Beginning work on the Perks that will modify how your weapons work, which give you access to other spells, and upgraded versions of spells, that you can learn from Tutors.
The texture issues can be resolved by downloading the Monster Mod Additions mod (https://www.nexusmods.com/newvegas/mods/56256), and copying the textures and meshes over into the New Vegas Magick Folder (overwrite where necessary). That will get the creature summons to look correct, as well as Don Electric. That being said, new problem noted - summoned creatures crash the game when they get into combat. Still trying to figure out why. Initial tests were on NPCs that weren't part of a recognized in-game faction, but going to find base game enemies (giant mantises, raiders, etc) resolved that problem. However, within about a 10 second window of combat starting, the game crashes to desktop. Need more testing to verify what's causing that.
Hi Hrenak. I love your Magick mod. However after installing the Monster Mod Additions mod and copying the textures and meshes over into the New Vegas Magick Folder Don Electric is still missing texture and mesh. Don Electric glows bright yellow. What do I do to fix this? Thanks for the awesome mod.
I know this is an old mod, but i'm having some issues with the textures. The summoned deathclaws change texture constantly and Don is extremely bright. Anyone else encountering this issue?
Also as a suggestion because I'm loving this mod and how responsive you are to feedback and requests, I think it would be awesome to add some custom perks based on the magic schools I.e having summons last longer, lightening chains more or gets stun chance, fire spreads, casting is quicker, stuff like that. Also an enchanting spellset that would make your melle or guns enhanced like flame sword, or a raise bullet if it kills, high crit shot, the works! This mod is fantastic and a great gameplay changeup loving it large mate.
The perks Idea, I'll definitely be adding in. For the lightning to have a stun effect, and the others having stronger effects, I could make different level of spells, so that they contain more effects. Enchanting weapons.. that'll be a tough one for me, and I'll have to think about that one before attempting it, but nice suggestion!
You see, In the GECK, scripts can't manually change weapon criticals, or any stats in relation to that, so it may or may not work out, but I can think of an alternative.
Maybe the perks could have a level req and you have to know the original spell as a prerequisite to gain the perk. And then when you get the perk it puts the modified spell in your inventory with the added effect
I have a stupid idea for how to enchant weapons. I know that NVSE has codes like SetAttackDamage, and I THINK SetModelPathEX can be used to dynamically change the model path of an item, but I am not 100% sure on that second bit. Doing enchanting like this would require NVSE. First, you have a dummy quest item that's classified as a weapon, is unobtainable, and is useless. Next, you cast the spell to prepare a item for enchanting, and it opens an container. The container can only hold 1 weapon, nothing else, that 1 item becomes your enchanted weapon. A script changes the dummy item into a exact copy of the unenchanted item in the inventory, including model, damage, ammo list, ECT. using the set commands. Then the spell adds the quest item into your inventory, and you (potentially) have the option of renaming it with a text box and a second set command. Use another spell to enchant your item, which will apply a SET command to the quest item to make changes. For example, a enchantment called lethal could increase the damage (though using a perk added when you equip the item would probably be easier here, signature weapons does that), a fiery enchantment could add, well, fire damage, frost adds frost, ECT. Enchantments could be added with the SetScript, and an upgrade could combine a RemoveScript and a SetScript to remove the previous script and add a more powerful weapon script respectively. I hope this helps, this mod looks really interesting. I can't help but get ideas to make fallout into a game of RIFTS. No, not the MMO, the tabletop game.
For the summon magic, the enhanced turret for example, is it supposed to drop from your inventory forever after 3 or so uses? Because it makes me sad to have to cheat the caps in to buy it again or buying multiples...
I use an Xbox controller and for some reason if I have a summon spell hotkeyed to the d-pad and use the spell it will sometimes dissapear from the hotkey and inventory after I use it. It also doesn't even summon it if it does that. I'll test it out some more w/o hotkey but it hasn't done the dissapear forever if I select it from pipboy inventory.
so if the summon is not in hand but hotkeyed, once it is selcted in real time and it is used no summon comes out and it is completely gone from the inventory. it happens on every summon ive used except summon RE deathclaw for some reason that one works fine. it is happening on 15b as well. i'll just have to use the summon selecting it from inventory as opposed to hotkey. i can tell it happens from hotkey because the ammo on the bottom right shows 1/0 as opposed to the normal 0/1
Ahh, I've heard about this happening before. If its that much of an annoyance, I also released a version where the weapon's aren't able to be dropped, If of course, you wouldn't mind being able to get rid of them.
Teleport Target To You / Teleport To Target have been fixed, and no longer cause crashing. The problem was, that the reference may or may not have been the world itself when your game crashed while using them. This has been corrected, by getting if they're actual actors or not, and if they're alive or not.
Colonel Matthew has been set to a decent enough health, killing him will fail the LBR quest, and display / complete objective 1/2/3/4/5/6/7 on Lit Flame.
The First / Colonel Matthew / Any Enclave ShockTrooper will NOT appear, until Lit flame's quest stage is at 6.
LB II will NOT appear, until LBR's quest stage is 3 or higher. And will automatically die / disable himself when the quest is completed.
Conjured weapons seem to crash when the timer for them reaches their maximum, and resets. I had to make it so that if you unequipped them, it gets rid of that weapon, and the ammo. It's also a good thing, it removes cheating, in case you wanted to stack conjured weapons.
Weird Entrance has been decreased on the Z axis, so that it's not hovering above the ground. And, the Weird Entrance won't appear, or won't be enabled, unless the user has taken the From The Ashes quest, and will disable itself once the user completes Trial by Fire.
Quest Markers have been added In! Sorcerer's will have their ammo removed upon death. Starting work on adding more elements. Ideas so far for elements: (Ice and Water suggested by Rylasasin) (Wind is redacted due to Force Push/Pull)
cool mod, might I suggest a questline to learn the spells instead of buying them from vendors? that said, I had some fun with this and immediately killed then re-raised an army.
Right now I think this mod's biggest issue is not the lack of spells or the lack of effects, but the lack of progression. As in, ...there isn't any.
The spell prices are so insanely high even for the "novice level" spells by the time you come back to goodsprings or the outpost to buy any you'll already be rolling in caps. Which by coincidence means that playing a "mage character" is kind of pointless since you'll still have to use weapon skills to grind the caps to get to that point anyway, unless you go right to the school house and loot the cheat chest which only makes things worse. Right now there's no reason to buy fire over fireball let alone hellfire (btw there's a bug: there's two versions of that spell one of which doesn't work). There's no reason to use deathhound or turret construct over RE Deathclaw titan, there's no reason to use conjure exp frag over conjure nuclear exp frag.
At the very least, spell merchants need to be branched off into tiers (novice for goodsprings, etc) and the prices (at least for the lower-level spells) more adequately balanced.
One possible starting point is that the robes give you a few spells to start with based on what you chose.
The first hellfire barrage, I'm taking out of the game. The newer version will be given to you, after completing the [Hard] Stronghold near NVSteel.
The loot chest is there, so that player's are able to obtain spells, if they just want to try out spells in the first place, and taking it out would mean loss of people even wanting this mod in the first place, not saying that applies to everyone, but there's a good amount of people that' would wish to skip the story, and get to the spells immediately. If you choose to follow the (really unfinished and undone) story, then that's fine. If you want to go ahead and loot the chest inside of there, then what's to say that you can't do that in the first place? It's just all about people's stands on wether something should be In a mod or not. You've got to think about everyone, and not just yourself when it comes to making a mod, at least that's my belief.
As for saying there's no reason to use the summoning spells, that's ludicrous, and there's always a reason for everything.
The prices will be adjusted, and everything that you've ranted about will be fixed appropriately (to a point) due to most of this being a minimally opinionated, towards saying this should be taken out, and so forth.
Don't think of me as the kind of person that just wants what I want inside of this mod, most of it is just user suggestions, to make sure that I'm not the only one building this mod, but the community as well, and that's how I like it.
As for changes, I'll only remove things If: 1) They break the mod, or cause crashes frequently. 2) They don't fit inside of the mod, to a point. 3) Community votes decide that it needs to go, or be changed, to a point.
I've only recently studied GECK coding, Quest Making, Vender making, and other things, so If you take pity on me (or don't believe in It) then that's fine. If you see my other files, such as the Overpowered Weapons Pack, Its extremely sloppily put together, mostly because I didn't know what i was doing while making it. With this mod, for the most part I do, and I really care about this mod. But I'm not able to do everything, or anything possible with it without hitting a wall at some point.
That's limited to what's given resource wise in the game's files. Gamebryo can only do so much when it comes to doing things like this, but it doesn't mean it can't be done. For the water effect, I could make the projectile, the same as the water pipes, or the effect the same, and do the same thing force push does. As for ice, this could be tricky doing, considering there's no ice models to work off of, which makes this not impossible, but challenging. I could disable the actor's ai to represent the freezing bit, this would otherwise make them immobile for the duration thought, giving the player time to escape, at the same time, they'd be unable to damage the target due to the ai being disabled. When it comes to adding Earth next for instance, or water, and so forth, I just seems like I'm copying TLEB, but I suppose its fine I'll go ahead and make more elements, if they don't work out, well, they don't work out, and I'll have to come back to them later.
Have you considered adding conjuration spells that summon weapons like swords and guns? Or maybe buff spells that add to your DT or DR?
Also, I like that these are compatible with the grenade hotkey from Project Nevada, but they all have the same icon. So the only way to tell what spell you have equipped is to use it which is not ideal. Minor inconvenience, thought I would bring it to your attention.
To be honest, I tried to not go into the direction of Skyrim CopyCat, but this is a really neat Idea.
To be fair, I could change it up, all I'd have to do is convert my own custom icons to DDS, giving them labels such as "Inc Grenade" and things like that.
As for the Conjuring of Swords and Guns, I'd be more than happy to add that to the game, and credit you in the release.
I had the Idea of killing off the cazador's at the Goodsprings Pass, because I hated that part so much doing my runs. It's a nice change, watching them burn to death :p
93 comments
Version: 1.5c
DO NOT Comment here please!
Version: 1.5c
Beginning work on the Perks that will modify how your weapons work, which give you access to other spells, and upgraded versions of spells, that you can learn from Tutors.
Version: 1.5c
The Pyromancer Tutor, and Pyromancer Perks are done.
That being said, new problem noted - summoned creatures crash the game when they get into combat. Still trying to figure out why. Initial tests were on NPCs that weren't part of a recognized in-game faction, but going to find base game enemies (giant mantises, raiders, etc) resolved that problem. However, within about a 10 second window of combat starting, the game crashes to desktop. Need more testing to verify what's causing that.
The perks Idea, I'll definitely be adding in.
For the lightning to have a stun effect, and the others having stronger effects, I could make different level of spells, so that they contain more effects.
Enchanting weapons.. that'll be a tough one for me, and I'll have to think about that one before attempting it, but nice suggestion!
You see, In the GECK, scripts can't manually change weapon criticals, or any stats in relation to that, so it may or may not work out, but I can think of an alternative.
Use another spell to enchant your item, which will apply a SET command to the quest item to make changes. For example, a enchantment called lethal could increase the damage (though using a perk added when you equip the item would probably be easier here, signature weapons does that), a fiery enchantment could add, well, fire damage, frost adds frost, ECT. Enchantments could be added with the SetScript, and an upgrade could combine a RemoveScript and a SetScript to remove the previous script and add a more powerful weapon script respectively.
I hope this helps, this mod looks really interesting. I can't help but get ideas to make fallout into a game of RIFTS. No, not the MMO, the tabletop game.
This mod already uses NVSE for the Cast Dead / Mind Control weapons, so this could be implemented.
You may have right clicked it, and dropped it by accident.
I'm adding a droppable, and non droppable version(s)
If its that much of an annoyance, I also released a version where the weapon's aren't able to be dropped, If of course, you wouldn't mind being able to get rid of them.
Version 1.5B gets released early!
Version: 1.5b
DO NOT Comment here please!
Version: 1.5b
Raise Dead has been fixed, and won't reload the Inventory anymore.
Version: 1.5b
Teleport Target To You / Teleport To Target have been fixed, and no longer cause crashing.
The problem was, that the reference may or may not have been the world itself when your game crashed while using them.
This has been corrected, by getting if they're actual actors or not, and if they're alive or not.
Version: 1.5b
Colonel Matthew has been set to a decent enough health, killing him will fail the LBR quest, and display / complete objective 1/2/3/4/5/6/7 on Lit Flame.
The First / Colonel Matthew / Any Enclave ShockTrooper will NOT appear, until Lit flame's quest stage is at 6.
LB II will NOT appear, until LBR's quest stage is 3 or higher. And will automatically die / disable himself when the quest is completed.
Version: 1.5b
Every NPC around, and near the Viper Encampment will remain disabled, unless you've started the quest objective that goes along side the event.
Coming up:
Conjuring Swords and Guns
Buffs to DT / AR
*suggested by user: thecoldfire
Version: 1.5b
Crashes, Crashes, and MORE crashes!
Conjured weapons seem to crash when the timer for them reaches their maximum, and resets.
I had to make it so that if you unequipped them, it gets rid of that weapon, and the ammo.
It's also a good thing, it removes cheating, in case you wanted to stack conjured weapons.
Version: 1.5b
Weird Entrance has been decreased on the Z axis, so that it's not hovering above the ground.
And, the Weird Entrance won't appear, or won't be enabled, unless the user has taken the From The Ashes quest, and will disable itself once the user completes Trial by Fire.
Version: 1.5b
Follow Packages / Follow Scripts have been fixed.
Conjured Weapons Scripts don't crash the game anymore, new method implemented to deter cheating.
Version: 1.5b
Quest Markers have been added In!
Sorcerer's will have their ammo removed upon death.
Starting work on adding more elements.
Ideas so far for elements:
(Ice and Water suggested by Rylasasin)
(Wind is redacted due to Force Push/Pull)
Ice
Water
Plague / Poison
Earth
Acid
Version: 1.5b
Obsolete weapons have been deleted.
Prices adjusted for each spell in the vender's shop.
Faction Weapons have been hidden from the player.
Right now I think this mod's biggest issue is not the lack of spells or the lack of effects, but the lack of progression. As in, ...there isn't any.
The spell prices are so insanely high even for the "novice level" spells by the time you come back to goodsprings or the outpost to buy any you'll already be rolling in caps. Which by coincidence means that playing a "mage character" is kind of pointless since you'll still have to use weapon skills to grind the caps to get to that point anyway, unless you go right to the school house and loot the cheat chest which only makes things worse.
Right now there's no reason to buy fire over fireball let alone hellfire (btw there's a bug: there's two versions of that spell one of which doesn't work). There's no reason to use deathhound or turret construct over RE Deathclaw titan, there's no reason to use conjure exp frag over conjure nuclear exp frag.
At the very least, spell merchants need to be branched off into tiers (novice for goodsprings, etc) and the prices (at least for the lower-level spells) more adequately balanced.
One possible starting point is that the robes give you a few spells to start with based on what you chose.
The loot chest is there, so that player's are able to obtain spells, if they just want to try out spells in the first place, and taking it out would mean loss of people even wanting this mod in the first place, not saying that applies to everyone, but there's a good amount of people that' would wish to skip the story, and get to the spells immediately.
If you choose to follow the (really unfinished and undone) story, then that's fine.
If you want to go ahead and loot the chest inside of there, then what's to say that you can't do that in the first place?
It's just all about people's stands on wether something should be In a mod or not.
You've got to think about everyone, and not just yourself when it comes to making a mod, at least that's my belief.
As for saying there's no reason to use the summoning spells, that's ludicrous, and there's always a reason for everything.
The prices will be adjusted, and everything that you've ranted about will be fixed appropriately (to a point) due to most of this being a minimally opinionated, towards saying this should be taken out, and so forth.
Don't think of me as the kind of person that just wants what I want inside of this mod, most of it is just user suggestions, to make sure that I'm not the only one building this mod, but the community as well, and that's how I like it.
As for changes, I'll only remove things If:
1) They break the mod, or cause crashes frequently.
2) They don't fit inside of the mod, to a point.
3) Community votes decide that it needs to go, or be changed, to a point.
I've only recently studied GECK coding, Quest Making, Vender making, and other things, so If you take pity on me (or don't believe in It) then that's fine.
If you see my other files, such as the Overpowered Weapons Pack, Its extremely sloppily put together, mostly because I didn't know what i was doing while making it.
With this mod, for the most part I do, and I really care about this mod.
But I'm not able to do everything, or anything possible with it without hitting a wall at some point.
I mean we have fire we have electric, but it seems that there are an element or two missing.
Gamebryo can only do so much when it comes to doing things like this, but it doesn't mean it can't be done.
For the water effect, I could make the projectile, the same as the water pipes, or the effect the same, and do the same thing force push does.
As for ice, this could be tricky doing, considering there's no ice models to work off of, which makes this not impossible, but challenging.
I could disable the actor's ai to represent the freezing bit, this would otherwise make them immobile for the duration thought, giving the player time to escape, at the same time, they'd be unable to damage the target due to the ai being disabled.
When it comes to adding Earth next for instance, or water, and so forth, I just seems like I'm copying TLEB, but I suppose its fine
I'll go ahead and make more elements, if they don't work out, well, they don't work out, and I'll have to come back to them later.
Also, I like that these are compatible with the grenade hotkey from Project Nevada, but they all have the same icon. So the only way to tell what spell you have equipped is to use it which is not ideal. Minor inconvenience, thought I would bring it to your attention.
To be fair, I could change it up, all I'd have to do is convert my own custom icons to DDS, giving them labels such as "Inc Grenade" and things like that.
As for the Conjuring of Swords and Guns, I'd be more than happy to add that to the game, and credit you in the release.
I just started the quests, and man did I love watching all those cazadores get firebombed by the pyromancers.
It's a nice change, watching them burn to death :p