[WIPZ] Midas Magic for Skyrim

Post » Fri May 18, 2012 1:15 am

Well Morrowind actually had werewolves, so they're within the Lore. They just didn't include it in Oblivion for some reason. The Oblivion mod that added it back was just an armor, I don't know if it's the same here.
Considering that the Werewolf has an entirely different skeleton, It's definitely not just an armour.
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Charlotte Henderson
 
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Post » Thu May 17, 2012 11:56 pm

Whatever you create, keep focus on game balance. Many amazing magic mods out for Oblivion. Very few if any that truly nail balance though. Any magic overhaul should still leave the mage with a challenging levelling experience.
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sw1ss
 
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Post » Fri May 18, 2012 12:48 am

My request would be for the MP Regen to be the same for both In-combat and Out-of combat.
Currently, i believe the in-combat mp regen is 1/3 of the percentage compared to out of combat regen.
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Katie Samuel
 
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Post » Fri May 18, 2012 2:20 pm

My request would be for the MP Regen to be the same for both In-combat and Out-of combat.
Currently, i believe the in-combat mp regen is 1/3 of the percentage compared to out of combat regen.

That's something that is not fitting for Midas Magic, if you have ever played it on Oblivion, it is only for new spells with generally new effects and not game mechanic changes.

Here is a mod that already does what you want: http://skyrimnexus.com/downloads/file.php?id=545
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Mrs Pooh
 
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Post » Fri May 18, 2012 1:23 pm

I really enjoyed creating Midas Magic Spells of Aurum for Oblivion and have been playing Skyrim. The Magic system is much more dynamic and interesting for sure. But, there's always room for mods and improvements :). Give me your thoughts on whether or not you'd like to see Midas for Oblivion. Which spells should I release first? What improvements should I make over the Oblivion mod? Or course we'll have to wait and see what the Creation Kit lets us do, and the no spellcrafting has me a bit worried but time will tell.

Hello all,
Xilver

What I would most like to see would be a mod that allows command inputs for all the existing [and new] spells so you don't have to activate them off a menu two at a time.

down, downforward, forward+a would be a fireball (or whatever the player configured it to be)
short tap on a, long tap on a would be ironskin
short a, short a would be oakflesh

etc... like a 3d fighter. perhaps one spell that would be needed would be a target locking spell so that it would function the way fighters function today so you free up your hands to input the spell commands.
this would require the PC user to have an xboc controller with the wireless pc receiver. I picture the player moving their left hand to the d pad to input moves, and then spells that require you to aim while casting would be best stuck on the 4 shoulder buttons, while spells like heal and oakflesh could be mapped to a command plus one of the face buttons since you would not need your right hand on the right stick to aim in that case.

all configurable by the user, or course.
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Samantha Wood
 
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Post » Fri May 18, 2012 9:32 am

That's something that is not fitting for Midas Magic, if you have ever played it on Oblivion, it is only for new spells with generally new effects and not game mechanic changes.

Here is a mod that already does what you want: http://skyrimnexus.com/downloads/file.php?id=545

Thanks for the link! Can't believe this can be achieved without CK.
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Rachel Cafferty
 
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Post » Fri May 18, 2012 5:37 am

Devistating ranged spells, Like a spell that you put on the opposite side of the keyboard and need two keys to be inserted into your computer to activate its so devastating and costly. Like Wizard's life fire that consumes 100% of mana and 90% of health to cast once.
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Jonathan Braz
 
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Post » Fri May 18, 2012 12:42 pm

Maybe an open lock spell, more summoning would be great too, I haven't come across that many.
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Rob
 
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Post » Fri May 18, 2012 3:24 am

My personal favorites:

Midas Chest
Midas Teleport
Midas Lightning Storm :toughninja:
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RaeAnne
 
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Post » Fri May 18, 2012 1:16 pm

I was wondering if the creator of my favorite Oblivion mod wandered these forums. I loved you Midas Magic Mod so much it has inspired me to try my hand at modding with this game.
http://www.gamesas.com/index.php?/topic/1288875-thinking-about-some-high-fantasy-mods/page__pid__19439358#entry19439358
Looking forward to your work. :)
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Maya Maya
 
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Post » Fri May 18, 2012 1:24 am

I really enjoyed creating Midas Magic Spells of Aurum for Oblivion and have been playing Skyrim. The Magic system is much more dynamic and interesting for sure. But, there's always room for mods and improvements :). Give me your thoughts on whether or not you'd like to see Midas for Oblivion. Which spells should I release first? What improvements should I make over the Oblivion mod? Or course we'll have to wait and see what the Creation Kit lets us do, and the no spellcrafting has me a bit worried but time will tell.

Hello all,
Xilver

Id like to see more conjuration spells...like bound weapons.
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Lavender Brown
 
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Post » Fri May 18, 2012 12:11 am

I would like to see more of DAO type of mage gameplay introduced to Skyrim. In DAO mage must focus on controling his enemies because if a warrior gets into melee mage cant really defend himself - kind of a way I would imagine it happening in real life.
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NO suckers In Here
 
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Post » Fri May 18, 2012 4:58 am

Midas Magic for Skyrim? HELL YES. If there's anything this game really lacks, it's the amount of spell effects. :)

You can even start from just adding the spells they deleted since Morrowind. It'd make the game way more enjoyable.

Effects like levitation, mark-recall, open lock, water walk, jump, feather, slow fall and others - all of that would increase immersion for mages.
Of course, such things as stone walls, different forcefields, time spells and many more will make it even better.


Ah, yes, almost forgot. Pleease, add a Gothic-like Fire Rain spell, it'd work very well as a Destruction master level spell.
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Sarah Evason
 
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Post » Fri May 18, 2012 4:14 am

Rune spells are underutilized. They could be expanded to include other effects besides destruction such as "imprisonment" (NPC/creature who step on a rune is surrounded by an energy field and trapped inside for n seconds). Also, existing effects from other schools could be used as well. For example: runes with "turn unded" effect or "fear" effect.

Skyrim could also benefit from an enchanced, more combat-oriented telekinesis. It may come in two variaties:
1) on-target: point towards an object and you can retrieve it, then point towards an enemy and the object will be thrown at him. Depending on the weight of the object the enemy can be staggered/knocked down. Damage dealt could also depend on weight.
2) AOE-telekinesis: upon casting it, the spell checks if there are any throwable objects and enemies within its radius. If they exist, then each object is automatically thrown at the closest enemy.

Continuing on the idea that "more summons are needed" I had the following thought: what if, instead of creating x additional summons, you design a spell that traps the dead body of any creature inside of a dimensional pocket or magical container? Then, by using the spell again, the last trapped creature could be called back and it would fight for you as long as you have his soul also in your power (by using a soul gem). If the creature is defeated in combat, then the soul gem is destroyed and the body cannot be reused.
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Jonathan Braz
 
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Post » Fri May 18, 2012 9:12 am

I really enjoyed creating Midas Magic Spells of Aurum for Oblivion and have been playing Skyrim. The Magic system is much more dynamic and interesting for sure. But, there's always room for mods and improvements :). Give me your thoughts on whether or not you'd like to see Midas for Oblivion. Which spells should I release first? What improvements should I make over the Oblivion mod? Or course we'll have to wait and see what the Creation Kit lets us do, and the no spellcrafting has me a bit worried but time will tell.

Hello all,
Xilver
Well, I didn't use this mod in Ob, but with the choices we have, I'd use it this time.
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Scarlet Devil
 
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Post » Fri May 18, 2012 10:06 am

I've seen a number of requests for Mark/Recall and Midas Chest. Some of the "must haves" in Oblivion. I do want to do both of these differently this time so I thought I'd post the idea here and see what you think. First, Mark/Recall was a bit confusing in Midas (My fault) and slightly cumbersome. I plan to center the story, or at least start it around Midas' abandoned "Dwemer Tardis" but the idea is that you can travel inside it to places you have marked and summon it under certain conditions. As the story progresses, different rooms and abilities can be unlocked in it.

As for the Chest spell. I plan to replace it with a "Conjure Luggage" spell. Think Color of Magic. If you haven't read/seen it, it will be a mechanical conjuration that has some basic combat abilities and can carry loot.
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Nathan Barker
 
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Post » Fri May 18, 2012 6:56 am

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?
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Kaley X
 
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Post » Fri May 18, 2012 2:33 am

"Prayer" type spells; No magicka drain, but they take 30 seconds to a minute to get running. You pray for a little while and then you get a divine blessing of some sort.
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Kevin Jay
 
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Post » Fri May 18, 2012 3:42 am

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?
Sounds like a Mimic to me.
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le GraiN
 
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Post » Fri May 18, 2012 5:25 am

Sounds like a Mimic to me.
OOOOooohhh, i totaly forgot about it.
But with this idea you could make a TRAP. Like you summon a Mimic, it plays dead )) , then some bandits spot it and think: TREASURE!!
They come closer, and when they open it, BAM, it attacks them and then you join the fray )) :flamethrower:
It would work as some kind of summon,then an illusion might (or not(depends on skill level and some %)) affect nearby humanoid to a sertain level to come closer and open the chest.

also, i don't know if it is possible in vanilla, but could you reanimate dragons? Or maybe some quest (for necromancy purposes) to MAKE a zombie dragon companion creature? Like you kill a few dragons, collect all parts (a leg from one, head from another,etc) and then in an underground laboratory you sew it together, and then after a rainy lightning storm you shout "IT'S ALIVE".
Then you could kill more powerful dragons for better parts and different breaths (if you kill fire and earth dragons, collect their glands(?) and then your pet dragon can do a magma breath)
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Danny Warner
 
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Post » Fri May 18, 2012 7:48 am

I think something like the Wabbajack (but in spell form.) Lets say if you have a companion you can choose the transformation for him (Ben 10 style) and turn the companion into that certain creature. For a limited time of course.
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Gen Daley
 
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Post » Fri May 18, 2012 9:45 am

Forgot to mention that the summonable dragon (of any kind) should not just appear out of thin air. It should fly to you like any normal dragon.

Also a couple of childish ideas/requests:
1. If you make a mark/recall spell, or any other teleportation one, could one of them have an animation of teleportation like Goku from DBZ
2. Damaging and protecting illusion type spells (a good example is from "Naruto" ("Amaterasu","tsukyomi","susano-o")) something that requires high illusion and destruction/restoration/etc checks
3.I'm not sure, but the graphic effects of defensive spells are kind of plain(dragonskin is just some thin blue layer.Why does it not cover you with dragon scales.Or some spell like stoneskin will cover you with stones and make you look like an atronanch). Maybe fixing this.
4. Is there a possibility to change you appearance based on the spells you most use? It was implemented in some game called "Blood magic" or something.
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WYatt REed
 
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Post » Fri May 18, 2012 3:32 pm

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. They were all good but some were just silly. If you could make a serious midas spells mod that is lore friendly(No Angels, Balrogs, and...other stuff) alongside the sillier less lore friendly version I would be quite happy. Hopefully that is not asking too much if you are already planning on the mod.

Some of these have been mentioned but I am just compiling them and adding to them.

-More Daedric Creatures as summons. Ogrim, Winged Twilights, Hungers, XIVILAI, Daedroth, Clannfears, Scamps, Golden Saints, Dark Seducers, Flesh Atronachs, etc etc.

-Allow actual summoning of various more powerful Undead like Bonewalkers, Skeletons, maybe liches?, Draugr, Zombies, and such. The Lore says we summon them from Aethurius so they are not really undead they are actually Daedra possessed remains or something. Like the zombies from the books. Lore reasoning.

-Levitate that has a magicka burn effect to sustain it.

-Mark and Recall. Can only use these when you are not surrounded by enemies or being pursued.

-Temporary Dome of protection ward spell that is not a magicka burn but just a short duration. A place to hide and gather yourself as a mage.

-Complete time stop as seen by the Psijiic Order. Maybe it will effect everything except what you aim it at. Duel in time and space as everything is frozen around you. I foresee a lot of AI glitches with this though.

-Rays, beams and all that to boost destruction's viability. Just keep it from being off the top looking if you can. Also please do not make them incredibly powerful.

-Holy spells I suppose as well. Just nothing that can wipe out an entire cell of 'evil' enemies in one spell. Holy Wrath I think it was called...nerf it plz.

-a torchlight spell that has a bigger range. The current ones were lacking. Also allow magelight to have multiple stickies instead of one. Up to 3 or something.

Just some ideas. I loved Midas Spells but idk if the Flashy Oblivion version would really fit Skyrim's ruggedness.

Mostly I just want them to not be OP but still be fun while not being completely wacko. I understand some people like that. That is why I am asking for a separate version if you could. Thanks. You do good work from what I used. Hope this does not come off offensive when I say silly and flashy.
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Anna Beattie
 
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Post » Fri May 18, 2012 12:21 pm

Hi and thank you. Great work!
My wishes are:

- Wings: Angel, Demon, Dragon and Fairy.

- Plants spells: leaf, root, flower, wood, poison

- Song spells: buffs and debuffs

- Kitsune: fox shape and powers, companion.

- Unicorn and Phoenix companion and powers
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Sarah Edmunds
 
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Post » Thu May 17, 2012 10:54 pm

I played a Paladin character in oblivion, and the only reason I felt I was able to pull it off was because of the Midas Magic. I was found of all the holy spells as well as the sun spells(great for roleplaying vanquishing vampires).

So I'd really just like to see some of the old ones, can't think of anything new.

I was also a fan of the physical barriers, great for blocking off a passage and control mobs.
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AnDres MeZa
 
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