Andrea Pratt
 
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Post » Fri May 18, 2012 10:12 am

The only thing I want from a magic mod (and what I will be putting into my own) is more satisfying effects. More knockdowns and knockbacks, more enemies sent flying from powerful spells BEFORE it kills them, and overall just more ragdolling.

Explosions with body parts and entrails flying everywhere would be pretty cool as well.
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Kayla Bee
 
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Post » Fri May 18, 2012 1:57 pm

were-rabbits. retribution for the bunny bashing counter.

everyone wants to see a rabbit gorge itself on a hunter.
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Krista Belle Davis
 
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Post » Fri May 18, 2012 10:09 am

were-rabbits. retribution for the bunny bashing counter.

everyone wants to see a rabbit gorge itself on a hunter.
Tim: He's got huge, sharp-- eh-- he can leap about-- look at the bones!
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Brad Johnson
 
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Post » Fri May 18, 2012 3:57 am

I had a quick look throught this thread but can't see it mentioned:

Altering the way a lot of spells work (especially Illusion!) based on static enemy levels - which seems to me to be a very silly way of doing things.

In a game where you can pick up magic at literally any point, and enemies are by and large based on your character level, having spells only work on certain levels of enemy is non-sensicle.

I picked up illusion quite late - intending to enhance my Thief's thiefyness but as I am level 26, none of the illusion spells work on even the easiest creatures - they're all too high level.

Surely it's better to base success checks on a % chance against enemy level (or another stat) and player skill level in that school? So that there is always at least some chance of a spell working.

Or perhaps adjusting the level brackets of spells to be relative to the player level rather than a static number

What do you guys think?
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kirsty joanne hines
 
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Post » Fri May 18, 2012 8:28 am

Any spell addition is awesome in my book :wink_smile:
Glad to see you again Xilver! :celebration:
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Patrick Gordon
 
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Post » Fri May 18, 2012 2:19 pm

First of all, YES, we DO WANT Midas for Skyrim, you better do it [img]http://www.viciojuegos.com/imagenes/smileys/pu%C3%B1o.gif[/img]

Now, my wishes:

* Unlock spell; it's a bit senseless to rely on lockpicking no matter what short of char you play. I want my mage to be able to open locks by magic without having to level Lockpicking skill.

* http://http://www.youtube.com/watch?v=7pLcbT7uR7kwww.youtube.com/watch?v=7pLcbT7uR7k; it teleports you behind a target, remaining stealthed if you were so. Would be awesome if it had some kind of "shadow" animation, like becoming a rushing dark cloud, shadow or something like that.

* Some kind of talent (if it's even possible) in the Stealth tree that alow us rogues to make some kind of "area damage" attack, like a "cloud of shurikens" or something like that.

* Please, please, please, bring area damage and "in touch" range back; I miss a lot the PBAE (Point Blank Area of Effect) spells.

* Summons. Being able to summon a chest/bag as someone said before, to store items. Being able to summon/rise a "legion" of minor daedras/zombies. Summon ghostly steed.

* Fly could be really nice but... wouldn't it break the game? The same with Mark & Recall (wich I loved in Morrowind)

* Weakening spells on time; you can absorb AND snare (two effects) life/magika/stamina; stronger line spells would be chained to affect more enemies.

* We need undead specific-against spells. There is little to none chance to be Priest/Paladin-like in Skyrim.

* Deathgrip-like spell, ala WoW's Deathknight. Harness the unholy energy that surrounds and binds all matter, drawing the target toward the player.

* Killing spell that have a chance to insta-kill the target acording to its level and remaining life.

* Area of effect Reforest spell.

* Entangling root spell; stops the target in place and it could well even root in place any landed dragon.

* Some kind of dimension portal, as someone said before, that allow us to switch between two specific locations.

* Not a spell per se but an effect; could it be possible to completly freeze an enemy (or turning it to stone) AND being able to destroy it? You know, one spell turns then in stone, then any attack (magic or melee) would destroy the target in pieces, along with any item they were wearing if you wish so, of course.

* Lava pool with two variations; the first could be a PBAE spell that "transform" the land surrounding in lava, burning all and everything arround you. The second variation could be casted on range; I'm just imagining casting this spell in a random marauder's camp :D

* Of course, Meteor Shower or THE FECKIN' ONE METEOR SPELL, you know.

* Fortify Jump spell.

* Area Soultrap harvesting channeled spell; in the first place it would blow soultrap in AoE for (let's say) 30 seconds (more or less, up to you of course), rooting you in place; after that, it would unload a explosion, killing most enemies in range and trapping their souls.

* Sick. Spell that poisons a target and make it vomit (thus 'stuning' them in some way)

* Disguise; short to medium duration spell that allows you to look like another person, thus guards can't recognise you and won't pursue you if any bounty's on you head.

* Void Nova: first, it attracts to you everything in range (let's say 20 yards), no matter living form or item, then it blows all away, causing falling damage if applicable; dragons, giants and mammoths could be immunes to this.

* Of ocurse... becoming a dragon!

* Light speed: exponentialy multiply runnig speed, let's say to 10 times faster; it drains all mana and stamina for the duration and could drain life too (let's say a total of 25%)

* Feather spell: falling speed is cuted, so we can't be damaged on falling.

And a lot more... will update latter.
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Nikki Hype
 
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Post » Fri May 18, 2012 1:15 am

Some kind of homing fireball spell that can be spammed while dualcasting and uses little magicka would be fun to use
And of course many of the past spells like cure disease and unlock just have to reappear in in Skyrim
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Tanya Parra
 
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Post » Fri May 18, 2012 10:49 am

Created an account for the express purpose of expressing support for a Skyrim version of Midas Magic. As stated by many in this thread, once Midas Magic made it into my load order it never left :)

One feature that thought showed great promise with later versions of MM was the creature transformations. Aside from seeing a return of the dazzling array of spells that made MM famous, I would love to see the creature transformation make a comeback and get improved with the resources of an upgraded game engine.

Can't wait to see what you have in store for us!!

Edit: grammar
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marie breen
 
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Post » Fri May 18, 2012 2:09 am

I loved your spells in oblivion, way more fun, some ideas had a quick read and dont think anyone has posted them:

-a simple "call lightning spell", only used outside, hits whereever you aim with lightning (like storm call shout but only one strike per cast)-edit: or a constant strike that follows where your aiming hehe

-earthquake spell, knocks everyone around to their feet/staggers bigger things

-streaming force push, less powerful fusrohdah that comes out in a stream (like flames spell), would be fun to push things around hehe

all I can think of now after work
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Leanne Molloy
 
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Post » Fri May 18, 2012 4:45 am

Here's to hoping that you can pull off Midas Magic: Skyrim Edition!
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Aman Bhattal
 
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Post » Fri May 18, 2012 4:33 am

Anyone who would not want Midas Magic for Skyrim would be crazier than a mudcrab! I want the Turn people to gold spell XD
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m Gardner
 
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Post » Fri May 18, 2012 7:55 am

Mark/Recall
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Kim Bradley
 
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Post » Fri May 18, 2012 2:04 am

Mark/Recall
Cure Poison
Cure Disease
Summon Animals
Shapeshifting
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Scott Clemmons
 
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Post » Fri May 18, 2012 5:20 am

A branch of Illusion that permits fake-shapeshifting. "Convinces everyone nearby that you are a Fire Atronach" is a great way to explain shapechanging spells.
Then you'd have to make the forms you can change into actually worth the trouble but still..


Other than that, hrm....

Don't make levitation or flight. This game isn't set up for it at all, you'll just be handing people the hammer to break their saves with.

A leap spell may work, however.
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RaeAnne
 
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Post » Thu May 17, 2012 11:42 pm

My favorite part of the Midas Magic was the quest line.

As a high level mage, vanilla oblivion sort of left me underwhelmed. If you were not saving the world or the guild there was nothing to do. Midas added in what I considered the ultimate high level mage quest experience.... eg lots of exploring strange arcane artifacts/dimensions and researching long lost spells etc.. Was extremely well done.

As a character who is now the Arch Mage in Winterhold Im very keen on seeing another high level quest line for mages unfold.... so Midas in Skyrim is a very exciting prospect.
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GLOW...
 
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Post » Fri May 18, 2012 6:50 am

I installed Midas Magic once, and it was undoubtedly awesome. However, there was one big problem with it that put me off and ended up with me uninstalling it. And that is the recipe book/manual. It was sooooo long and it was so annoying spending up to five minutes to find a single spell. I think this needs addressing in some way.
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Timara White
 
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Post » Fri May 18, 2012 9:20 am

Wish list: 1) Less spells than the Oblivion version. 2) More meaningful spells than the Oblivion version.

Rationale: Don't want a cluttered spellbook, where 50% or more of the spells are just "for fun" or "one more way of doing damage on top of the 99 others". Make what few spells you add effective, important, and impacting on the world or environment.
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Steph
 
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Post » Fri May 18, 2012 12:03 pm

One thing that bugs me a lot about destruction is that the only spells that can be maintained by holding the mouse button down are absolute [censored], to put it as plainly as possible.

Flames, Sparks and whatever the frost one is called all look great and being able to just hold the button to use the spell is convenient. If only the spells were any good past level 2. What I would love to see are spells that function exactly like those, but are more effective at higher levels and scale with your destruction skill as well. It's a terrible shame that the coolest and most pleasant to use destruction spells in the game are the worst. Fireball is fun and all, but using it you're just as likely to murder your companions or people you're trying to protect as the enemy. Simply having a stream of fire shoot out of your hand is perfect in every way. Hold button to burn people, release button to not burn important people.

So yeah, I would like to see some spells like that which are not terrible. Boring maybe, but there you go.

Keeping on the destructive note, how about a spell that combines the three elements into one spell? I had one custom made in Morrowind that would basically murder everything in a city on a single use. Now obviously that's ridiculous, but I do like the idea of a spell where all three elements come into play, those being shock, fire and frost.

Having access to life, stamina and magicka drain as actual spells (I know vampires get life drain, the others I am not sure of) would be quite handy.

An illusion spell that would be quite fun but possibly impossible or at least difficult is a spell that makes you look like someone else, someone targeted basically. The spell would be called "Identity Theft". By using this you would be able to commit a crime and then have the NPC whose identity you have stolen be stuck with the bounty and potential jail sentence. Now I'm not sure how easily done that would be or how viable it would actually be considering most NPC's seem to be essential to some quest or other, but it's an idea, even if it has a half-baked one.

Mark/Recall
Cure Poison
Cure Disease
Also these.
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NAtIVe GOddess
 
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Post » Thu May 17, 2012 11:15 pm

A complete overhaul of the Destruction tree and it's utter lack of scaling would be the first thing to implement.
Midas left the vanilla spellcasting system untouched with Midas for Oblivion, and I would like Xilver to do the same for Skyrim. Focusing on adding new spells and effects and leaving it up to another mod to balance the vanilla magic system in Oblivion worked quite well.
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Victoria Vasileva
 
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Post » Fri May 18, 2012 5:58 am

Keeping on the destructive note, how about a spell that combines the three elements into one spell? I had one custom made in Morrowind that would basically murder everything in a city on a single use. Now obviously that's ridiculous, but I do like the idea of a spell where all three elements come into play, those being shock, fire and frost.
You clearly never played Midas Magic for Oblivion ;)

Pretty sure there was a "summon volcano" and a "nuclear blast" destruction spell in there ;)
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Kristian Perez
 
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Post » Fri May 18, 2012 12:24 am

I would like to see ALL the spells from Midas Magic come back to skyrim.
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Jonathan Windmon
 
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Post » Fri May 18, 2012 12:01 am

Midas left the vanilla spellcasting system untouched with Midas for Oblivion, and I would like Xilver to do the same for Skyrim. Focusing on adding new spells and effects and leaving it up to another mod to balance the vanilla magic system in Oblivion worked quite well.

I agree. Midas Magic was my favorite mod for Oblivion and it was because of all of the new creative spells that were introduced. I'd rather not see the normal system altered, but just new and creative type spells. I.e. a spell that makes a clone of you and perhaps grants temporary invisibility so that any creatures or guards pursuing you end up killing your clone, and then, believing that you're dead, stop following you. The idea of certain types of spells that could not or would not exist in vanilla Skyrim is very appealing to me.
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Christine Pane
 
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Post » Fri May 18, 2012 2:01 pm

NORMAL SPELLS
Venom Stream - Alteration or Conjuration spell that does poison damage.
Blind - Illusion spell that blinds the enemy.
Shackles of Thunder - A shock DoT that roots the victim while it works.
Wake of Flames - A 'wall' spell that goes behind you, burning whatever is chasing you.
Slowed Metabolism - A Restoration spell that shuts down the target's default regeneration for Health and Stamina
Rune of Terror - A rune that fears what triggers it.
Rune of Paralysis - A rune that paralyses its victim.
Rune of Madness - A rune that frenzies its victim.

QUEST SPELLS
Vitality of Talos - A channeled spell that burns Magicka to speed up the refresh on Shouts.
Azura's Claim - An AoE Soul Trap spell.
Molag Bal's Disfavor - A channeled Paralysis spell that also damages Health, Magicka, and Stamina. (Not a huge amount of damage, but enough to cripple/kill if you keep the spell going for a while.)
Blessing of Clavicus Vile - A spell that increases attack speed and 1h/2h skill, but completely drains Stamina and Magicka, and disables the regen on them until it wears off. (Never quite get what you really want from Clavicus.)
Meridia's Fury - AoE spell that paralyzes undead, and sets them on fire. Channeled.
Scorn of Akatosh - A spell that places a powerful Slow effect on the victim.
Realization of Julianos - AoE fear spell that only affects enemies lower level than you. (The god of Wisdom and Logic shows them the futility of fighting you.)
Kynareth's Will - Summons or Dispels a naturally occurring storm.
Mara's Peace - Powerful, long-lasting Calm.
Stendarr's Savagery - A powerful buff to HP and 2h skill, and Stamina Regeneration. (In old Nordic religion, Stendarr was a savage, bloodthirsty god.)
Zenithar's Eye - A spell that improves prices.
Arkay's Law - A single-target high-damage spell that only affects undead.
Dibella's Allure - Temporarily causes all enemies of the opposite six to defend you.
Boethiah's Treachery - Temporarily causes one enemy to fight for you.
Understanding of Hermaeus Mora - Boosts Magicka Regeneration. (Increased understanding of how Magicka flows helps you recover it more quickly.)
Hircine's Test - Temporarily turns the target into a werewolf, and makes them hostile. (Could be useful against other mages.)
Jyggalag's Perfection - Temporarily boosts Block, Light Armor and Heavy Armor skills.
Malacath's Favor - Massively boosts 1h and 2h skills...turns hostile any companions or summons you may have.
Wish of Mehrunes Dagon - Channeled spell that damages you and everything around you for large amounts.
Mephala's Cunning - The next attack has poison damage, and a sneak attack multiplier.
Visage of Namira - Everything that sees you is either feared, or becomes hostile.
Touch of Nocturnal - Darkness surrounds you, making stealth easier.
Periytes' Compulsion - Target picks up clutter until spell wears off, or all clutter is tidied up.
Sanguine's Excess - Target stops fighting, and instead picks up and consumes all alcohol in the area.
Kiss of Sheogorath - AoE Frenzy + Wabbajack shapechange + chance of paralysis...might affect user as well.
Vaermina's Curse - A nightmare duplicate of the target appears, and attacks the closest things for the duration of the spell.

That's the stuff that popped into my head.
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Lindsay Dunn
 
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Post » Fri May 18, 2012 3:10 pm

Kia Ora

I have to say thanks first up for the great work you've done so far, awsome

Jus my thoughts on a couple of trap Beth fall into.

The things getting up my nose at the moment is Skyrim are

1/ the casting, haveing to draw a weapon or go into combat made to cast: (picture if you will you beloved mate is hurt
and your carrying a sword in your right hand and heal in your left the poor bugger don't know if you going to heal or kill him)

2/ the top level distruction spell are 2 handed and when theyer cast you can't see a thing anywhere cause the screen is burned
out, fire strom done more dammage to my compaion that the target because I couldn't see where I was targeting, 30 seconds odd to cast
and all I got was a warning from her saying watch out I'm on your side

I realise it maybe beyond the scope of what you plan but I'd be nice to fix the cast system (I liked the way Oblivion did it) but what ever you
make need to have the eye candy people are after but I don't think screen white out from over effects is really good eye candy

Thanks again for the most excellent work you have shared with us and you continued devotion to the modding world
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Siidney
 
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