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Ohayo Axemagister Dark_Carl

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midknightblu

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36 comments

  1. skipchazzard
    skipchazzard
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    Staff Casting and Cast Reduce don't play well. Cast chance becomes invisible when used together. Otherwise seems to do as advertised. Good work.
  2. almightyk
    almightyk
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    This seems to no longer be working for me and I am not sure why.
    I have checked my other mods and I don't believe any should be overriding the category of staves as BluntTwoWide.

    Is it working for other people?
    1. Shangallar
      Shangallar
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      Works perfectly fine for me, with about 57 or or so mods installed. You're not using this mod on OpenMW, are you? Don't think it would be compatible, as it has Morrowind Code Patch requirement (which only works with vanilla game).
    2. almightyk
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      I am playing vanilla, with mods. Not OpenMW.
      It was working for me before and now it seems to have just stopped.

      Guess I need to just start narrowing down mods one by one I suppose.
    3. TwoEcksKay
      TwoEcksKay
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      I got mine to work by removing the period from the folder name "Staff Casting 2.0". It was causing MWSE to be unable to find the file, so the script could not run.
  3. TwoEcksKay
    TwoEcksKay
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    EDIT: I found a solution! The mod was not functioning because of the "." in the folder name. After all that messing around trying to fix the code, MWSE simply wasn't able to find the file because of a misplaced period. I fixed it by renaming the folder "Staff Casting 2" instead of "Staff Casting 2.0".

    Like a couple of the other recent commenters, I can't seem to get this to work.

    I have tried both files available, I have tried replacing the code with the error fix here in the comments, I have tried cutting the code down to its bare basics (removing the features for updating tooltips and menus, leaving only the multiplier calculation and application) and it just won't function. I am failing to cast 50-chance spells holding a Daedric staff, which should not be happening if this mod is functioning. The mod seems to be having no effect at all, which makes me think there's some error in the code that is simply stopping it from running - but I can't find it.

    If anybody is able to get this working or recreate this effect in a new script, PLEASE let me know. This mod (just with a few number tweaks, which I can do myself) is exactly the functionality I want.
  4. UneteroKenora
    UneteroKenora
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    I don't see the percent increase on my spell list, I use MWSE with the patch, does it have any conflict/minor issues with UI mods? or spell reworks for the matter
  5. tanstele
    tanstele
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    Something is messing with lua framework for me, causing issues with Guar Whispers. Looking at log I got bunch of
    Morrowind Script Extender v2.1.0-2758 (built Dec 31 2022)
    Error in event callback: Data Files\MWSE\mods\MKB\Staff Casting 2.0\main.lua:32: attempt to index field 'readiedWeapon' (a nil value)
    stack traceback:
        .\Data Files\MWSE\core\lib\event.lua:166: in function '__index'
        Data Files\MWSE\mods\MKB\Staff Casting 2.0\main.lua:32: in function <Data Files\MWSE\mods\MKB\Staff Casting 2.0\main.lua:31>
        [C]: in function 'xpcall'
        .\Data Files\MWSE\core\lib\event.lua:179: in function 'trigger'
        .\Data Files\MWSE\core\lib\event.lua:199: in function <.\Data Files\MWSE\core\lib\event.lua:169>
    1. midknightblu
      midknightblu
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      This is very odd. There should be no interactions between the two mods whatso ever (Guar Whisperer right?) So I don't know why this mod would be the cause of errors with that one.

      I just saw this and I'll look in between both mods and talk with the other mod developer to try and figure out what's going on. Sorry for the delay in response.
    2. inpv
      inpv
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      That may happen when someone pulls out fists. Can be easily fixed by adding a nil check.
    3. midknightblu
      midknightblu
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      Oh does it not have a check? Normally I see mods have a nil check... I've been busy and haven't been able to learn coding better haha.

      I'm fairly certain it has a nil=zero... What would I have to add explicitly do you think?
    4. I'm getting similar errors with completely different mods. Something is not working right I think.
    5. tanstele
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      I changed a code a bit as I don't use instant casting. Now it just requires equiped staff. Error also got fixed by accident. Also lowered multipliers a bit.
      
      local function staffValues(item)
        local value = item.value
        local isStaff
        local multiplier
        if item.type ~= tes3.weaponType.bluntTwoWide then
          isStaff = false
          multiplier = 1
        else
          isStaff = true
        if value == nil then
          multiplier = 1
          return end
        if value < 50 then
          multiplier = 1
        elseif value < 100 then
          multiplier = 1.5
        elseif value < 200 then
          multiplier = 2
        elseif value < 1000 then
          multiplier = 2.5
        elseif value < 10000 then
          multiplier = 3
        elseif value > 9999 then
          multiplier = 4
        end
      end
        return multiplier, isStaff
      end

      local function staffCasting(e)
          if e.caster.mobile.readiedWeapon == nil then return end
          local weapon = e.caster.mobile.readiedWeapon.object
          local multiplier, isStaff = staffValues(weapon)
          if multiplier == nil or isStaff == nil then return end
          if isStaff == true then
          e.castChance = e.castChance*multiplier
          end
      end

      local function updatingTheSpellMenu()
        local weapon
        local multiplier = 1
        local isStaff
        if tes3.mobilePlayer and tes3.mobilePlayer.readiedWeapon then
          --if tes3.mobilePlayer.weaponReady == false then
          --multiplier = 1
          --else
          weapon = tes3.mobilePlayer.readiedWeapon.object
          multiplier, isStaff = staffValues(weapon)
          --end
        else weapon = nil
        end

        local chance = {}
        local cost = {}
        local menu = tes3ui.findMenu("MenuMagic")
        if not menu then return end
          local menuCost = menu:findChild("MagicMenu_spell_costs")
          local menuChance = menu:findChild("MagicMenu_spell_percents")

          for i, child in pairs(menuChance.children) do
            table.insert(chance, i, string.match(child.text, "%d+"))
            --child.text = "/"..chance[i]--*multiplier
            child.visible = false
          end

          for i, child in pairs(menuCost.children) do
              table.insert(cost, i, string.match(child.text, "%d+"))
            child.text = cost[i]..string.format("/%d", math.clamp(chance[i]*multiplier, 0, 100))
          end


      end

      local function staffTooltip(e)
      local multiplier, isStaff = staffValues(e.object)
      if multiplier == nil or isStaff == nil then return end
      if isStaff == true then
          local text = string.format("Cast Chance Multiplier: %s", multiplier)
          local block = e.tooltip:createBlock()
          block.minWidth = 1
          block.maxWidth = 230
          block.autoWidth = true
          block.autoHeight = true
          block.paddingAllSides = 6
          local label = block:createLabel{text = text}
          label.wrapText = true
       end
      end
      event.register("initialized", function()
      event.register("spellCast", staffCasting)
      event.register("uiObjectTooltip", staffTooltip)
      event.register("enterFrame", updatingTheSpellMenu, {priority = -500})
      print("Staff Casting : initialized")
      end)
  6. SirCranburry
    SirCranburry
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    I'd love to see a version of this mod that doesn't require 2 separate overhauls to function, it's a really cool concept
  7. elder1gp
    elder1gp
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    i love this idea and when combined with how easy you make it to modify the values (heavily nerfed it for my taste) it seemlessly integrates into morrowind as a mechanic that feels like it should have always been there
    1. midknightblu
      midknightblu
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      I'm so glad you like it! I was shocked that nobody had created a similar mod before! I hope that this mod continues to grow and become one of those "Well I can't play the game without it." mods. I know it is for me now >.< But I'm biased.
  8. DurendalMartyr
    DurendalMartyr
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    This is actually really dope, it incentivizes uses staves for wizards and makes early game magic users way more viable in the process. If you pair it with Miscast Enhanced it makes magic feel like something dangerous that requires special tools and knowledge to use.
    1. midknightblu
      midknightblu
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      Thank you! I hope more people end up using this mod! I'm not good at designing these mod pages so it looks weird and bland, but it's probably a mod that I think would get permanent use out of a lot of players if they are ever able to try it!
  9. DurendalMartyr
    DurendalMartyr
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    Actually, how would you go about classifying more types of items as staves? It detects the lutes from Bardic Inspiration (As very good lutes, I consider this a fun feature) but I'm wondering what it would take to make this pick up on the wands from OperatorJack's Wands mod.
    1. midknightblu
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      I've been working on learning coding myself for another mod so haven't been able to do much else with this. I thought about attempting to do stuff like adding the wand stuff into it. But I need to get more used to doing code myself before I can.

      To answer your first question, the way the game works, every "Staff" in the game (and thankfully the ones added) are considered "BluntTwoWide" as weapons in the fundamental coding files of the game, I don't even know what classification Wands are under, but to make a mod like this work with OperatorJacks Wand mod, either they have to have added a new weapon type to the game with the mod, or if they used a weapon type from Morrowind I'd have to build in an exclusion list for it to not work on normal weapons, or, I have to just make a list of weapons in the game (Specificity for the wands) for this mod to work with.

      Regardless, I'm hoping for the first one, because if it's a new "weapon type" that's all wands, it will keep this mod functioning as intended. As this is supposed to be a lightweight universal piece of code. Like EVERY staff (as long as they are weapon typed properly by mod creator) will work with this mod. Just period.

      So I'd have to look into that, but right now that's not my focus, I'm sorry to disappoint. I'm trying to make a unique... Shopping mod that I think and hope a lot of the more immersive players will utilize!
  10. almightyk
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    This looks interesting.

    I don't know if it's possible, but could you perhaps make it so staves come with Magicka that is drained when casting?
    1. Sounds a bit like how certain Magick (their spelling) staves in Troika Games' Arcanum worked - they would come with mana pools that could be used to cast spells until the pool was drained, then it would use your fatigue (that game's version of stamina and mana combined instead of being separate resources like here) like usual.
    2. midknightblu
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      Oh that's an interesting idea. Basically it increases your magicka pool but it does decrease the staff's magicka pool first?... Hmn

      If I were to do something like this I don't know how I would impliment it. I think the easiest way would be to tie it to the weapons health value in some way.

      But if I do that, then it becomes too easy to repair the weapons and just get a temporary pool of magicka permanately, so I would also desire to make it more difficult to repair these weapons.

      Maybe I could just tie "Fortify Magicka" Enchantment for free on every staff naturally? But not have it interfere with other enchantments you might want to put onto it?

      I mean that's essentially what this is right? Just having the staff have a "Fortify Magicka" Enchantment but as a baseline.

      I"m trying to work on another more robust mod currently, learning more of the coding on my own so I don't have to utilize other authors, so it'll be a while before I come back to this, but it's something I do find interesting (and actually had a similar idea of "making the spells cheaper to cast" along with modifying the spell cast chance. But I didn't want to make this mod too powerful.)

      One of the primary goals with this mod is that I desire it to be completely able to just drop into a save and play it without it modifying too much of the game, or making any speciifc requirements. Any new things I add or try and do with this specfific mod will have to some how pull the information from the game itself and then modify content based on that. Hard coding stuff like staff magicka into each staff would be more difficult and probably require an ESP file.

      However, if -that- mod were to exist, -this- mod should just be 100% compatible with it regardless.
    3. almightyk
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      So this mod here basically gives that effect.
      https://www.nexusmods.com/morrowind/mods/51124?tab=posts 

      I wonder if you can apply it as a base effect to all staves without making them count as enchanted. Just a thought.