Oblivion
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migck

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miguick

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About this mod

Uses the OnMagicApply handler of OBSE to bring you the next best thing after Fallout 3 entry points.

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[size=7]Magic Magnitude Multipliers[/size]



REQUIREMENTS



Bringing the power of the OnMagicApply OBSE handler to your doorstep, I present to you Oblivion's closest impersonation of Fallout 3's entry points that you can get with nothing but scripting.

... So, what did that even mean? What I've done here is a basic framework for altering the magnitudes of incoming magic effects from spells and enchantments on an actor, before they are applied. This gets rid of many of the pitfalls of using SetNthAEMagnitude on an active effect in a frame other than the one where the effect is applied. It provides many kinds of options multipliers to alter the magnitudes depending on several factors, all of them grouped in a nice ini file which hopefully can suit most tastes, if not all.

I provide five categories of multipliers, all of which you can enable or disable to your liking. Under each class there are separate multipliers to adapt to the characteristics of the incoming magic effect. You can make on self effects get a different multiplier than on touch or on target ones, effects from scroll enchantments have a different multiplier than those of a weapon enchantment or regular spell... The description of every kind of multiplier would be too boring to put here, but the ini has enough description of each that it shouldn't be too difficult to figure how it works.

All multipliers will multiply up, like in Fallout. A final multiplier results from multiplying up the results in each category, and the magnitude of the effect will be altered by that factor. The Fractional Magic Damage plugin is kinda fundamental here, since without it, any floating point precision of the magic effect will get truncated.
So basically, if you don't want an effect from having its magnitude altered based on a characteristic of it, set the corresponding multiplier to 0. The final multiplier for that category will be 0 as well, and it will not be used for the final multiplier.
What if you don't want an entire magic effect type to be affected by a particular multiplier category, or by any of them? You can define in the ini magic effects that will be excluded from a multiplier category, or from all of them, in three easy steps. I have provided the Illusion leveled effects: Calm, Command, Demoralize, Frenzy and turn Undead, because unfortunately altering their magnitude in the apply phase does not do anything to what they end up doing.

IMPORTANT: the magnitude alteration is applied AFTER all the regular magic modifiers that the game uses, namely resistances and spell effectiveness. Also, note it is ONLY magnitude alteration. Effects without a magnitude (Paralyze, scripted effects...) are not affected at all by this mod, unfortunately OBSE has no commands to alter an active effect's duration nor elapsed time.
Note that to avoid possible issues, this mod does not affect magnitude of effects from diseases, abilities, nor constant effect apparel enchantments. These ignore the regular magic modifiers from the game, and manipulating them is not safe. It also doesn't affect effects from potions nor ingredients. Since an actor can have several instances of those same magic item active at once, there's no easy way to manipulate them safely that I have thought of yet.


Here are the multiplier categories.
  • Global Modifer: allows you to alter magic magnitude independent of your difficulty setting, with separate options for the PC, NPCs, creatures...
  • Intelligence Modifier: alters magic magnitude based on the caster's Intelligence attribute. Smarter mages use spells to more effect. Can show the base modifier the player gets from Intelligence in the misc. stats screen.
  • Willpower Modifier: yet another 'willpower magic resistance' mod, but different. Alters magic magnitude of incoming effects on the target based on his willpower. And does so for all actors without needing to mess in any way with the magic resistance AV.
  • Magic Sneak Attack: inspired by the same feature from Supreme Magicka. Sneaky mages rejoice!
  • Free Hands Modifier: alters magic magnitude based on what equipment the caster has drawn, to simulate having more or less liberty of hand movement. Increment your magic prowess when having no weapon out, or when wielding a staff.


All the multipliers can be customized in the file at Data/Ini/MigMagipuke.ini, which as stated includes detailed enough descriptions of what each one does (I hope).
No uninstallation issues, just disable and/or delete MigMagipuke.esp and MigMagipuke.ini. No permanent changes will occur to your savegame.


End Notes


Thanks to the OBSE team for OBSE.
Thanks to JRoush for AddActorValues and Fractional Magic Damage.
Thanks to shadeMe for the CS Extender.

Do as you will, lliw uoy sa oD