[REL] Balanced Magic (thread 2)

Post » Sun May 27, 2012 6:03 pm

@Eldiran, maybe a strange question, and no disrespect intended, but are using using BOSS to sort your mods into their load order?
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Alexander Lee
 
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Post » Sun May 27, 2012 4:25 pm

It's true, I don't. I really should. I looked at my load order for problems, but I (apparently naively) didn't think it would cause an issue like this with the mods I had.
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leigh stewart
 
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Post » Sun May 27, 2012 10:21 am

Wow... a girl goes to a meeting for a few hours and the thread blows up! LOL

First of all, I made the blunder of uploading beta 2.0b2 without the scripts folder this weekend, so a few things weren't working (notably, players weren't getting the "dispel shield" spell and mage armor was not working correctly due to the missing scripts). I added the scripts to the zip and re-uploaded it before my meeting tonight, so if you downloaded beta 2.0b2 and do NOT have scripts, I apologize for the bugs. You can re-download now or wait until I get beta 2.0b3 up in the next day or two.

OK, question and answer time:

This could be balanced by leveling your alteration skill whenever you get hit with the shield in place. Similar to how the armors work. Nothing to drastic though. As for why your skill would go up in case people are curious? Maintaining the spell takes concentration and when under extreme duress(getting hit) you learn new ways to use it so your alteration skill goes up.

Already ahead of you. The mage armor script has a bit of code that gives you a little experience each time you get hit while the spell is active if you have the permanent version of the spell. The amount of experienced gained is based on your alteration skill level. The exact formula is: skill level * .7 - 20. Since you must be level 50 to get the perk, this results in 15 - 50 xp per hit, depending on skill level, which works out to about 100 hits to gain a level.

I'm using version 1.30 and have just realised that the 'mage armor' perks are not existent on the alteration perk tree. Where they usually are in vanilla, it is replaced with the 'less is more' perk. Is this right? Or should I not be seeing a mage armor perk somewhere on the alteration tree?

Also, am I ok to replace this old version with the new one without endangering my save game?

That is correct. In version 1.3 I tried building the Mage Armor directly into the flesh spells and offering some generic "be better at magic" perks instead. I wasn't very happy with that solution, so when I started rewriting the mod in the CK, I put the Mage Armor perks back in but changed their functionality (hopefully for the better!) And yes, you should be able to update without breaking your save. :)

WARDS WARDS WARDS
I spent last night and this morning implementing the new wards. Here's how they work:
- Wards instantly change up to your restoration level, meaning at level 20, you instantly have 20 ward power, and the other 20 will charge up over time.
- Wards are free to maintain (justified since you can't regen magicka while maintaining the ward) but drain magicka each time they are hit. The magicka amount drained is equal to ward power spent.
- Wards provide experience each time they successfully protect the caster. (Again, equal to ward power spent)
- The magnitude of the ward scales based on restoration skill if you have the novice perk (sort of a hallmark of this mod)
- Since the magnitude scales, you really only need the novice spell. As such, I've changed the name to "Ward of Protection" and am replacing the other wards with... other spells. :)

I'm also replacing other redundant spells like the more powerful versions of turn undead, repel undead, heal, and heal other. (These will also scale up in magnitude as you perk up the resotration tree) Be looking for cure poison, cure disease, resists, fortifications, etc. instead.

You could also add perks that, for example, create a blast centered around yourself that knocks enemies away when the ward shatters.

Hahaha, I love it!!!
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Silencio
 
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Post » Sun May 27, 2012 10:33 am

Wow. Mysty, you are a star (a whole constellation- perhaps Fay?).

I'm looking forward to trying you new and improved system.

Many Thanks.

[img]http://images.uesp.net/c/c4/Fishystick.jpg[/img]

Bah, it won't let me imbed the image :swear:
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Leah
 
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Post » Sun May 27, 2012 5:38 am

Lol I am loving how this mod is going along. So glad to have you back mysty. Anticipating my ideas before hand. Bravo! Lol too much kiss asserie?
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Bitter End
 
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Post » Sun May 27, 2012 7:53 am

WARDS WARDS WARDS
I spent last night and this morning implementing the new wards. Here's how they work:
- Wards instantly change up to your restoration level, meaning at level 20, you instantly have 20 ward power, and the other 20 will charge up over time.
- Wards are free to maintain (justified since you can't regen magicka while maintaining the ward) but drain magicka each time they are hit. The magicka amount drained is equal to ward power spent.
- Wards provide experience each time they successfully protect the caster. (Again, equal to ward power spent)
- The magnitude of the ward scales based on restoration skill if you have the novice perk (sort of a hallmark of this mod)
- Since the magnitude scales, you really only need the novice spell. As such, I've changed the name to "Ward of Protection" and am replacing the other wards with... other spells. :smile:

This looks good Mysty, very good!
Just a small question (sorry if you already answered it and I somehow missed it): how steep is the scaling for (ward) spells? At level 50 of restoration for instance, the 40-points ward how much magicka will negate roughly? What about at restoration level 100?

Thank you!
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Jamie Moysey
 
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Post » Sun May 27, 2012 4:39 am


WARDS WARDS WARDS
I spent last night and this morning implementing the new wards. Here's how they work:
- Wards instantly change up to your restoration level, meaning at level 20, you instantly have 20 ward power, and the other 20 will charge up over time.
- Wards are free to maintain (justified since you can't regen magicka while maintaining the ward) but drain magicka each time they are hit. The magicka amount drained is equal to ward power spent.
- Wards provide experience each time they successfully protect the caster. (Again, equal to ward power spent)
- The magnitude of the ward scales based on restoration skill if you have the novice perk (sort of a hallmark of this mod)
- Since the magnitude scales, you really only need the novice spell. As such, I've changed the name to "Ward of Protection" and am replacing the other wards with... other spells. :smile:


Been using and loving your mod. Can't wait to try your rework of the wards, and the new mage armor tweaks ! As I play somehow a battlemage using a mage armor, conjured weapons and one-handed ward for shielding :-) yay !
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Robert DeLarosa
 
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Post » Sun May 27, 2012 6:08 am

When I do download the new version should I delete the old version? Just curious.
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James Shaw
 
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Post » Sun May 27, 2012 5:09 pm

This looks good Mysty, very good!
Just a small question (sorry if you already answered it and I somehow missed it): how steep is the scaling for (ward) spells? At level 50 of restoration for instance, the 40-points ward how much magicka will negate roughly? What about at restoration level 100?

I'm still tweaking the scaling so that it feels "right." In vanilla, wards went from 40 - 80 but felt a bit too weak. I'll leave 40 as the starting point, but the high end will probably closer to 120ish.

Been using and loving your mod. Can't wait to try your rework of the wards, and the new mage armor tweaks ! As I play somehow a battlemage using a mage armor, conjured weapons and one-handed ward for shielding :-) yay !

Awesome. I'll be scaling conjured weapon damage when I get to conjuration, so I know who to ask for feedback on balance once that's implemented! ;)

When I do download the new version should I delete the old version? Just curious.

You should disable it at the very least. I like keeping my data folder tidy, so I'd probably delete the old stuff myself.
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Jack Walker
 
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Post » Sun May 27, 2012 1:22 pm

You should disable it at the very least. I like keeping my data folder tidy, so I'd probably delete the old stuff myself.
Gotchya. Will do. Ever since I stopped doing manual installs and used the NMM, my Data folder has been cluttered as hell. Convenience equals messy I guess.
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Steven Hardman
 
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Post » Sun May 27, 2012 11:42 am

Misty, do you plan to upload this on the workshop??

Many thanks
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Scott Clemmons
 
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Post » Sun May 27, 2012 4:53 pm

Yes. When I release v2.0, I plan to put it on the workshop as well as Nexus.
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Betsy Humpledink
 
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Post » Sun May 27, 2012 9:19 am

Those wards sound great! And I love that you incorporated XP gain into the Shield spells.

If you add Cure Poison, I'd like to recommend combining that and Resist Poison into one. (So, for example, you cast the spell and it removes all poisons and grants immunity to them for X seconds). Poisons in this game are so quick, infrequent, and weak that it would almost never be worth casting Cure Poison instead of Fast Healing.

Also, minor inconsequential bug in 2.02b2, the "Dispel Shield spell added" popup has appeared a few times for me on entering a cell, even though I don't have any ranks of Mage Armor, and even though I already have Dispel Shield.
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Marcus Jordan
 
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Post » Sun May 27, 2012 2:46 pm

Hmmm, I think you make a good point about cure poison. Chaurus and spiders seem to poison almost constantly, and but I usually just cast a quick heal and don't worry about it too much.

Weird bug. :/ I don't do a lot of traveling while testing (mostly reload the same savegame over and over and over and...) The messagebox is called from a script attached to an ability called from the perk (love how Bethesda organized things, eh?) so it seems very strange that it would pop up without the perk at all. I'll see if I can throw a few more if statements in there to prevent the messagebox spam.
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Danel
 
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Post » Sun May 27, 2012 6:43 pm

Hmmm, I think you make a good point about cure poison. Chaurus and spiders seem to poison almost constantly, and but I usually just cast a quick heal and don't worry about it too much.

Weird bug. :/ I don't do a lot of traveling while testing (mostly reload the same savegame over and over and over and...) The messagebox is called from a script attached to an ability called from the perk (love how Bethesda organized things, eh?) so it seems very strange that it would pop up without the perk at all. I'll see if I can throw a few more if statements in there to prevent the messagebox spam.
All Falmer use a special poison effect that's actually a combat hit spell (see perks crFalmerPoison01-05)

2.0 is great btw I really like the perma-shield thing. Are you going to replace all the enchanting with powermods instead of skillmods? I'd like to recommend against that. If you add those in that would be great but please don't replace the vanilla cost reduction mods
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Charity Hughes
 
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Post » Sun May 27, 2012 12:30 pm

I want to give armor-wearing mages a chance to make up for their magicka cost penalty, so I don't plan to remove the cost-reduction enchantments. I do plan to cap them, however, so that you can't get free spell casting, and I think I'd like to provide an option for increased potency as well.
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Allison C
 
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Post » Sun May 27, 2012 9:36 am

I want to give armor-wearing mages a chance to make up for their magicka cost penalty, so I don't plan to remove the cost-reduction enchantments. I do plan to cap them, however, so that you can't get free spell casting, and I think I'd like to provide an option for increased potency as well.
You should make a cap on everything at at least 85%. Like Spell absorption, resistance etc etc. Also would be appropriate if the Atronach stone gave stunted magicka again but that is kind of veering off from the mods idea I think.
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John Moore
 
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Post » Sun May 27, 2012 5:07 am

OK, BETA 2.0b3 is available. This one adds quite a bit - notably many changes to restoration including a major update to wards, new spells, and a new perk. See the readme for details.
A couple of bug fixes/changes from the last beta:
- The notice about getting the Dispel Shield spell should not pop up more than once (hopefully!)
- Dispel Shield now dispels the elemental resistances as intended
- Elemental resistances no longer stack - this was too confusing
- Shield Dispel has visual and sound effects
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Melis Hristina
 
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Post » Sun May 27, 2012 4:19 pm

And of course, as soon as I uploaded the new beta, I got a bug report! There was an error in how the apprentice destruction perk was adjusting spell cost, leading to a ridiculously low spell cost for all apprentice level destruction spells. The error has been corrected, and the updated .esp file re-uploaded for beta 2.0b3. Thanks for sharp eyes and good testers! :D
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Brad Johnson
 
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Post » Sun May 27, 2012 10:59 am

How about some sort of Dispel effect? Removing enemy magical protections seems like a logical spell; I'd say wards and dispel spells counter and negate the other. I'd also suggest adding ins a dispel effect that allows you to dispel summoned/conjured creatures.
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Lady Shocka
 
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Post » Sun May 27, 2012 8:18 am

How about some sort of Dispel effect? Removing enemy magical protections seems like a logical spell; I'd say wards and dispel spells counter and negate the other. I'd also suggest adding ins a dispel effect that allows you to dispel summoned/conjured creatures.
I want this too. I think it would it be cool if the dispel was on target and had some impact effect, stagger them as their wards and shields break :D
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Heather Kush
 
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Post » Sun May 27, 2012 9:39 am

How about some sort of Dispel effect? Removing enemy magical protections seems like a logical spell; I'd say wards and dispel spells counter and negate the other. I'd also suggest adding ins a dispel effect that allows you to dispel summoned/conjured creatures.
You mean on self right? Because there is an ingame spell called banish that sends summoned creatures away including your own.
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Karl harris
 
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Post » Sun May 27, 2012 4:53 am

There's that, but necromancers conjure undead. You could just replace Banish and Expel Daedra with a Dispel effect the way Supreme Magicka (or LAME) did.
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Kanaoka
 
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Post » Sun May 27, 2012 1:28 pm

It would be cool to have a dispel effect that can wreck summons and Mage defenses/buffs/restores, but it shouldn't do more to anything not directly summoned imo
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Philip Lyon
 
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Post » Sun May 27, 2012 5:51 am

The healing/holy fire bug is much more insidious than I expected. I have to create 2 new spells and 2 new magic effects for each healing spell affected (as well as editing the current spell and magic effect used by each) to get it to - sort of! - work. Basically, undead were resisting the spells every time, and followers were assuming you were trying to attack them every time you healed them. I'll come back to it after getting some sleep and hopefully figure out why it's behaving so oddly. In the meantime, those of you testing the 2.0 beta, just be aware that healing others (or trying to damage undead with holy fire) is borked, but I am working on it!
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Amy Siebenhaar
 
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