OK I mean no offense by this review but some serious constructive criticism.
Impossible to play for non-caster. Rates for basic spells that I would perform 100% of the time without the mod are now down to 21% when I was expecting about 80%-100% for basic 50%-%70% for 1 rank above mine 20-30% for 2 ranks higher and 3 ranks higher impossible, Or something along those lines. Because you have to remember the rebuke for a failure is the wasted magicka and with high level casts that can be exceptionally high. This would deter players from over using high level spells but see them more as plan b or just in case.
There's really no need for the message boxes. They do nothing except break immersion. I could see I failed, and the chance to cast box just brings unnecessary math and programming to your attention it's like some stupid WoW mod and is about as immersive as tetris. It's good for testing I guess, but should be removed before release or have an option to turn it off. Maybe even just change it to say something like 'argh!' or 'damn I failed' So it doesn't break immersion.
A nice challenge & great idea but but the delivery was a little poor.
The idea is great, but this mod isn't working for me.
I have a level 1 knight, the illumination spell cost is 26, illusion skill is 25, luck 50, willpower 26. Based on the script calculation (I checked as well just to make sure), his spell chance should be:
0 + 50/8 + 26/4 + 25*2.5 - 26*1.25 = 42.75
but for some reason it calculates -7 instead. He's level 25 in illusion but can't cast any of the starting illusion spells.
My guess is the way the script determines skill level or getting the school of the spell is somehow broken. If instead of skill level 25 I put in 5 I get -7.25.
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EDIT: another unrelated bug I found: when you start the game, the script doesn't kick in until you change the selected spell. If you don't do that you can cast healing with a 100% chance.
As the author didn't explained how the settings work, I went editing the script, and this is the key function for everybody willing to change settings...
I installed this...and it basically silenced my mage.
She is level 22 and suddenly only has about a 50% chance of casting spells she got at level 1. The 50-60 magicka Journeyman level stuff she had been using has negative Chance To Cast numbers of about -75.
This is the ONLY magic related mod I'm running.
Also the readme names some variables you can change but does not explain what they do.
This mod is great. There is just one small thing that bugs me a bit. The cast chance does not changeat all if you fortify your skill via magic. Thus the fortify magic skill effects are more or less uselss (not that it is different with vanilla game). Is there some way to make the casting chance react not to your base skill level, but to the current one? Thanks.
In case of spell failure sometimes a growing spells is working at my char .. and she grows .. and grows ... at the moment she has double height as NPC. :-((
17 comments
Impossible to play for non-caster.
Rates for basic spells that I would perform 100% of the time without the mod are now down to 21% when I was expecting about 80%-100% for basic 50%-%70% for 1 rank above mine 20-30% for 2 ranks higher and 3 ranks higher impossible, Or something along those lines. Because you have to remember the rebuke for a failure is the wasted magicka and with high level casts that can be exceptionally high. This would deter players from over using high level spells but see them more as plan b or just in case.
There's really no need for the message boxes. They do nothing except break immersion. I could see I failed, and the chance to cast box just brings unnecessary math and programming to your attention it's like some stupid WoW mod and is about as immersive as tetris. It's good for testing I guess, but should be removed before release or have an option to turn it off. Maybe even just change it to say something like 'argh!' or 'damn I failed' So it doesn't break immersion.
A nice challenge & great idea but but the delivery was a little poor.
I have a level 1 knight, the illumination spell cost is 26, illusion skill is 25, luck 50, willpower 26. Based on the script calculation (I checked as well just to make sure), his spell chance should be:
0 + 50/8 + 26/4 + 25*2.5 - 26*1.25 = 42.75
but for some reason it calculates -7 instead. He's level 25 in illusion but can't cast any of the starting illusion spells.
My guess is the way the script determines skill level or getting the school of the spell is somehow broken. If instead of skill level 25 I put in 5 I get -7.25.
">
EDIT: another unrelated bug I found: when you start the game, the script doesn't kick in until you change the selected spell. If you don't do that you can cast healing with a 100% chance.
spellchance = SpellBaseChance + (luck /"> + (willpower /4) + (skill * spellskillmultiplier) - (cost*spellcostmultiplier)
Default settings are:
SpellCostMultiplier 1.25
SpellSkillMultiplier 2.5
SpellBaseChance 0
She is level 22 and suddenly only has about a 50% chance of casting spells she got at level 1. The 50-60 magicka Journeyman level stuff she had been using has negative Chance To Cast numbers of about -75.
This is the ONLY magic related mod I'm running.
Also the readme names some variables you can change but does not explain what they do.