[WIPZ] Midas Magic for Skyrim

Post » Fri May 18, 2012 2:30 pm

Downloaded the pre-release version, great job Xliver! Using Force Push on my psionics based RP character and it's really awesome for the RP. Finally, some telekinetic power with some real combat use!

Can't wait to see more, will be watching intently for future updates with new spells.
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Romy Welsch
 
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Post » Fri May 18, 2012 2:34 pm

Hi guys, unfortunately I won' be able to download this mod until next Monday so I was wondering: can somebody who has already checked it comment on the new spells? How much damage they do, what special effects/advantages do they have and so on?

Judging by the pics alone, frost and heat beams seem to be a long-ranged version of the novice destruction spells. Is this true? And, also, are they also more powerful?

I'm also curious about the force push spell. The pic with the wolf shows how the spell sent the wolf flying away so should I understand that it works as a full "Fus ro da"?

Finally, I'm also curious as to what "intense flames" and "steam spray" do. The names seem to suggest that they have some special effects. Am I right? and, if so, which ones?

Thank you for any feedback!
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Josh Sabatini
 
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Post » Fri May 18, 2012 5:21 am

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?
The reason Spellbreaker is made worse is because disrupted wards have a 100% stagger chance. A shield with resist magic, the shield of Ysgrammor for example, is better in every scenario. Imagine if regular shields had a 100% stagger chance if you didn't block well enough to absorb all the damage, nobody would use shields. It might be that way because of the way NPC mages behave (and yeah their wards do seem better), but it shouldn't be that way for the player.

Otherwise, I agree with your post totally. Doesn't matter what is done as long as it's something. Literally the only use of Restoration my character does is to throw a heal on followers just to hear them remark 'oooh, a heal spell'. This is the reason Colette is so pissed off all the time, has to be.
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Chris BEvan
 
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Post » Fri May 18, 2012 4:38 am

Here, my suggestions for spells that are possible to do with we already have:

- Making Expensive Spells with the same effects of the Shouts. You already are doing this in a way. (After all, not everybody wants to be Dragonborn with every character)
- Making Fun Spells with useful applications, for example: Using the "Become Ethereal" effect will make every human (Necromancers and Vampires apart) run from your "ghost" appearance.
- Unlock Spells.

And now, my suggestions for new spells:

- Midas Gold Touch, obviously.
- A Extremely-Overpower-And-Expensive On Touch Spell called "Midas Hearth Extracter", it would kill the (human) enemy and give you his hearth! (Or Briarhearth)
- A Divine Intervention that teleports you to the near-iest Talos Shrine (Maybe hard to implement)
- Some Hand-to-Hand spells to Alteration (Like "Midas Fits of Gold" just for the lulz), a Hand-to-Hand Battlemage is a unusual thing, definitely a Midas thing!

To finish, I still wish that you hear my plea that you should integrate your mod to the already existent gameworld instead of a centralized hub.
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Bigze Stacks
 
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Post » Fri May 18, 2012 10:51 am

I read through this when it was 5 pages long and don't remember seeing this, and also don't know if it's possible, I would like a possession spell, where you would cast it then float to a target and if the spell is strong enough you can take them over and cause some havoc/steal something/drop it

You could take over a bandit and have him start killing off his group then make him jump off a tower or something, you wouldn't get any skill ups but it would be very awesome for a thief/assassin/illusion mage

I was thinking of this when I played one of the MQ missions
Spoiler
The quest mission where you have to sneak into a part of the Thalmor embassy, it always ends up me just killing everyone and ransacking the solar. It would be much cooler if I could take over one the guards and have him go grab the evidence and bring it back to me. Though the way the quest ends makes it pretty obvious they want you in the solar
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CArlos BArrera
 
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Post » Fri May 18, 2012 6:55 am

Ok, so a bit more about where I plan to take this mod.

Backstory: (Feel free to suggest)

It's been 200 years since the Oblivion Crisis. In the aftermath, Midas' work with extra-planar travel was not too popular with the locals. Although for a time, Midas' relationship with the Archmage protected him from the accusations of affiliation with the Mythic Dawn, eventually fear got the better of everyone. Midas was to be tried for his work and was placed under house arrest. Before the trial could commence however, a mob forced they way into the Arcane University bent on "Justice." Escaping the mob, Midas disappeared, presumably through the very mechanisms he was to be tried for, his Astral Gates. The mob destroyed the gates, his records, and his shop. His followers that weren't strong or quick witted enough to defend themselves or escaped were "brought to justice." As a result of this witchhunt, Aurumic Magic became taboo and eventually faded from practice and common lore.

What became of Midas is not known. Evidence that he has resurfaced over the years can be found and this is where I intend for the Midas Magic quest to begin.

The Mod and Game play:

I plan to stick to my old tenants. Minimize changes to Vanilla Oblivion. This will avoid mod conflicts and disrupting the basic mechanics. There will be new spells, quests, planes as in Midas but I will do better at sticking to the lore or the "lore feasible" aspects of the story. Traveling to pockets of Divine & Daedric realms for instance. And I plan to have 3 different thaumaturgical schools. Aurumic magic will still be around, although perhaps not as absurd as the previous spells. But I also plan to have Draconic and Daedric/Divine schools as well. Draconic spells will draw power from the shouts (you will need to learn the shout to create them) while Daedric/Divine spells will draw power from artifacts (these won't be destroyed in the process of creating them). And, any of the "absurd" spells I do create will be attributed to Sheogorath :P there will also be a strong Dwemer influence here as Dwemer "Science" will be the focus the Midas "Shop" and transport system.

I'll repost this on the next thread as well.


I don't know if you'd be willing to work out the alternate perks it might take to make this a useful idea, but I liked having some mods that let me summon alternate types of creatures, such as repurposing the summon bear spell from spriggans. We already have a "summon familiar", which summons a sort of "spirit wolf", but especially for bosmer mages, it would make sense to have the ability to summon larger and fiercer spirit creatures, like saber cats and possibly even mammoths.

Summons seem to be really easy here. In oblivion they are hard coded, but in skyrim, just point to any NPC. I plan to do more.


ohboyohboyohboyohboyohboyohboyohboy!

No specific ideas, but maybe something similar with a flavor more akin to dragons than gold?

It's a good point. Aurumic magic will still be around here but I plan to expand the disciplines. As above. BTW, good to see you again.

Will the Tardis be by any chance a blue police box bigger on the incide :celebration:
"Conjure Luggage" sounds like it will be a chest with legs and hands. Maybe some other name?

It won't be blue but yes :)
With Conjure Luggage, that is exactly what I intend. Except for the hands. That would be absurd.

I would just like you to focus on making a decent amount of GOOD spells this time instead of a huge amount like last time....

Fair point. Perhaps I'll do both. The ability to incorporate my own projectiles into the CS is going to help with quality alot.

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

Yep. My spells won't be in spell books If I can help it.

Congratulations on the release of your pre-release.

Are there any plans for NPCs to have the Midas touch given to them.

My custom enemies will have them but the vanilla mage probably won't since, depends on if it can be implemented without major change to Vanilla Skyrim.

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

I hope this can be done. If I cant get fire and Ice to combine into steam, I can at least create a steam spell.

Thanks everyone
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roxxii lenaghan
 
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Post » Fri May 18, 2012 11:52 am

Post Limit. Mods please close.
Post all new comments http://www.gamesas.com/index.php?/topic/1314272-relzmidas-magic-spells-for-skyrim/
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Hayley O'Gara
 
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