[RELz]Midas Magic - Spells for Skyrim

Post » Sun May 27, 2012 1:24 pm

No it won't but it could. It would have to be a free dlc really, so no financial gain for Bet but it could be done if they really wanted mods on consoles. Anyway, back on topic.
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Sudah mati ini Keparat
 
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Post » Sun May 27, 2012 6:18 pm

How'd you manage to complile scripts? GECK?

I use PexC/PexD on SkyrimNexus. Fairly complicated to use and I've only got it to work twice.


Anyway, Version 007 is up. http://www.skyrimnexus.com/downloads/file.php?id=3413

I don't know how many times I've heard requests for "Kamahame" so I added something like it :)
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Alan Whiston
 
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Post » Sun May 27, 2012 4:39 pm

No probs, I'm a programmer myself so I've got some experience with those kind of things. Thanks.
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BRIANNA
 
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Post » Sun May 27, 2012 8:36 am

Xilver, would a ward spell that doesn't take 1-2 seconds to be fully effective be possible? My mage would love to time-block spells but with the current ward system that's impossible.
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Kortniie Dumont
 
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Post » Sun May 27, 2012 12:36 pm

New Video here http://www.youtube.com/watch?v=bYAwv3sjlOU

@tiny, good idea.
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dean Cutler
 
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Post » Sun May 27, 2012 9:46 am

I'm torn because I badly want to install your mod, but I also want to wait until it's even better. I'm really looking forward to your divine magic implementation, etc.

As a side note, I'd like to echo what I saw somebody say ages ago: I'd really like to see a version of the spells where they don't all start with Midas. As much as I loved your mod in Oblivion, it always broke my immersion a bit to see a reminder next to every modded spell. It also bugged me that it made the spells list next to each other. The effect was: THESE are your normal spells, and HERE are you modded spells. :(

I still love what you're doing though.
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aisha jamil
 
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Post » Sun May 27, 2012 10:00 am

I'm torn because I badly want to install your mod, but I also want to wait until it's even better. I'm really looking forward to your divine magic implementation, etc.

As a side note, I'd like to echo what I saw somebody say ages ago: I'd really like to see a version of the spells where they don't all start with Midas. As much as I loved your mod in Oblivion, it always broke my immersion a bit to see a reminder next to every modded spell. It also bugged me that it made the spells list next to each other. The effect was: THESE are your normal spells, and HERE are you modded spells. :(

I still love what you're doing though.

I second this.
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David Chambers
 
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Post » Sun May 27, 2012 11:22 am

I have another idea for a spell.

Water walking. Miss it so much..
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NeverStopThe
 
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Post » Sun May 27, 2012 2:07 pm

I have one request for a new kind of spell (if this spell is already in the mod I'm sorry, I don't have time to play atm):
The spell is a fire flame that you hold in your hand. What's special about it is that it also emitts light, even if you don't cast it. So, just as long as you have rhe fire flame equipped in your hand, it emitts light as a real fire would.
When you hold down the buttons to charge the spell, the light becomes stronger. When you release the charge, you shoot a big, bright firelight ball (or a "firelight wall" as in being more broad and horizontal). I would call the spell "Firelight".

So what would be unique about it would be that the spell both acts as a passive light source (and can thus replace the torch), and you can charge it to increase the light and then do "firelight" damage as a big charge.
if this would be too overpowering, then perhaps a very slowly decrease in mana regen could be applied when holding the spell passive and non-charged.
I like this idea.
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CArlos BArrera
 
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Post » Sun May 27, 2012 4:39 pm

I see that at the moment you are having to make do with skyrims effects,

*****Very Minor College and Main Quest Spoilers******










How about resurrect dragon where you reanimate a dragon skeleton so it fights without flying like the one in labyrinthian. This could be a master conjuration spell.

Then you could have "return to the living" or something like that which you cast on your resurrected dragon skeleton and it's skin starts to reapper as you see in the
main quest the second time you encounter alduin. This would allow the dragon to fight for you from the sky. This could be a master restoration spell. If you are able to
you could extend it's use to skeletons or perhaps have an adept level spell that does this.

It would just be cool to have spells that work well together to become more powerful. For the skeleton example you could revive a skeleton, bring it's skin back and then
cast a full suit of bound armor on it.

*********spoilers over*************





keep up the awesome work, new video looks great to!
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Doniesha World
 
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Post » Sun May 27, 2012 12:37 pm

New Video here http://www.youtube.com/watch?v=bYAwv3sjlOU

@tiny, good idea.

Looks very very good ! Congrats on the job done so far !
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phillip crookes
 
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Post » Sun May 27, 2012 6:14 am

Xilverback, you are the best, great work and thank you.

Can you add song based spells? Some music buffs? Please!

Will you add Angel Wings spell in Skyrim too?
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Roddy
 
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Post » Sun May 27, 2012 1:32 pm

One quick idea for your mod, Xilver.

For your summon swarm spell, right now it's a really low damage summons, which makes sense, however, I think it could be drastically improved by giving it a low level fear effect toward it's target. If I was fighting some dude, and a swarm of bees started stinging me, i'd start running away, not just stand there and fight them while some dude pokes me with a sword. So as it's currently used as kind of a tanking summons, it could instead be used for crowd control.
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JESSE
 
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Post » Sun May 27, 2012 4:08 am

Hi there!


I found 1 small bug, when dual casting elemental bolt it goes forward for a couple of meters and then goes straight up! So its impossible to use for medium-long range :(

When casting with a single hand it works perfectly!


ps. great mod!!
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kelly thomson
 
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Post » Sun May 27, 2012 4:36 pm

i tried downloading this mod (as it looks amazing) i followed your installation process and dragged the psm or whatever into the skyrim data folder. I started playing, and the tombs and stuff were there, so i bought a few. I tried using them, but no visual beams (i bought the ice and fire beams) showed. When i aimed at an NPC and cast, they took no damage. I then deleted the mod and tried installing everything that you put in, but then it just messed up my save. Now i have no idea how to get it to work or to remove it from my Skyrim Steam folder...
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Nick Jase Mason
 
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Post » Sun May 27, 2012 6:09 pm

I installed it with the nexus mod manager without problems, maby you can try that.
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Ownie Zuliana
 
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Post » Sun May 27, 2012 12:07 pm

what about some Magnetism spells, based on the all-too-missed animated series of http://www.youtube.com/watch?v=U7EeB2ibuzs?
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Sammi Jones
 
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Post » Sun May 27, 2012 4:49 am

Xilver, 0.07b causes a CTD in Riverwood Trader even without save on travel active.
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Ella Loapaga
 
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Post » Sun May 27, 2012 8:07 pm

@LordofBones, Does it always crash or is it infrequent? Make sure you've updated all the files since the problem was with the MidasReactorContainer.nif file. Also, there could be some random corruption from a mod conflict/crash/etc in your save. Does it happen with a new save? Try this with your current save before entering. From the console type "Resetinterior RiverwoodTrader" then enter.

@Darkangel, that was fixed in 0.07.
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SWagg KId
 
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Post » Sun May 27, 2012 10:42 am

@LordofBones, Does it always crash or is it infrequent? Make sure you've updated all the files since the problem was with the MidasReactorContainer.nif file. Also, there could be some random corruption from a mod conflict/crash/etc in your save. Does it happen with a new save? Try this with your current save before entering. From the console type "Resetinterior RiverwoodTrader" then enter.

@Darkangel, that was fixed in 0.07.

Updating now :)
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Victoria Bartel
 
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Post » Sun May 27, 2012 5:52 am

http://www.gamesas.com/user/752496-xilverback/,

I has 1.3.10 with Tytanis. I loaded the latest updates with NMM (both to see if it is consistant) and I found that the Bound Pick axe would not mine minerals anymore. It did in Tytanis, but not with the update using NMM.
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George PUluse
 
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Post » Sun May 27, 2012 5:22 pm

http://www.gamesas.com/user/752496-xilverback/,

I has 1.3.10 with Tytanis. I loaded the latest updates with NMM (both to see if it is consistant) and I found that the Bound Pick axe would not mine minerals anymore. It did in Tytanis, but not with the update using NMM.

when you updated with NMM did you pick yes or no when given the choice of how to update. if you selected yes, you need to re update because that de-activates the previous mod and installs the new one. Selecting no allows you to have the new files copy over old files and leaves the rest alone but still installed.
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Cartoon
 
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Post » Sun May 27, 2012 1:06 pm

Xilver; if you're interested at some point, Leviathan and I are writing up a program to scan and add changes to NPC's. It could quite easily be used to add all of the Midas spells to NPC's that meet the skill requirements (ie, adept = 50 skill required, expert, 75, master, 100..), or in any other manner in which you'd like. I've got a preliminary version which reads in from a text file (formID, skill required, and type of skill), but it'll be fairly soon capable of doing a scan on it's own through the spells.

Also, I do second the whole Midas thing. Some spells it's appropriate, the more custom ones that require a quest, but the rest it doesn't fit in.
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TOYA toys
 
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Post » Sun May 27, 2012 2:03 pm

I post the issues in the nexus thread, however since i do not see you around the suggestions thread there...here we go!

I love the dragonling and that it flies now! However I think it could fly a bit lower than regular dragons if only because sometimes it disappears of my sight lol

Also I was thinking it could be cool if you could find it somehow and learn to summon it later, like finding a dragon egg for the spell. Also being able to feed it as the white tiger in Oblivion or even share/give dragon souls to it to make it bigger/more powerful/talkative whatever could be cool.

The switch positions with someone spell after seeing how the polymorph hare works could be nice too.

I think i will check again after the CK has been out a few weeks to see what you come with hehehe.
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Tiffany Castillo
 
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Post » Sun May 27, 2012 10:09 am

An idea for you Xilver if you are up to it.

I was wondering if it was possible to create a spell that was a magicka-less cast but when you have the spell on and strike something with a weapon it does more damage while draining magicka per hit.

You would basically be imbuing your weapon with arcane energy that depletes as you use it. Like an enchanted item depletes souls. This basically makes you the soul gem for your weapon and when you reach 0 magicka the spell wears off. This might be tricky with spell reductions and magick regeneration. However...

This would make Magic hybrid warriors much funner to play imo. Might be kind of imbalancing, though if you are stretching perks between two builds like magicka and Onehanded it may be a nice feature.

Part of the beauty of the idea is the feel you would get when your weapon is blossoming with arcane energies. The visual effect would be very important in this mod imo.
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matt white
 
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