[RELz]Midas Magic - Spells for Skyrim

Post » Sun May 27, 2012 6:02 am

The sweet roll should be used as something to distract them. You put the sweet roll down on the ground or on a table and people in the area, human only, fight over it.

It could be really funny
I think it should be an illusion spell then, since no sane individual would kill their buddy over a sweet roll. It'd be like Magelight, except instead of a light that you stick to the floor, it's an illusion of a delicious sweet roll that bewitches onlookers. Kind of like Mayhem, except on a small scale and bound to an object.
User avatar
Enie van Bied
 
Posts: 3350
Joined: Sun Apr 22, 2007 11:47 pm

Post » Sun May 27, 2012 10:59 am

so will this mod still be supported now that your with the Tytanis team? please say yes that mod is so full of stuff I don't need or want, and I don't want to have to learn how to extract your spells from it for personal use.
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Sun May 27, 2012 10:22 am

Have you thought about adding some classic spells from D&D? I'd love to see properly made Isaac's Greater Missile Storm, Melf's Acid Arrow, Horrid Wilting, etc. I don't mean exact copies, just something that feels and looks similiar. You know - mechanics.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Sun May 27, 2012 2:51 pm

what are your thoughts on making you spells scale with there respective skills?
User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Sun May 27, 2012 5:50 pm

so will this mod still be supported now that your with the Tytanis team? please say yes that mod is so full of stuff I don't need or want, and I don't want to have to learn how to extract your spells from it for personal use.

Certainly. Midas will continue to be it's own mod. Although I admire what Tytanis is doing, I understand that a mod of that magnitude doesn't appeal to everyone. I plan to maintain Midas with the same "non intrusive" approach I used in oblivion.


Have you thought about adding some classic spells from D&D? I'd love to see properly made Isaac's Greater Missile Storm, Melf's Acid Arrow, Horrid Wilting, etc. I don't mean exact copies, just something that feels and looks similiar. You know - mechanics.

I had a facsimile of IGMS and Melf's in Oblivion. Very simple to do the same in Skyrim. Elemental Bolt is essentially an elemental version of the Acid arrow. I will probably get around to putting these in Skyrim.

what are your thoughts on making you spells scale with there respective skills?

Many should already take advantage of the existing perks. Beyond that, I plan to have some "Greater" and "Grand" versions of some spells like Heat Beam or Holy Ray.



Also, here's a pic of the upcoming Aurum Reactor for Skyrim (The thing used to create Midas Spells) http://www.skyrimnexus.com/imageshare/image.php?id=20551
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Sun May 27, 2012 1:07 pm

Given that Skyrim is the birthplace of the archmage Shalidor, will we be seeing spells from him that Midas has found?
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Sun May 27, 2012 6:04 pm

Certainly. Midas will continue to be it's own mod. Although I admire what Tytanis is doing, I understand that a mod of that magnitude doesn't appeal to everyone. I plan to maintain Midas with the same "non intrusive" approach I used in oblivion.

I glad that you went with what is in my opinion the best option.

Many should already take advantage of the existing perks. Beyond that, I plan to have some "Greater" and "Grand" versions of some spells like Heat Beam or Holy Ray.

what I meant by scaling is something like what the mod Balanced Magic does, as in having the spells scale somewhat like weapons.
User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Sun May 27, 2012 4:49 pm

Bug report (probably well-known by now); When I conjure a pickaxe, it shows up as "bound pickaxe" in my inventory without problems, but when I mouse over it, the description text is messed up and my game crashes. The same happens with the dagger.

I'm using version .04 on windows XP. Some installed mods that may be related: SkyUI, http://www.skyrimnexus.com/downloads/file.php?id=2804, http://www.skyrimnexus.com/downloads/file.php?id=3132, http://www.skyrimnexus.com/downloads/file.php?id=3352.

Also, blasting an npc with Force Push doesn't seem to count as assault. And the magicka cost is ridiculously low, but you know that already.

(by the way, I love the daedric pickaxe skin : P)
User avatar
Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Sun May 27, 2012 6:58 am

Have you thought about adding some classic spells from D&D? I'd love to see properly made Isaac's Greater Missile Storm, Melf's Acid Arrow, Horrid Wilting, etc. I don't mean exact copies, just something that feels and looks similiar. You know - mechanics.

Wail of the banshee and timestop ? :)

I love DnD spells :) But i played a cleric most of the time..
User avatar
Kira! :)))
 
Posts: 3496
Joined: Fri Mar 02, 2007 1:07 pm

Post » Sun May 27, 2012 11:33 am

which criteria do you use in order to convert D&D spells to skyrim? Damage amount, for example..
User avatar
joseluis perez
 
Posts: 3507
Joined: Thu Nov 22, 2007 7:51 am

Post » Sun May 27, 2012 4:55 am

I still can't get the destruction spells to work.
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Sun May 27, 2012 10:09 am

You should work with mysty on a magic mod.
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Sun May 27, 2012 5:48 am

I had a facsimile of IGMS and Melf's in Oblivion. Very simple to do the same in Skyrim. Elemental Bolt is essentially an elemental version of the Acid arrow. I will probably get around to putting these in Skyrim.
This is good to hear, I loved the D&D spells you translated into Oblivion with the original Midas Magic and it'd be cool to see more.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Sun May 27, 2012 4:45 am

Hey Xilver,

I've had your mod for a while now, but I just started my first mage character, so I hadn't had a chance to use it yet. Are you planning on adding any sort of spell that unlocks chests and doors?
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Sun May 27, 2012 10:10 am

I like a lot how your beam spells work. but if you want and can, could you improve a bit the fx of the beam itself? to me looks still a bit undefined, especially the margin where the beam looks like it overflows its margin
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Sun May 27, 2012 4:25 pm

I liked your mod back in Oblivion, and I like what I'm seeing now, but there's just one issue and it's really a matter of aesthetics...

...being the names.

This wasn't really a problem in Oblivion due to the vast spell variety (although it did make me wonder why the prized book of the realm of undeath awarded to you by the king of undeath would have all its spells named after Midas), but it sorely breaks my immersion to see more than half my spell list is named by some guy called Midas.

Maybe the quest spells and the thematic spells should just have their names listed (i.e Death Ray instead of Midas Death Ray)? Otherwise, it does seem sort of strange that Midas would have his name on grimoires awarded by quests and whatnot.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Sun May 27, 2012 11:46 am

I liked your mod back in Oblivion, and I like what I'm seeing now, but there's just one issue and it's really a matter of aesthetics...

...being the names.

This wasn't really a problem in Oblivion due to the vast spell variety (although it did make me wonder why the prized book of the realm of undeath awarded to you by the king of undeath would have all its spells named after Midas), but it sorely breaks my immersion to see more than half my spell list is named by some guy called Midas.

Maybe the quest spells and the thematic spells should just have their names listed (i.e Death Ray instead of Midas Death Ray)? Otherwise, it does seem sort of strange that Midas would have his name on grimoires awarded by quests and whatnot.

That was part of the charm of the Oblivion version for me.
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Sun May 27, 2012 4:01 am

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.
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Sun May 27, 2012 12:39 pm

really looking forwad to seeing this mod expand (finish the CS already!!!! =p). started playing a mage yesterday and i must say it is disappointing... i feel like skyrim removed most of the utility spells from the game and left us with nothing but "kill, kill, burn, burn!!" type spells. also the lack of spell making is killing me, that was my fav part about being a mage in TES games
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Sun May 27, 2012 11:19 am

Like how this is going so far, but I have one minor suggestion, about the transmute lockpick spell.

Personally I find I never use it for it's intended purpose, making lockpicks. Nonetheless I do find it extremely useful (for making steel ingots cheeply) I can see what you were trying to do with it (make a way for mages to have an open lock thingy without having to scavenge for lockpicks) but personally I think that it's better severed simply as a "ingot transmutation spell" and that a separate spell should be made for opening locks (like in oblivion/morrowind)

Its also annoying how i have to go into the menu and drop the steel ingots I've always made just to prevent them from turning into lockpicks (which by the way isn't a very good payout, either.)

So here's what I'd like to suggest: Take the "transmute lockpick" part out of it and simply call it "transmute ingot", and instead of just going from iron->Steel, it also goes from Iron->Steel->Dwemer->Quicksilver->Moonstone->Malachite Ingot->Corundrom Ingot->Orichalcum Ingot->Ebony Ingot->Iron ingot.

Oh and make it so it priorities the lower ones on the list over the higher ones (if you have 20 iron ignots and 1 steel ingot, it'll turn the other 20 ingots into steel before giving you dwemer ingots)
User avatar
Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Sun May 27, 2012 1:52 pm

That was part of the charm of the Oblivion version for me.

Like I said, with the wealth of spells in Oblivion, a few Midas named spells didn't really look out of place. But with the dearth of spells in Skyrim, so many Midas names really do look out of place.

I'll put it this way; imagine in your weapon list you have something like Ancient Sword of Frost, Daedric Longsword, Ebony Bow, maybe Ulfric's Sword. Yeah, that's fine.

Now imagine if you had John's Sword, John's Staff, John's Dagger, John's Longbow, John's Greatsword, John's Battleaxe, all of which were created by you yourself - obviously not named John - while following a manual acquired from an ancient undead king. It really kills the immersion.
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Sun May 27, 2012 8:41 am

Like I said, with the wealth of spells in Oblivion, a few Midas named spells didn't really look out of place. But with the dearth of spells in Skyrim, so many Midas names really do look out of place.

I'll put it this way; imagine in your weapon list you have something like Ancient Sword of Frost, Daedric Longsword, Ebony Bow, maybe Ulfric's Sword. Yeah, that's fine.

Now imagine if you had John's Sword, John's Staff, John's Dagger, John's Longbow, John's Greatsword, John's Battleaxe, all of which were created by you yourself - obviously not named John - while following a manual acquired from an ancient undead king. It really kills the immersion.

Thanks for going into more detail. I understand your point better now.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Sun May 27, 2012 3:48 am

Hi! I use this mod now for some days and here are two things I found out so far, that you may or may not know:

1. The Polymorph to rabbit spell does most of the time work as intended. Trying it on a Whiterun guard though the guard did not vanish. So there was a rabbit AND the guard. The "wrong" guard vanished when the rabbit turned back to the original form. So there is no duplication but I guess this is not intended :smile:.
2. The Elemental bolt does work great. I just don't know if the enemies killed with it should vanish? There is no corpse.

I will go on testing the Polymorph Hare spell (I love this one :smile:) and see if I can find some pattern behind this.
Great job so far, I really enjoy playing a mage now!

Edit: After some more testing on people around Skyrim (:)), only the guards seem to be affected by this.
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Sun May 27, 2012 5:25 am

New Release

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

Added some of the basics that were requested frequently.

Midas Mass Reanimate
Midas Resurrect
Midas Open Lock (5 levels)
Midas Haste
Midas Feather
Midas Imagine Sabercat


I think I found the problem with the Reactor as well. It's the old autosave problem from oblivion. When entering areas with modded content, the game may crash. I'm recommending turning off "Save on Travel" for now.

Enjoy
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Sun May 27, 2012 6:03 pm

thank you|
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

PreviousNext

Return to V - Skyrim