I really like that you balanced invisibility and chameleon. I love the idea of illusion magic but find that many of its abilities trivialize the game too much so I never really use illusion. I was wondering if you'd be interested in finding a way to balance paralyze, maybe after one paralysis the enemy becomes immune to further instances of paralysis? Could also apply to other strong illusion spells like command and demoralize, like maybe the enemy is able to "mentally defend" against further mind alteration after being subjected to them once.
Anyway, I appreciate the frequent updates thank you for sharing with us
Paralysis would be easy to add a small dynamic resistance to paralysis to all characters based on willpower, luck and level so its not always guaranteed. Similarly could add small resist chance to alteration push effects based on agility and luck.
All the other effects, the issue with level based spells is they just suddenly stop working at arbitrary levels, but it would be better if they were chance based. But that's not something i can simply change for those.
Since my previous suggestion of re-assigning "weakness to" effects to different schools was well received, how about this:
Reassigning the "Drain" spells from Destruction to Illusion. The reason being that Drain spells don't really destruct anything, since it's a temporary debuff that is restored at the end, which to me sounds more like an illusion. It would also give the Illusion school direct killing potential, like Mysiticism with its Absorb spells, making non-Destruction mages more viable. And because "Drain Health" can be used as a relatively cheap finisher move, it also fits with Illusion being favored by assassin-type characters.
Potential (AI) renames of "Drain" to make it sound more illusory maybe: Sap, Veil, or Fade. Although just "Drain" works well enough I suppose.
From a gameplay perspective i get it, from a lore perspective though its hard to see a fit in illusion. Alteration at a stretch where you physically alter the person and there attributes and skills.
So I can't figure out why, but for some reason when I'm in combat a random Wraith will be summoned that acts as my ally, but I didn't summon it. My character name isn't in its nameplate, and it's not in my active effects, but for all intents and purposes it acts as a summon. Is this some side effect of having 100 Conjuration?
My daily ritual for the past two weeks has consisted of looking to see if supreme magicka has been updated and if it has, looking to see if sneak spells have been ported yet. Please! I need it!
:) Sorry been getting the easy things done first. This is potentially tricky in stock oblivion scripting. I have ideas but they all have flaws so its working out how to minimise the flaws to not be noticeable.
can some1 tell me how to remove this Disease? "Severe Ash Woe Blight". i know i should be able to find the scrolls to cure that but i havent been able so far... maybe give me the effect id to remove it with console command?
Telekinesis is very finnicky with ingredients, which doesn't surprise me in the least. The overhead Flame Stalks in the Pool of Mania are giving me trouble.
On the more hilarious side, it can be used to sit in far away chairs...
I have a question about the new functionality of Soul Trap.
You said the following:
### Soul Trap Soul trap is a bit tedious to use. So now every hit a little bit of your enemies soul 5% will be saved while you have empty soul gems. Once enough soul energy has been saved this will fill a soul gem for you. This will only fill the soul gem entirely and not partly fill one with a lesser soul. As your mysticism mastery level increases you will save more soul energy allowing you to more quickly fill soul gems. Same rules apply only creatures can fill normal soul gems, while black soul gem can also use npcs.
What do you mean by that? Do you mean that with this we can fill soul gems even before killing an enemy? (aka that we can fill a soul gem without killing the enemy) Or does the enemy still need to be killed for the gem to be filled?
Finally, is this compatible with the Precise Soul Gem Capture OBSE - ASI mod? Or should I uninstall that mod? (sorry that I can't test it myself right now. My only character was roleplayed without any magic skill. I'm currently working on the modlist for my next character, who will be using magic.)
Yes you can fill soul gems before killing an enemy but its very slow so its a small bonus every so often, until you are a master then the smallest soul gems you can fill quickly.
As far as i'm aware, it should be compatible with Precise soul gems.
Thanks. But then, does it mean that if I deal too much damage I won't be able to fill the gem without killing the target? Though at that point that is the purpose of soul trap to begin with, so no problem there.
Wait. Does this mean that I could fill black soul gems easily without killing if I do it on the worshippers of Peryite and/or the Deepscorn Hollow Prisoner? (And any essential npcs that reset their aggressivity against me after they return to consciousness, like Jauffre.) Neat.
No as it modifies spells or will be unaware of this mods new spells as well. Although not all of these same spells have been tweaked yet by supreme magicka so there is still some partial compatibility, until the rest of my mod is ported from non-remaster.
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Anyway, I appreciate the frequent updates thank you for sharing with us
All the other effects, the issue with level based spells is they just suddenly stop working at arbitrary levels, but it would be better if they were chance based. But that's not something i can simply change for those.
Reassigning the "Drain" spells from Destruction to Illusion. The reason being that Drain spells don't really destruct anything, since it's a temporary debuff that is restored at the end, which to me sounds more like an illusion. It would also give the Illusion school direct killing potential, like Mysiticism with its Absorb spells, making non-Destruction mages more viable. And because "Drain Health" can be used as a relatively cheap finisher move, it also fits with Illusion being favored by assassin-type characters.
Potential (AI) renames of "Drain" to make it sound more illusory maybe: Sap, Veil, or Fade. Although just "Drain" works well enough I suppose.
On the more hilarious side, it can be used to sit in far away chairs...
You said the following:
What do you mean by that?
Do you mean that with this we can fill soul gems even before killing an enemy? (aka that we can fill a soul gem without killing the enemy)
Or does the enemy still need to be killed for the gem to be filled?
Finally, is this compatible with the Precise Soul Gem Capture OBSE - ASI mod?
Or should I uninstall that mod?
(sorry that I can't test it myself right now. My only character was roleplayed without any magic skill. I'm currently working on the modlist for my next character, who will be using magic.)
As far as i'm aware, it should be compatible with Precise soul gems.
But then, does it mean that if I deal too much damage I won't be able to fill the gem without killing the target?
Though at that point that is the purpose of soul trap to begin with, so no problem there.
Wait. Does this mean that I could fill black soul gems easily without killing if I do it on the worshippers of Peryite and/or the Deepscorn Hollow Prisoner? (And any essential npcs that reset their aggressivity against me after they return to consciousness, like Jauffre.)
Neat.
Is this mod compatible with the Toggle Spells mod?