Fallout New Vegas

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Hrenak

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Hrenak

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About this mod

Fallout: New Vegas Magick Mod

Magick has been brought to New Vegas, so what are you waiting for?
There's Over 50 spells to use!

Permissions and credits
Fallout: New Vegas Magick Mod


Installation:

Extract the Meshes folder to your Data folder


Place the .esp file in your Data folder


Archive Size is roughly over 80MB

P.S, fixed the Missing Meshes error - Hrenak



Magick has been brought to New Vegas, so what are you waiting for?
There's Over 50 spells to use!

BOSS BATTLES! - Fight 3 Distinct Boss Battles since version 1.4, each unique in their own way!


COMPANIONS! - Meet Don Electric! He's Paranoid, Looney, Loves shooting things, and wants to be your friend!

Choose from 3 Disciplines upon equipping your Newbish Sorcerer Robes:
Pyromancy - Burn things!

Conjuring - Create weapons and projectiles using only magic! Or build Constructs
to protect you on your adventures!

Summoning - Use the forbidden art of ReAnimation to summon terrifying monsters
to fight your battles for you!

Set things on fire! - Burn baby burn!

Shoot lightning at your pesky neighbours! - Call upon the raging fury of zeus to
zap your enemies into dust!

Mass Destruction! - Summon Flames, Fireballs, Missiles, Explosions, and more
to take total advantage of the battlefield!


Conjuring! - Summon Familiars, Constructs, and Monsters to help you out on your
adventures!

Teleportation! - Ever get surrounded by enemies? Just pull this out, aim as far
away as you want, and presto!

Raising The Dead! -  Ever want your own army of undead corpses to help you out
in battle? Well now you can have that, and more!

Mind Control People! - Use your own magick abilities, to brain wash things into
helping you out on your journey!

With all these at your disposal, and more, theres nothing that can stop you in
the wasteland!

Theres a ton of spells to choose from the venders in Goodsprings and the
Mojave Outpost.
That, or if you don't have the caps, or just downloaded it to have access to
every single spell, theres a suitcase inside The Schoolhouse with all of them in
there; the venders are just optional


Main Lore:

A Mysterious Figure In a Hood and Cloak, has started teaching people in the ways
of Magicka.
Countless people from all over the wastes have come to Inquire these spells, but
only the ones that are chosen will recieve the power this stranger has promised!

The Mysterious Figure Is quite Interested in these "Caps", and has sent out his
merchants to teach you each spell for a sum of credits.

But Beware, there's other rogue Sorcerers that have started taking places as their Bases, Tread carefully!
Idea By: youdojo

How to get each spell:

[Venders]

One Is Located In Goodsprings, and has settled Inside of Chet's Store, using
mind control on him, to make sure that he's not bothered.

Another In the Mojave Outpost, roaming the vascinity, and has mind controlled
the NCR Soldiers so that he can stay there.



(PARTIAL SPOILERS FOR THE MOD AHEAD!)

Partial Summoning Lore (Spoilers):

Constructs:
These are Enchanted Robots such as Turrets, or Robot Guards that are built from
the ground up by using your own magick!

ReAnimated Followers:
Theres a secret resurrection method called ReAnimation, that is forbidden to teach,
but still taught in secrecy to the ones that either pay the most, or are a high
enough ranking sorcerer to learn how to summon these creatures.
They wont last forever though!
Some last more than the others, the stronger the familiar, the less time it has!




Bugs:
Teleport To Target has a current issue, where it most of the time will place
you under a rock, or an object if you dont aim the weapon correctly.
Works best if you aim it at obvious objects such as steps, other people, enemies,
etc.
Same thing with the Teleport Target To You, If you aim at an object, instead of a
player, then well, If you aimed at a wheelbarrel, then expect to be greeted by one.

DeathClaw Prime has trouble fitting through doors, because he's very tall
(Same can be said about other deathclaw followers, but im working on getting them
to "Crouch" in a way, which at the moment im trying to figure out how.)

Same goes with Yahma and the Deathclaw Titan, except they like to get stuck on
smaller objects and houses.



Conjure [Frag Name] Frag must be held down like a real grenade to throw it father,
which of course makes it a bit more realistic, at the same time its important to
note this, or else you'll end up throwing one too near to yourself, ouch.

This also applies to:
Cast Fireball
Hellfire Barrage
Cast Lightning

When switching from one weapon to the other, the regeneration times copy the last
weapon's time, so for example, the Hellfire Barrage has a longer regen time than
Cast Fireball, so after it regenerates ammo from the Hellfire Barrage's Regen Time,
it should go back to normal.

Aiming at the ground with Teleport to You or Teleport to Target will cause the game to freeze up, the problem is that the script works off of teleporting you to the reference that you're looking at, in this case, well, you're trying to teleport THE GROUND to you, which will cause a crash.




Notes:
As of Version 1.5, spells are set to Droppable / Takeable

As of Version 1.5b, there will be two versions available:
1) Spells are Quest Items, cannot be dropped / Taken Away
2) Spells are not Quest Items, and can be dropped / Taken Away







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