I notice an issue using this with a birthsign mod that adds a custom spell to the game (https://www.nexusmods.com/morrowind/mods/52456) - though I think this would happen with any similar mod.
Specifically, that mod adds a custom detect animal/enchant/key spell to the Tower, "sign_tower_sec_spell", with spellcost 10, always succeeds.
I was getting some CTD's in my game, and looking in MWSE.log I saw this spammed over and over (I turned TRACE on to debug):
[Magicka of the Third Era: TRACE] Spell sign_tower_sec_spell found in storage. Cost: 10.00. Lua error encountered during UI after-event from uiElement MenuMagic: .\Data Files\MWSE\mods\magicka of the third era\main.lua:3178: attempt to perform arithmetic on a nil value stack traceback: .\Data Files\MWSE\mods\magicka of the third era\main.lua:3178: in function <.\Data Files\MWSE\mods\magicka of the third era\main.lua:3126>
Some slight digging shows that the spell_data.skill_table for this spell is all empty, which is causing the error, but that's as far as I was able to get in figuring this out. Not sure if this was causing my CTD's, that could be entirely unrelated to this mod for all I know, but still, figured I should report this anyways.
It was specifically magic_skill_table[6] which was nil for this spell. That's because being an auto-succeed spell, it didn't hit the code for your hack where it copies over the magic_skill_table -> magic_skill_table2 before saving it to spell storage (line 3292ish). Once I copied over your workaround to this section of code as well, it works as expected :-)
Unfortunately for me, during this process I also learnt that this code only gets hit when you open the magic menu, and my original CTD was not during that at all, so I'm very sure now that its entirely unrelated. Still, happy to find and fix a bug, even if it is probably a harmless one (and I see now this spell does have its cost correctly modified, whereas before it remained at its base value)
I see, I might have forgotten about this workaround for the always succeed spells. Well, the worst case scenario is that the casting be handled by the vanilla game (this is what happens if you cast a spell which is unsupported for one or another reason). So yeah, highly unlikely it's relevant to your crashes.
Added the support for new effects (TR/PC and A Taste of Magic), but I don't play the game right now, so if something is broken, let me know.
Pierce and Quicken are implemented suboptimally, I had some beginning of an advanced 'modifier effect' system, but don't have the time/opportunity to implement it right now. This one is a quick and simple approach that treats them as just one more effect in a spell.
Initially I was hesitant to try out such radical changes, but after reading the whole description page I've been sold. When someone has such detailed vision, systematic and logical approach, actual full design for a mechanic, you've got to try it out. Especially after seeing how often you update the mod on request.
Anyway, playing with it around now and enjoying it so far. Thank you so much! And once again, I really respect your approach rethinking the core design and root mechanic instead of simply slapping some tweaks on top of the same system. It's a rare sight and I'll be looking forward to your next work <3
With the new Abecean Shores release, will Magicka of the Third Era be updated as well? The new spells may need patching - the Summon Guardian spell from the bookseller quest, for instance.
Interesting. Metamagic (I call these modifier effects) is something I've planned myself, might be a bit tricky to implement well, but I'll look into it once I have more time modding.
Hi, how can you tune the mana overflow feature? Currently it does not pay off to choose atronanch as birth sign if fireball costs 30 mana. Edit: apologize, fount the settings xD
Set it to 0 to disable it. But note that it should still be beneficial to have more mana (once you are at 100 magicka, fireball will cost the normal amount).
Updated. Just a couple of new supported effects, including Cortex pack (experimental, they might be on a pricey side). By default, my way of distributing spells is still on, as it is more reliable (you know where to find new effects).
2 years later, you don't need to manually disable anything in UI Expansion's MCM anymore, nor do you need to restart the game. Everything is done automatically starting with 1.2.3.
Real question: did you intentionally turn off spell-making on Fortify Skill in the Construction Set? I couldn't create a fortify skill spell, and I had to check every mod that affected magic until I found out that this mod wouldn't allow it until I fixed that myself.
Yes, I've disabled Fortify Skill because it's not a good idea for most of the skills. With magic skills, it's obvious why it is a bad idea, with weapon skills, you have fortify attack as an alternative that does the same, with sneak, chameleon and so on. It's only somewhat interesting to fortify armor skills.
While I like the mod, I can't really play because the game keep crashing after I open my inventory. I think it's UI expansion interfering with the mod even after I turn off disable the Spell Services menu component and for some reason, any new spell I get have their icon disappear. I have to turn off your mod but I will do some experiments to see if I can somehow play the game longer with the mod enable.
I use UI Expansion myself, so can't be it. UI Expansion itself does not conflict with inventory menu, it only does with Spell Services. I do not touch the icons in UI, I only alter the "cost/chance" field. So it must be something else.
188 comments
Specifically, that mod adds a custom detect animal/enchant/key spell to the Tower, "sign_tower_sec_spell", with spellcost 10, always succeeds.
I was getting some CTD's in my game, and looking in MWSE.log I saw this spammed over and over (I turned TRACE on to debug):
[Magicka of the Third Era: TRACE] Spell sign_tower_sec_spell found in storage. Cost: 10.00.
Lua error encountered during UI after-event from uiElement MenuMagic:
.\Data Files\MWSE\mods\magicka of the third era\main.lua:3178: attempt to perform arithmetic on a nil value
stack traceback:
.\Data Files\MWSE\mods\magicka of the third era\main.lua:3178: in function <.\Data Files\MWSE\mods\magicka of the third era\main.lua:3126>
Some slight digging shows that the spell_data.skill_table for this spell is all empty, which is causing the error, but that's as far as I was able to get in figuring this out. Not sure if this was causing my CTD's, that could be entirely unrelated to this mod for all I know, but still, figured I should report this anyways.
It was specifically magic_skill_table[6] which was nil for this spell. That's because being an auto-succeed spell, it didn't hit the code for your hack where it copies over the magic_skill_table -> magic_skill_table2 before saving it to spell storage (line 3292ish). Once I copied over your workaround to this section of code as well, it works as expected :-)
Unfortunately for me, during this process I also learnt that this code only gets hit when you open the magic menu, and my original CTD was not during that at all, so I'm very sure now that its entirely unrelated. Still, happy to find and fix a bug, even if it is probably a harmless one (and I see now this spell does have its cost correctly modified, whereas before it remained at its base value)
Pierce and Quicken are implemented suboptimally, I had some beginning of an advanced 'modifier effect' system, but don't have the time/opportunity to implement it right now. This one is a quick and simple approach that treats them as just one more effect in a spell.
Anyway, playing with it around now and enjoying it so far. Thank you so much! And once again, I really respect your approach rethinking the core design and root mechanic instead of simply slapping some tweaks on top of the same system. It's a rare sight and I'll be looking forward to your next work <3
By default, my way of distributing spells is still on, as it is more reliable (you know where to find new effects).