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aerelorn >>Oblivion Mods >>[WIP] Arcane Intuition


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tonto_101- 04-12-2006
Well, here's my first attempt at a mod for Oblivion. I was disappointed that you could only make spells by joining the Mages guild and rising in the ranks. It's a neat perk, but it doesn't make good sense if you're trying to play a mage prodigy. Anyone who can rise to be grandmaster of the guild in less than a month can probably make their own spells independently. Anyhoo, I hope this mod can give an attractive alternative to standard spellmaking.

It's a pretty simple script effect spell. You are given a power to use once per day. This power will give you access to the spellmaking menu, remove your money, and give you a stipend based upon your magic skills, attributes, and level (detailed information below). Once you finish making your spell, the remaining stipend is removed and your money is restored. The drawback to making your own spells is a loss of magical prowess. Your magicka regeneration is stunted for a full day.

For now I plan on adding a birthsign to give the player this ability. I also have other ideas, which haven't been entirely worked out. Possibly a cursed phylactery of spellmaking, a run-in with a witches coven, and maybe even a new doomstone. Anyway, try the demo out. It can be downloaded at my webpage. Check the bottom of the newest post for a link. If you have any ideas or suggestions, let me know by posting here.

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Technical Info:

-All listed skills and attributes are calculated at base values. Future versions may take into account penalties, but not skill and attribute buffs.

-Spellmaking Stipend (Gold) = Magic Skill * Magic Ability

-Magic Skill = Destruction * Restoration * Illusion * Mysticism * Conjuration * Alteration / 6

-Magic Ability = ( Willpower + Intelligence ) / 10 * Level / 15

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Interesting Finds:

I only ran into one interesting thing while making this mod. As the result of a bug in my original scripts, I found that first by removing the player's gold, adding a certain amount back in, and calling the spell making menu in the same frame did not update the number for gold properly. In other words, the spellmaking menu read that I had zero gold, yet it let me make spells using the gold that was invisible, yet in my inventory.

This appears to be a symptom Morrowind had as well. Inventory removals are updated instantaneously, but additions to the inventory are not completed until the frame following their addition through script. The only solution for this was to call the Spellmaking Menu one frame after it was called in the script. Scripters out there should be careful of this when changing inventories and working with barter or spellmaking/enchantment menus.

tonto_101- 05-08-2006
Well, no replies - I'm guessing nobody has tried this thing out yet. Work is progressing, and I have plans right now to do a birthsign and one item with a quest - maybe more stuff later. However, I do need a form of feedback on something right now.

I recently applied the beta patch to my game - I heard about performance improvements, and the game is running better for me (the FFDshow fix was nice, too - no random pauses and faster loads). Anyway, the odd result of the patch is that I'm unable to add birthsigns. They appear in the birthsign selection menu as text, but mousing over them does not bring up a description or the birthsign graphic. Selecting one and clicking done does nothing - I can only select the original birthsigns. Is anyone else having this problem? Is this the beta patch screwing things up or is there something I might be missing or should know in making these birthsigns?

[Edit: A bit of searching on the ES forums reveals that this problem has been around since day one. Still, any ideas that anyone might have would be much appreciated.]

GreyWanderer- 05-09-2006
Well, I'm frustrated at the moment. My respects to Aerelorn but ... I'm rather disappointed by Bethesda atm. I spend more time on other activities than "playing" a "game" on an "unsupported" graphics card (performance isn't bad at all - RAI freezes CPu from time to time though).

The scripting language is far away from that having been available for Morrowind lately (MWE&MWSE combined rock!).

I don't like or hate the lame MQ. It's the pretty old "get that Gate, slay the defenders, get back alive" principle. Just not appealing to me ... add to that my problems with RAI (on a 2,6Ghz - WTF?) and you see how strong the feeling to actually playing "it" is.

Sorry for the low support, but I can't do more about that from my side ...

tonto_101- 05-09-2006
I understand how you're a bit upset with the game Grey, but I expect that things will get better. For me, Morrowind was amazing and new - my first Bethesda RPG. I overlooked a lot of its more glaring problems - the story was overlong and esoteric, the AI was abysimal, and it ran like a slug on sandpaper. As they expanded the scripting and content and the modding community became better equipped, I found that the game became much more enjoyable. Oblivion has its problems, but I think that in gameplay and technical standards it's leaps and bounds beyond Morrowind. I'm maybe a bit upset about the game in some ways, but new games just almost always have bugs and other problems. Anyway, here's to hoping that Bethesda will give us a good reason to hold onto Oblivion modding.

As for my mod, I should have a bit of time over the next few days to do some modding. I'm temporarily scrapping the birthsign part until there is a fix for adding them in. What I've gathered is that a simple hex edit can fix the birthsigns glitch, but that it would render the .esp unusable in TESCS. When the fix does come around I'll add it in. For now I'm moving forward with one of my simpler quest concepts - a hunt for an enchanted phylactery, and maybe something else. Hopefully I can put out something concrete in the near future, but as with most of my little projects, it's still in the planning stages.

Cid88- 05-10-2006
Despite the lack of While loops, I've been surviving, but there are some things we could do with MW that were nicer :S

GreyWanderer- 05-10-2006
Just got to know of the new "Array" (more list, but ...) type Tegid&MrFlippy have pioneered. Makes me happy. Even if I probably don't get to use it because of its limitations and code-intensiveness.

And I have gotten an idea: Instead of iterating through a list (firstliving+nextliving+...) I can as well use the code directly on the references via SpellEffect Scripts (Area Effect). Don't know why I haven't got that idea sooner. So that at least isn't that much of a problem anymore.

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