[RELz]Midas Magic - Spells for Skyrim

Post » Sun May 27, 2012 10:25 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.

Reminds me of a mod for oblivion that I loved. Allowed to enchant weapons so that they drain your magicka with each strikes, instead of having a fixed charges amount. Made playing a spellsword-like char very nice... lots of interesting scripted enchantment were added for that effect, I remember. I'd love to see something similar in Skyrim.

Maybe as an option when enchanting, as part of a overhaul of the enchanting system.
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Jade
 
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Post » Sun May 27, 2012 4:25 pm

Reminds me of a mod for oblivion that I loved. Allowed to enchant weapons so that they drain your magicka with each strikes, instead of having a fixed charges amount. Made playing a spellsword-like char very nice... lots of interesting scripted enchantment were added for that effect, I remember. I'd love to see something similar in Skyrim.

Maybe as an option when enchanting, as part of a overhaul of the enchanting system.

i remember that mod. it was great. i agree seeing something like it in skyrim would be awesome.
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Luis Longoria
 
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Post » Sun May 27, 2012 8:35 am

i remember that mod. it was great. i agree seeing something like it in skyrim would be awesome.
Same here, would love to see a similar mod for Skyrim. I remember 2 Oblivion ones like this in particular, Conduit Magic and Weapon Magic. The first allowed whatever spell was selected to be cast upon hits of your weapon, and this drained magicka rather than charges.

The second would be more plausible in Skyrim and I think it's probably the one referred to. There were three spell types for each spell effect + a few extra effects like force push. On cast, your next hit would be charged with that effect and it would drain some magicka upon hitting. There were strike, burst and enchant varieties, with strike affecting one single strike on a target, burst affecting multiple targets with one strike and enchant which placed the effect on all your swings for a certain duration.

I know Phendrix's spells has a new enchantment spell variety of fire, ice, and shock that do something like the last iteration, I haven't gotten a chance to play in a while but hopefully he'll develop it even further.
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Isaiah Burdeau
 
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Post » Sun May 27, 2012 7:07 am

I'd really love to see some black/shadow magic destruction spells. Shadow bolts, curses, diseases, that kind of thing.
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megan gleeson
 
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Post » Sun May 27, 2012 4:53 pm

Hi Xilverback....

I just want to ask you are you planning on working with the Balanced magic mod so that you can intergade your spells with the scaling system (which works through perks and skill)

its just an idea I had the other day cause I'm using both mods and its sad that Midas spells become weak at higher levels.....

anyway its just a thought...

ty for the great mod and good luck. <3
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Richard Dixon
 
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Post » Sun May 27, 2012 2:27 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.

Thanks sure I'm interested.

Regarding why "Midas" is in front of all the spells. There is a backstory. Midas was an egomaniac that was expelled from the Arcane University. He developed his own system for creating his spells and his own school (atleast his own fraternity). So, he named all the spells after himself.


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.

Thanks for the suggestion. Similar the the white tiger from Oblivion :)
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.

I'll explore the idea. So what makes the spell stop? Is it on a timer?


Hi Xilverback....

I just want to ask you are you planning on working with the Balanced magic mod so that you can intergade your spells with the scaling system (which works through perks and skill)

its just an idea I had the other day cause I'm using both mods and its sad that Midas spells become weak at higher levels.....

anyway its just a thought...

ty for the great mod and good luck. <3

These coordination take significant time. I hope the two will play together but I probably won't work on integrating it.
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Guy Pearce
 
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Post » Sun May 27, 2012 9:33 am

I'll explore the idea. So what makes the spell stop? Is it on a timer?
How about recasting the spell to turn it off?
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carly mcdonough
 
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Post » Sun May 27, 2012 4:53 pm

Thanks sure I'm interested.

Regarding why "Midas" is in front of all the spells. There is a backstory. Midas was an egomaniac that was expelled from the Arcane University. He developed his own system for creating his spells and his own school (atleast his own fraternity). So, he named all the spells after himself.

I can get you more information tomorrow - still haven't decoded spells themselves, yet, so it can't scan through them or manipulate them.. but it's fairly featured already (Realistic Lighting is an example of it with imagespaces, though fairly crude considering I've been doing java for only a few weeks now). Leviathan's getting the java library ready for a release, few feature updates and the javadocs - it'll handle the import and export of patches, while anyone with some knowledge of java can manipulate the data before export. I figured you might be one of the authors interested in it. Beyond that, it could implement changes on a larger basis without overwriting full records, since it handles data on the binary level instead of the record level. Even if not used for patches, it could save time in creating plugins just on its own.

I could pass on the link when the library's released, or I could potentially get you a test version of what I've written up (well, in the front-end - the importer/exporter were 98% of Leviathan's work :tongue: ) if you're interested in how it works.

Regarding the names; I can understand that. In the end, you're making the mod you want. Still, if you ever consider making an optional file with some of the more common spells renamed, I'm sure there'd be some interested people.
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Daniel Lozano
 
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Post » Sun May 27, 2012 4:06 pm

Considering the focus on lore this time around, have you considered delving into the lore a bit, and adapting spells to say TES historical events, or things that powerful mages/gods have been said to have done? You know like maybe a dragon break spell that screws with time, destroying every person in the immediate area and having jills show up to clean up the mess... Also instead of a metor storm or a nuke there could be a spell where you throw down a moon, etc.
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Jessica Phoenix
 
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Post » Sun May 27, 2012 12:10 pm

How about recasting the spell to turn it off?

Actually, im thinking about deactivating it when the weapon is sheathed. Not sure how far I can get with it, but worth a try.


I can get you more information tomorrow ...I could pass on the link when the library's released, or I could potentially get you a test version of what I've written up (well, in the front-end - the importer/exporter were 98% of Leviathan's work :tongue: ) if you're interested in how it works.

Regarding the names; I can understand that. In the end, you're making the mod you want. Still, if you ever consider making an optional file with some of the more common spells renamed, I'm sure there'd be some interested people.

Thanks. Just let me know.
Considering the focus on lore this time around, have you considered delving into the lore a bit, and adapting spells to say TES historical events, or things that powerful mages/gods have been said to have done? You know like maybe a dragon break spell that screws with time, destroying every person in the immediate area and having jills show up to clean up the mess... Also instead of a metor storm or a nuke there could be a spell where you throw down a moon, etc.

Sure. Send me the references. Right now I'm exploring the interplanar travel.
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Katie Louise Ingram
 
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Post » Sun May 27, 2012 2:02 pm

I hope the fraternity will be returning! Also, I hope you keep the gold nugget requirement for spell creation. It will be much easier to obtain those in this game considering that mining is an included feature as opposed to the feature of a seperate mod ( which often caused conflicts among mods that attached various scripts to nuggets and the nodes).
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Baylea Isaacs
 
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Post » Sun May 27, 2012 11:09 am

An idea/request, Xilver... Scattershot spells.

Basically, Adept-level Destruction spells that have commeasurate damage/cost ratios to the Apprentice-level projectile spells, giving a more economical alternative to the adept AOE spells. Their drawback is that the shot scatters and is of very limited effectiveness at long ranges. Basically, magical buckshot. They're for when you want something with a little more kick than the Apprentice level spells, but don't want to make everything freakin' explode with the Adept AOE spells (and don't want to expend so much magicka). Economy-sized Adept spells.

Name ideas.... "Ember spray" for the fire, "Ice Shatter" for the frost, and "Arc Field" for shock.

I looked all around the PROJ, MGEF, and SPEL records and couldn't find anything pertaining to the number of projectiles in a spell, so I don't know of any method to make it happen... maybe you could figure something else out?
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SexyPimpAss
 
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Post » Sun May 27, 2012 9:54 am

+1 for this "elemental shogun" type spells. Could also use a higher chance to stagger for dual cast and a small stagger chance even for one hand cast (maybe depending on distance ?)
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Dale Johnson
 
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Post » Sun May 27, 2012 5:58 pm

I'd really love to see some black/shadow magic destruction spells. Shadow bolts, curses, diseases, that kind of thing.
me too.
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Soku Nyorah
 
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Post » Sun May 27, 2012 12:31 pm

So i had a interesting idea but not sure if it would work. 1.) Can you come up with a whole new type of magic altogeather or no? 2.) If not i was thinking for the people who like to be stealthy why can't you be a sneaky mage? I mean sure illusion spells work but i was thinking more of spells that don't hurt but make it easy to kill. Examples are if you had a spell where roots came out and trapped their feet. Or a spell that silently killed and of course different levels of the spells so you can just kill a boss at level 1. Just think that there should be a stealth way of killing with a mage rather than only a option to sneak past.
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Rodney C
 
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Post » Sun May 27, 2012 6:33 am

Just downloaded your mod today, and I'm absolutely loving the variety it's bringing into my gameplay(plus, the resurrection spell! I don't have to go to the console to resurrect dead people anymore, w00t!)!

One thing that I noticed, though, that you don't mention in your bug list: Conjure Wisp Mother leaves behind an ash pile after dying. Similarly the Shade Archer and Warrior summons leave behind ghostly remains.
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Antonio Gigliotta
 
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Post » Sun May 27, 2012 9:02 am

Actually, im thinking about deactivating it when the weapon is sheathed. Not sure how far I can get with it, but worth a try.
A timer could work. It could also disable magicka regeneration while it is active and it deactivates when you run out of magicka though that is the more distasteful solution.

Best solution would be a recast or sheathe I think.
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Skrapp Stephens
 
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Post » Sun May 27, 2012 5:54 am

Hey Xilver,

I was an avid fan of the Oblivion version of Midas Magic. I must say that the Skyrim version is equally impressing.

It may have already been discussed, but here I go: I had an idea for a couple of spells that would work well together, but I don't even know if it's feasible: a slow fall spell and a jump spell, like in Morrowind. Sometimes, and due to the topography of Skyrim, when I'm trying to escape a tough mob, I find myself jumping downhill, downcliff or from a bridge, to name but a few. As far as exploration is concerned, I sometimes would like to jump and see what's up there. Now in Oblivion, I could survive such falls and visit high areas thanks to the acrobatics skill, but I don't have this option in Skyrim. Now this is not a "morrowind is better than [insert elder scrolls game]" discussion, I just think it could be a plus as far as gameplay is concerned.

The slow fall spell could work like the ward one: a sort of magic shield you cast it "just before you land". Depending on the strength, you would suffer fall damage or not, but at least you wouldn't die. As for the jump spell, well, just make the player be able to jump 2, 3, 4, 5 times higher, or any number you see fit to keep game balance and prevent bugs.

For both spells, you could add different versions so newbies and master mages could have fun.

Hope you'll consider it!
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Adam
 
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Post » Sun May 27, 2012 7:02 am

Automatic Spells is nearly complete. Should have it up for release today. Just the export for the SPEL GRUP is slightly off, but the rest of the code processes fine. I'll probably just go ahead and put a release thread here on the forums.
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Anne marie
 
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Post » Sun May 27, 2012 12:55 pm

Does Force Push really fit into alteration though?

I mean, I can see how it's an alteration-kind-of spell, but it feels alot more destructive/destruction-fitting than alteration.

After finally getting a pearl I was really looking forward to getting it, but then found out that my I need to level up and spend perk points in alteration to use it efficiently :<
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Genevieve
 
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Post » Sun May 27, 2012 7:52 pm

What you've accomplished already is amazing. Midas Magic for Oblivion was one of my favorite mods, I can't even imagine what the Skyrim version will be like when it reaches the same level of time and work invested.

(Edit: Also, my roommate is new to using mods and I believe this is the first one he found and installed. :celebration: )
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Mark
 
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Post » Sun May 27, 2012 9:01 am

A few people have asked me about using Balanced Magic with Midas Magic - from what I understand, the mods are compatible, but the Midas spells do not scale up like the vanilla spells do. I'm working on version 2.0 of Balanced Magic, and wanted to let you know that I scale spells based on the casting perk field. (This is the same field used by the perks in vanilla Skyrim to apply the -50% magicka cost). If you ensure the spells have a casting perk, then they will scale just as the vanilla spells do. I am unwilling to alter anyone else's mod, but figured I could at least let you know in case you had any interest in making Midas Magic more compatible with Balanced Magic.

Cheers!
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kristy dunn
 
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Post » Sun May 27, 2012 5:32 am

I was also wondering about "buck shot" spells, like the ice spike firing say 5 or 6, i was considering doing it for a "shout" power rather than a spell, but if you get there first do share :). I also can't find anyway to make multiple projectiles, only have it so it fires so fast that it kinda looks like it.

Perhaps it would require scripting which annoyingly isnt my forte.

Lots of great ideas here, loving the idea about "lore related spells" thats brilliant, i'd love to just happen to read about these magics, then kind of read into the references of statues and objects, which then point you on further to say a hold or a dungeon or something else, and you eventually find the powerful relic which contains the spelll or something i love all that sorta stuff :D! It's why i loved Aylied ruins in Oblivion, SO MUCH could be done with them :).
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Louise Lowe
 
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Post » Sun May 27, 2012 10:35 am

Man i really loved this in Oblivion! Installed on Skyrim now! Keep it up, i love your work Xilver!
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Stephanie Valentine
 
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Post » Sun May 27, 2012 7:19 am

I don't know if you want some balancing feedback, from a guy playing doing a normal playthrough with Midas Magic spells?
Then that guy could be me...
I've come across some unbalanced elements, which could easily be fixed :)
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Marta Wolko
 
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