[REL] Mighty Magick: Skyrim

Post » Sat May 26, 2012 9:48 pm

I am posting this behalf of Damar Stiehl, I am not the mod author. Damar Stiehl is.

Any commments, please post here. If you need help, Damar Stiehl can be reached on the Nexus forums.

http://skyrim.nexusmods.com/downloads/file.php?id=13166

Mighty Magick: Skyrim
Author: Damar Stiehl
Version: 1.0

OVERVIEW:

Unlike Oblivion, I actually found the magic system in Skyrim relatively well put together. A lot of past hangups, like stacking spells and 100% immunities have been dealt with without utterly gimping magic and making it altogether useless. Of course, School of Destruction is a universally recognized red-headed stepchild, and a lot of familiar, helpful old spells have been inexplicably taken out. Mighty Magick: Skyrim is a lot less ambitious than its Oblivion counterpart, seeking to improve obvious shortfalls and bring back as many "missing pieces" as possible.

Please read the following carefully before you install the mod to avoid surprizes. MM:S is very modular, and while it is tuned to work as a whole, you can activate as many or as few modules as you'd like. Your experience may end up a bit lopsided however.

COMPATIBILITY:

Mighty Magick: Skyrim will conflict with any mod that does the following:

- Alter any of the playable spells
- Alters game settings responsible for Dual Casting effectiveness and cost
- Alters Novice perk in any school of magick
- Alters Fortify Enchantment and Alchemy Magic Effects
- Alters vendor chests of Farengar Secret-Fire and any of the Master Trainers at the College of Winterhold

INSTALLATION:

Copy the ESP files and the Scripts folder to your Skyrim\Data folder.

A note on Load Order: always load "Extras" ESPs after the main files. The order of Extras amongst themselves does not matter.

LOAD ORDER:

Please make sure that all ESPs with "Extras" in their names are loaded after their respective main files. For example, "Mighty Magick - Alteration Extras.esp" should be loaded after "Mighty Magick - Alteration.esp".

DETAILED DESCRIPTION

1. Mighty Magick - Scaling.esp

This module re-introduces smooth spellpower scaling as your skills in each school grow. In order for your spells to scale, you must buy that school's Novice perk first - this represents your character committing to study the particular school of magick. When you buy the Novice perk in a magick school, you will see the following improvements as your skill grows:

Destruction: +1% damage for every 1 skill point.
Alteration: +1% magnitude and +1% duration for every skill point.
Conjuration: +1% duration for every skill point.
Illusion: +1% magnitude and +1% duration for every skill point.
Restoration: +1% magnitude for every skill point.

These improvements stack with perks that improve spells (i.e. Augmented Flames, Stability, Animage).

2. Mighty Magick - Fortify Magic School Enchantment and Alchemy Reversed.esp

This module fixes the "zero-cost spells" exploit that is possible by enchanting multiple pieces of armor with "Fortify " effect. Now, armor enchantments INCREASE THE MAGNITUDE of corresponding school's spells. Potions, on the other hand, REDUCE THE COST of corresponding school's spells. So, if you brew a powerful enough potion, you can still cast a zero-cost spell... just not all the time.

To make the difference more apparent, the enchantment effect's name (which appears under Current Active Effects in Magic menu) is now "Magnify" instead of "Fortify".

3. Mighty Magick - Dual Casting.esp

This module improves the Dual Casting mechanic. Dual-casting a spell will now cost 2.2 times the Magicka, but produces an effect that is 3 times as strong (and carries various side effects like Impact).

4. Mighty Magick - Destruction.esp

By far the most extensive overhaul. The following features are introduced:

- Spell sorting: all playable Destruction spells now have a prefix corresponding to their mastery level, from (D1) to (D5), D1 being Novice and D5 being Master. This sorts them nicely in the UI.

- Expert-level spells Icy Spear, Incinerate and Thunderbolt removed. They are redundant and boring in my opinion. Additionally, with skill-based scaling, Firebolt and Ice Spike produce comparable (if not greater) damage by the time you gain Destruction Expert status.

- Ice Spike has been renamed to Icy Spear, and uses Icy Spear's visuals. This does NOT affect NPC mages who use Ice Spike (NPCs use an NPC-only version of the spell).

- Firebolt now uses Incinerate's visuals. This does NOT affect NPC mages who use Firebolt (NPCs use an NPC-only version of the spell).

- Lightning Bolt now uses Thunderbolt's visuals. This does NOT affect NPC mages who use Lightning Bolt (NPCs use an NPC-only version of the spell).

- Point Blank Area of Effect (PBAOE) spells have been moved from Master level to Expert level, replacing the removed single-target spells. At Skill Level 75+ you will now be able to buy and cast Fire Storm, Blizzard and a new Lightning-based PBAOE, Lightning Storm. Lightning Storm is a concentration-type spell that blasts everything around you with electricity in the 50-ft radius. NPCs do not have access to these spells, yet.

- Fixed the bug where Blizzard would do damage to the caster as well as enemies.

- At Master level, you can now purchase and cast three new spells: Inferno, Gale and Tempest. NPCs do not have access to these spells, yet.

- Inferno is a mighty blast of flame that burns everything in its path (like fire breath shout). Some may know it as a "column-type" AoE.

- Gale is an equally mighty blast of cold that freezes everything in its path. It is also a column-type AoE.

- Tempest is a concentration-type spell that unleashes a continuous stream of lightning at your target, with a high chance to disintegrate at low health. It is very similar to the old Lightning Storm, but has a shorter cast time and a small AoE (10 ft). Its main purpose is to burn down single hard targets, like giants and flying dragons.

- Fixed a bug where Cloak spells (including Dark Elves' Ancestors Wrath), Rune spells and Wall spells would not scale when you bought appropriate perks.

- Increased the number of placeable Runes to 3.

- Cloak spells now provide very nominal resistance to their corresponding element.

5. Mighty Magick - Alteration.esp

- Spell sorting: all playable Alteration spells now have a prefix corresponding to their mastery level, from (A1) to (A5), A1 being Novice and A5 being Master. This sorts them nicely in the UI.

- Mage Armor has been changed to constant effect. When you buy the perk and wear no armor at all, you'll notice that your Armor Rating is naturally increased.

- Dragonhide spell now acts as a regular shield, providing 150 pts. of protection and 15 points of Magic Resistance (before any bonuses or scaling).

- Extended duration of Water Breathing a bit.

6. Mighty Magick - Illusion.esp

- Spell sorting: all playable Illusion spells now have a prefix corresponding to their mastery level, from (I1) to (I5), I1 being Novice and I5 being Master. This sorts them nicely in the UI.

- Magelight, Candlelight, Paralyze and Mass Paralysis have been moved to Illusion school. These spelltomes can be purchased from both Illusion and Alteration trainers. This will be fixed in the future.

7. Mighty Magick - Restoration.esp

- Spell sorting: all playable Restoration spells now have a prefix corresponding to their mastery level, from (R1) to (R5), R1 being Novice and R5 being Master. This sorts them nicely in the UI.

- Reduced the costs of Wards a little to make them more useful at earlier levels, when mana supply is tight.

- Slightly buffed the Turn/Repel Undead spells (they work on higher level undead now).

8. Mighty Magick - Conjuration.esp

- Spell sorting: all playable Conjuration spells now have a prefix corresponding to their mastery level, from (C1) to (C5), C1 being Novice and C5 being Master. This sorts them nicely in the UI.

- Fixed a bug where some Conjuration spells could be absorbed by your own Absorb Spell effect.

- Slightly buffed the Raise Dead family of spells to improve usefulness, especially at lower levels.

- Summon Familiar pet now scales with you up to level 25, in case you want to run around with a magic dog.

- All Atronachs and Elemental Thralls now scale farther with you all the way into level 40+. "Potent" Atronachs and Thralls scale further than regular ones.

9. Mighty Magick - Alteration Extras.esp

- Added Feather spells, from Minor to Grand. These spells temporarily increase your carrying capacity.

- Added Sanctuary and Greater Sanctuary spells, which cast a shield on a target character.

- Added Slowfall spell that lets you fall from great heights without injury.

- Added Resist Fire (Flameward), Resist Frost (Frostward) and Resist Shock (Stormward) spells.

- Added Spelltrap, Greater Spelltrap and Grand Spelltrap spells, which absorb incoming spells.

- Added Weakness to Fire, Weakness to Shock, Weakness to Frost and Weakness to Magick spells.

10. Mighty Magick - Restoration Extras.esp

- Added Resist Poison and Resist Disease spells.

- Added Fortify Skill spells for every skill. Duration of these is fixed at 120 seconds, but the amount of skill boost will scale with your spellpower.

- Added Absorb Health, Stamina and Magicka spells. These are single-target concentration-type spells.

- Added Fortify Health (Vitality), Fortify Stamina (Vigor) and Fortify Magicka (Powerwell) spells. Duration of these is fixed at 120 seconds, but the amount of bonus points will scale with your spellpower.

11. Mighty Magick - Illusion Extras.esp

- Added Night Vision spell, which produces an effect similar to Khajit Night-Eye. Also removed blur from Khajit Night-Eye, and changed the tint to green (proper night vision).

- Made Fade Other spell available for purchase. Make others invisible! Until they do something of course...

12. Mighty Magick - Conjuration Extras.esp

- Added Conjure Daedric Thrall spell at Master level. It summons a Dremora Lord (identical to the one summoned by Conjure Dremora Lord spell), on a permanent basis. Because some of us would like have a more intelligent Thrall. He still won't carry your stuff though.

FAQ:

Q: Where can I buy all the extra spells?
A: From the respective Master trainers in the College of Winterhold. Minor Feather and Lesser Feather are also available from Farengar.

Q: How did you add the extra spells to vendors?
A: I edited their vendor containers and directly added spell tomes. To my knowledge, no other magic mod does this - everyone else messes with leveled lists - so chances of conflict are small. This is a temporary solution until gamesas sorts out their bug that prevents dynamic addition of items to leveled lists via scripts.

Q: I want to uninstall the mod. How do I do that?
A: Park your character somewhere safe, strip him naked, open console and type "player.dispelallspells". Save in a new slot, quit Skyrim, uncheck and delete the ESPs.

Q: Why didn't you add Bound Armor spells or Mark/Recall?
A: There are already excellent mods out on Nexus that do that.

Q: Cure Poison does not seem to cure the effects of Chaurus spit.
A: Correct, Chaurus spit is classified as a straight-up Damage Over Time spell. I may be able to figure out a way to fix it without messing with the Chaurus abilities someday, but I have not found a way yet.

Q: Are there any new or tweaked enchantments?
A: No. If I ever do that it'll be a separate mod.

Q: I found a bug, what do I do?
A: Email me at the address at the beginning of the readme.

Q: This readme made my brain hurt.
A: Yes, it's pretty big, but I personally hate under-documented mods that just splash out wonderful summaries like "AWESOMIZES EVERYTHING AND PUTS SOME MOONINITES ON THE MOON! =P =P =P" There's no particular harm in glossing over the readme, but if you want information, I try to put it all there.

Q: Will you upload to Steam Workshop?
A: No, and don't ask.

Q: Can I re-upload the mod to other sites or translate the mod?
A: Ask me first.

Q: Can I retool the mod and re-release it or use parts of it in my own PUBLICALLY AVAILABLE mod?
A: No, and don't ask.
User avatar
u gone see
 
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Post » Sat May 26, 2012 7:41 pm

Well...this is interesting. Although I'm turned off from using the school-specific plugins due to some arbitrary changes, like prefixing all of the spells, although I suppose making them an optional plugin would cause the mod to conflict with itself.

I think I might use the spell scaling and dual casting modules. Does anyone know what the behavior is for perks overriding?

By the way, I'm already looking forward to Supreme Magicka: Skyrim :P
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Vera Maslar
 
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Post » Sat May 26, 2012 7:22 pm

I'm using this, as I used it in Oblivion. I like how the scaling is incremental instead of every school advancement (Novice to Apprentice, ect). There are a few bugs I noticed, small ones. The spells that were added or moved to different magic schools appear in shops (or at least the arcane university, not sure about others) before the player is the right level, example, the illusionist in the Arcane University sells all the fortify spells, and even Mass Paralysis (moved to illusion) even if you just started the game (in fact used alternative start to begin there). I'm not sure if it's safe to say it's unbalancing, as it's not possible to use it at the beginning of the game, but the fortify spells are adept level and Mass Paralysis is Expert (now) so they should not be showing yet. I also noticed this problem with the restoration teacher, selling cure disease (adept level) at the beginning of the game to. Hopefully you can report this to him, as this is one of the few bugs I've seen (or only, but I'll be honest I haven't played with it much). Looking forward to more updates :).
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kiss my weasel
 
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Post » Sun May 27, 2012 6:59 am

I lkie the scaling too. Very well thought out.
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Mike Plumley
 
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Post » Sun May 27, 2012 6:40 am

Yeah if nothing else people should get that part alone, but I personally use the whole thing.
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biiibi
 
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Post » Sun May 27, 2012 5:34 am

Hell yeahs, MM was great for Obv, and the changelist here looks like it'll be even better.
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Kathryn Medows
 
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Post » Sun May 27, 2012 7:01 am

One of the other core problems with magicka is that the regen rate becomes agonizingly slow in combat. Will this be boosted to something more reasonable than 1/3 as it is in Vanilla?

Without it, the swapping of the fortify effects of enchants and potions will just make the massive reliance on potions to be anywhere near effective even greater.
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Emily Jones
 
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Post » Sat May 26, 2012 11:35 pm

One of the other core problems with magicka is that the regen rate becomes agonizingly slow in combat. Will this be boosted to something more reasonable than 1/3 as it is in Vanilla?

Without it, the swapping of the fortify effects of enchants and potions will just make the massive reliance on potions to be anywhere near effective even greater.

Madcat has a point (once again) and would point to as the logic behind Skyrim devs making enchantments reduce spell cost instead of magnitude. Many would say that the magic system in Skyrim is a massive step in the right direction for ease of use and logic, however at the cost of a spell-making system.

File tracked on Nexus. I will watch the development of this mod as I did back in Oblivion days.
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Evaa
 
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Post » Sat May 26, 2012 11:22 pm

Heh... nevermind. I just looked at the costs in-game and it's no longer an issue if you have high enough skills.
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James Shaw
 
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Post » Sun May 27, 2012 12:25 am

1.1 is out. See the Nexus for the change log.
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Claire Mclaughlin
 
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Post » Sat May 26, 2012 4:17 pm

I really like this, best magic mod so far. Good scaling system that makes sense, and it adds a couple new spells that fit right in. Well done!
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Samantha Jane Adams
 
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Post » Sat May 26, 2012 8:46 pm

I've been looking for a magic overhaul mod (using SIMS at the moment, but I'm still scouting around) and I really like the look of this one. Quick question for those who are using it...if Novice perks start the spell scaling, what do the Apprentice, Expert, etc perks do? Just give you access to that level of spell or do they affect scaling as well?
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Anthony Diaz
 
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Post » Sun May 27, 2012 5:12 am

These improvements stack with perks that improve spells (i.e. Augmented Flames, Stability, Animage).
You can always ask Damar, at the Nexus.
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Stace
 
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Post » Sun May 27, 2012 2:19 am

After a week or so of playing this, so far so good. I am not a high enough level to see the full scope, yet. But definitely a keeper.
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Alba Casas
 
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Post » Sat May 26, 2012 7:19 pm

I'm so giving this a try for my future sneaky mage. If it's as any good as the Oblivion version, that will be a keeper as well. Pass on my regards to Damar Stiehl
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Lavender Brown
 
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Post » Sun May 27, 2012 1:15 am

Version 1.2 is out.
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Justin Bywater
 
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Post » Sun May 27, 2012 3:21 am

Thanks for this. Saving a link for when I roll with a magic character.
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chloe hampson
 
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Post » Sat May 26, 2012 5:26 pm

There's a problem with the destruction spells. As some are removed, I'm automatically outclassed with master spells :
Look at this screenshot : http://cloud.steampowered.com/ugc/578953933033074529/F2A206CD8E363E38BB513944E744AFEB72AAB95F/

Of course, removing Mighty Magick - Destruction.esp solved this...
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REVLUTIN
 
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Post » Sun May 27, 2012 5:37 am

I would post that over in the Nexus thread, so that Damar can see it. Thanks.
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Tarka
 
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Post » Sat May 26, 2012 3:34 pm

You realise the power of your spells will scale with your skill level and fortify enchantments right?


There's a problem with the destruction spells. As some are removed, I'm automatically outclassed with master spells :
Look at this screenshot : http://cloud.steampowered.com/ugc/578953933033074529/F2A206CD8E363E38BB513944E744AFEB72AAB95F/

Of course, removing Mighty Magick - Destruction.esp solved this...
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Melanie
 
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Post » Sat May 26, 2012 9:56 pm

I would post that over in the Nexus thread, so that Damar can see it. Thanks.
Done!

You realise the power of your spells will scale with your skill level and fortify enchantments right?
Yep, but that's not the point. I haven't bought those master spells. Also, there's an error with the 0 spell cost as I'm using the reversal ESP. This subject is forwarded to nexus now.

So after some tests, this mod's great and I'll keep it in my load list. The candlelight spell is now toggled and this is also very appreciated.
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meg knight
 
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Post » Sat May 26, 2012 6:25 pm

Something else is going on. I have the reversal esp and don't get zero spell costs.
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Dean Ashcroft
 
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