[WIPZ] Midas Magic for Skyrim

Post » Fri May 18, 2012 1:16 am

You clearly never played Midas Magic for Oblivion ;)

Pretty sure there was a "summon volcano" and a "nuclear blast" destruction spell in there ;)
I did but that was years ago. I can hardly remember every spell I used.
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Elle H
 
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Post » Fri May 18, 2012 1:07 am

You have my vote. MM was awesome.
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Sammi Jones
 
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Post » Fri May 18, 2012 7:02 am

That spell from Midas Magic for Dimmies that let you sneak up on people and launch them into the air. God I had so much fun with that.

That Spell + Unrelenting Force = Skeet Shooting with People Pigeons.
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Cayal
 
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Post » Fri May 18, 2012 10:11 am

Yes please MM was up there in my top 3 Oblivion mods :D
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Max Van Morrison
 
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Post » Fri May 18, 2012 12:45 pm

Uhhhhh, guys...

http://www.skyrimnexus.com/downloads/file.php?id=3413
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Stu Clarke
 
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Post » Fri May 18, 2012 9:36 am

Kalos, beat me to the announcement :)

http://www.skyrimnexus.com/downloads/file.php?id=3413

Here is a pre-release of Midas Magic - Spells for Skyrim. This mod includes 10 spells that will eventually be included in Midas Magic story. The spells are:
Midas Cure Disease
Midas Conjure Pickaxe
Midas Heat Beam
Midas Bug Swarm
Midas Intense Flames
Midas Steam Spray
Midas Frost Beam
Midas Polymorph Hare
Midas Summon Luggage

For now, these spells can be purchased at the Riverwood Trader.

Notes:
These spells can be had early on so it can unbalance the game a bit. This will be fixed later with quests to obtain the spells.
Summon Luggage summons a Dwemer Spider for now. Although he won't carry items yet, activating him gives you the Steed Stone effect that lets you carry more.
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matt oneil
 
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Post » Fri May 18, 2012 7:23 am

Holy [censored] man, you really are getting an early start.
Do you guys have any specific goals for this mod?
or is it just another ever-expanding mod made of win? (clearly I didn't like the Oblivion version :P)
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Farrah Barry
 
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Post » Fri May 18, 2012 12:46 am

awesome work! yay force push, looks fun :) im impressed with all these mods coming out without a construction set, i wouldn't know where to begin
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Symone Velez
 
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Post » Fri May 18, 2012 4:47 am

What I would love to see is a less centralized place to acquire the spells and more quests.

Instead of almost all the spells and quests being at the College or at a Store, why not spread it a little? Restoration spells and quests could also be at the Hall of The Vigilant (While keeping the "strongest" with Auguir at The Maidden) and Conjuration's strong spells could have quests with the Ex-Conjuration Teacher at Morthal.

Resume: Spread the middle-level spells all over Skyrim while keeping the stronger and weaker ones centralized at The College.

Also: Instead of a vendor, why not introduce Midas as a Teacher at the College? His matter could be Mysticism or something even more out-of-place. :P
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Dominic Vaughan
 
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Post » Fri May 18, 2012 2:02 pm

I'd like to see a summon skeletons spell, one that would summon a permanent skeleton, with no limit on the amount you could summon, but each one is weak (as weak as the regular skeletons in game), and would use up a skull in your inventory each time you used it.

Also curses and aura type effects based on the Diablo 2 auras and curses, but using the circle of protection spell as a base.

In fact, pretty much as many of the Diablo 2 spells and abilities as possible.
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Milagros Osorio
 
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Post » Fri May 18, 2012 12:12 am

What I would love to see is a less centralized place to acquire the spells and more quests.

Instead of almost all the spells and quests being at the College or at a Store, why not spread it a little? Restoration spells and quests could also be at the Hall of The Vigilant (While keeping the "strongest" with Auguir at The Maidden) and Conjuration's strong spells could have quests with the Ex-Conjuration Teacher at Morthal.

Resume: Spread the middle-level spells all over Skyrim while keeping the stronger and weaker ones centralized at The College.

Also: Instead of a vendor, why not introduce Midas as a Teacher at the College? His matter could be Mysticism or something even more out-of-place. :P
He's probably going to do something similar to Midas Magic for Oblivion, where you "made" spells by combining specific ingredients (Always including a gold nugget, hence the name of the mod/character who discovered the magic in-game) in a special container then casting any touch spell on it (Though that could probably be changed to just using the games included crafting system now). He's just doing this for now since it's going to be a pain to do scripting/area building without the CK
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Sophie Morrell
 
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Post » Fri May 18, 2012 6:12 am

Congratulations on the release of your pre-release.

Are there any plans for NPCs to have the Midas touch given to them. For example a faction of rogue wizards, where you obtain the spells from, but also wield them. On just seeing your initial beta and spells, my imagination leapt to passing a hare on the road, only to see it morph into a Wizard.....and funnily enough he/she loves using steam in Skyrim :celebration: , I realize the Creation Kit is needed, just I feel it's a bit unfair to be topside, shouting and using Midas spells, when no-one else is. Anyway it is my only critic, going by the evidence of your quality from before, most probably the only one I'll have too.

Keep up that marvelous imagination of yours, looking forward to see how you progress with this and thank you.
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Krista Belle Davis
 
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Post » Fri May 18, 2012 2:06 pm

You sir are truly awesome.

Midas Magic was one of my favourite mods for Oblivion, and in all honesty, I'd like to see more of the same. Jaw-dropping magic, computability without the need of a script extender (though I have no grudge against them, I just think it's better that anyone and everyone gets the chance to experience Midas Magic), and more secrets to explore, because in all honesty, exploring those places and doing those quests (and crossword puzzles) was one of my best gaming experiences. Didn't need any fancy story, it told a story by itself.
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adam holden
 
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Post » Fri May 18, 2012 9:36 am

I've noticed that having spell absorption active interferes with summon spells and causes the player to absorb their own spell. So my OneGreatIdea is to give Wards a reflective property, causing spells to 'bounce' back towards their caster. I think it would make mage battles a bit more intense, actually give players a reason to use ward spells, and also provide a spell reflection alternative to spell absorption.

perhaps the ward would have a percentage chance to reflect depending on the spell's skill level, or even elemental wards that would reflect that specific type of element with a master level 'prismatic ward'. if the physics were impossible to implement or the friendly fire modifiers were impossible to change, just adding two adept level wards with the properties 50% reflect weapon damage and 50% reflect spell damage would be awesome.

Flashy destruction spells, shapechanging alterations, more summons; those are all great but I'd really like a reason to use Restoration!
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John N
 
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Post » Fri May 18, 2012 4:36 am

I had an idea to do this but I'll toss it your way.

1) Resin Dark Souls Style - In Dark Souls, there's three item you can use that would apply either Fire, Poison, or Lightning to your weapon for a specific duration of time.
While the item is set onto the weapon, a shader/texture would be applied to the weapon as well to show that it was poisoned/on fire/or lightning element. This is the best
video of it I could find: http://www.youtube.com/watch?v=sdqc3nvoBeE . Something like this would be cool for a spell-sword type.

2) True Bound Sword/Bound Shield aka Etheral/Magic Sword and Shield - This was an idea I had before Skyrim came out. You could cast a spell in your right hand for
Etheral Sword. It would then sprout out a sword with a totally etheral look (like the 'Summon Familiar' conjuration spell). The sword wouldn't expire unless you sheathed it.
As the sword was out, it would drain your Magicka over time. The damage it does would be affected by your one handed skill and conjuration abilities. This ability would
be expanded for other things such as armor, shields, axes, etc. The purpose would be to give Mages with high magicka, the ability to play a warrior type.

Taking damage on Etheral Shields or Armor, would drain MP as well. Once magicka runs out you lose all your etheral stuff!
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Michael Russ
 
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Post » Fri May 18, 2012 2:21 am

I'd be in favor of Midas Magic in Skyrim, and I don't think there's anybody who would disagree lol.

Totally agree. All of my Oblivion characters had that mod installed, regardless of their class. Just essential :)

I'm so glad it'll be making a return in Skyrim... :)
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Dorian Cozens
 
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Post » Fri May 18, 2012 8:42 am

Midas user here. First congrats for your release. The prospect of a new midas magic mod in Skyrim is mouthwatering!
Second...

So my OneGreatIdea is to give Wards a reflective property, causing spells to 'bounce' back towards their caster.

I'm seconding this.
And along the line of a ward overhaul I would like to propose the following:

Now: wards have a constant cost per second and an arbitrary upper limit above which they cannot protect you (exemple 40-points ward)

Ideally: wards only consume magicka when blocking a spell and the cost is proportional to the incoming spell's power. The limit above which wards cannot protect is imposed by your magicka bar (if it is 100points, you can block up to 100 points of magicka damage, if it is 600 points, up to 600 points of magicka damage).
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Kahli St Dennis
 
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Post » Fri May 18, 2012 12:37 pm

Ideally: wards only consume magicka when blocking a spell and the cost is proportional to the incoming spell's power. The limit above which wards cannot protect is imposed by your magicka bar (if it is 100points, you can block up to 100 points of magicka damage, if it is 600 points, up to 600 points of magicka damage).
That's an interesting idea and I like it for the player but it seems like enemy NPC's have infinite mana pools, and if such a ward change affected them as well, they'd be able to mitigate infinite amounts of damage. Perhaps a return on mana for some portion of the damage absorbed would work. The only reason the cost of (near instant-cast) wards seems high is because nobody bothers to get the perks or use enchantment slots for Restoration. You wouldn't even think of getting 100% cost-reduction, it would be rediculous. Wards aren't as good as shields, they're not specialized for melee/magic, and right now they're just a waste of a hand slot. An alteration spell cast in advance of the fight that requires no afterthought or timing or further cost is MORE effective than a ward which will get you stunned when bursted down.

The shield Spellbreaker is actually made weaker through it's ward component ('specially if the player has the elemental resistances shield perk). I do believe they need global change, not just player-specific spells. I'm not sure if the mod is intending to cover anything like that. lol
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Sharra Llenos
 
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Post » Fri May 18, 2012 6:25 am

Hi Xilver and WB!

Just my 2 cents, that apparently no one else has thought about:

Skyrim needs spell combining! The second i saw the dual spell wielding i thought "SPELL COMBINE" :D
Imagine how cool it would be to have an ice spell in one hand and a shock spell in the other and combining them shocked the target and froze it! :D
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Madison Poo
 
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Post » Fri May 18, 2012 9:59 am

He's probably going to do something similar to Midas Magic for Oblivion, where you "made" spells by combining specific ingredients (Always including a gold nugget, hence the name of the mod/character who discovered the magic in-game) in a special container then casting any touch spell on it (Though that could probably be changed to just using the games included crafting system now). He's just doing this for now since it's going to be a pain to do scripting/area building without the CK

I know how it was in Oblivion (Midas user and proud :P ), I just think that integrating the mod to the gameworld (Instead of making a centralized separated place) would add even more to the Midas experience. It would add to the gameworld and to the general content instead of being "just" a great addition to the Magic System with a Amazing quest for experienced magic users.
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LittleMiss
 
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Post » Fri May 18, 2012 1:03 pm

That's an interesting idea and I like it for the player but it seems like enemy NPC's have infinite mana pools, and if such a ward change affected them as well, they'd be able to mitigate infinite amounts of damage. Perhaps a return on mana for some portion of the damage absorbed would work. The only reason the cost of (near instant-cast) wards seems high is because nobody bothers to get the perks or use enchantment slots for Restoration. You wouldn't even think of getting 100% cost-reduction, it would be rediculous. Wards aren't as good as shields, they're not specialized for melee/magic, and right now they're just a waste of a hand slot. An alteration spell cast in advance of the fight that requires no afterthought or timing or further cost is MORE effective than a ward which will get you stunned when bursted down.

The shield Spellbreaker is actually made weaker through it's ward component ('specially if the player has the elemental resistances shield perk). I do believe they need global change, not just player-specific spells. I'm not sure if the mod is intending to cover anything like that. lol

Well personally I'm not as troubled by the cost but by the effectivity of wards as a spell. Because really, I love the idea of wards (a magical shield that blocks magic! brilliant! I wanted that since oblivion). What I don't like is their implementation (costs aside). I don't like the fact that they need over one second of "set-up time" to be fully effective. And, above all, I don't like how easy enemy mages can break them.

Ironically, and this is related with what you pointed, your opponents' wards seem much harder to break, which supports the idea that PC mages and NPC mages don't operate under the same rules. In any case, if NPCs do have infinite magicka pools and/or other OP abillities, it shouldn't be hard to bring them down to reasonable values when the CK comes out.

Going back to Midas Magic, perhaps Silverbullet could implement a different ward spell. Maybe similar to what I proposed, maybe totally different. As long as it doesn't have the same pitfalls as vanilla wards it should be interesting to try it out.

On another note: care to explain about Shieldbreaker? I wanted to get that shield for my warrior because I thought that it would be more useful that a ward (something like a ward done right). What's the problem with it?
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Dean
 
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Post » Thu May 17, 2012 11:45 pm

:D

omg I loved Midas mod

my idea is to "expand" the magic trees a bit....

destruction:

this tree seems to be lacking an important branch, the pure magic damage branch
what I would love to see is a pure magic based damage spells and effects for it.

list of possible spells:

1-magic bolts (like a machine gun of plasma bolts with cool blasting sound and animation)
2-magic missile (cast many missiles if using dual)
3-magic explosion like a nova blast but it happens ahead of the caster and not centered from him (high level spell!!)
4-magic blast (bigger version of missile)

possible perks for it:

1-homing missiles: magic missile and magic blast spells can home to targets (not in a go around corner kinda way)
2-magic rift: if the target dies from a magic attack there is a chance his corpse will spawn a magic wisp that will attack enemies, the wisp is not under the casters control however but it will not attack him or his allies.

Conjuring:

here this tree needs more summons :P, like skeletons and such;

1-summon skeletons (summon a bunch of low level skeletons to serve u as shock troops)
2-summon lich.

possible perks:

1-bone master: all skeletons are more powerful and half the summoned skeletons are now archers

Alteration:

adding a walk on water spell and making telekinesis useful would be great here

that's it for my ideas and again ty for the mod it was great
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Samantha Wood
 
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Post » Fri May 18, 2012 11:20 am

He's probably going to do something similar to Midas Magic for Oblivion, where you "made" spells by combining specific ingredients (Always including a gold nugget, hence the name of the mod/character who discovered the magic in-game) in a special container then casting any touch spell on it (Though that could probably be changed to just using the games included crafting system now). He's just doing this for now since it's going to be a pain to do scripting/area building without the CK

Gold Nuggets are very difficult to find in Skyrim, so this will likely change. Gold Ore and Ingots aren't exactly common, but are in existance, at least.
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Marnesia Steele
 
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Post » Fri May 18, 2012 8:15 am

Can someone add Spriggan Spray and create a Spriggan leaves mantle spell to character?
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NO suckers In Here
 
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Post » Fri May 18, 2012 3:38 am

Gold Nuggets are very difficult to find in Skyrim, so this will likely change. Gold Ore and Ingots aren't exactly common, but are in existance, at least.
2 casts of transmustes turns your iron ore into gold ore. All the weapon smiths sell iron ore. Gold ore is pretty easy to find in Syrim because of this one spell.

Also wards - since this is a new spells pack there is no need to alter the current wards. Just add a new Midas ward spell that acts more like a mana shield that does not cost magic to hold, but uses magic to absorb damage.

Once the CK drops this game will be so much better! But it is amazing what is getting done even without the CK.
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Saul C
 
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