Skyrim

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asdsad121

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33 comments

  1. mangekiosharingan
    mangekiosharingan
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    where can i find the spell when its installed?
  2. Dreadmorg
    Dreadmorg
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    Only works when enemies r attacking u.....make it a projectile not a shield an i,ll try it again. Does not fire like a projectile puts a shield around u that only activates when your being attacked, this isnt a missile at all :(
  3. saitofutoshi88
    saitofutoshi88
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    Thanks :D
  4. ScottC12
    ScottC12
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    I installed this mod in SSE because that is what I play these days.  This it works fine, and the animations are great.  

    Compared to the D&D Magic Missile spell, this is more like a helicopter gunship raining hellfire down on your enemies, complete with explosions, smoke, and dust, while your broken foes go flying into the air.   

    The D&D Magic Missiles do less damage than an arrow - more like a dart.  These missiles are more like rocket-propelled grenades with heat-seeking homing.   

    Even at low levels, your mage gets several missiles.  The D&D version has the number of missiles scale with the mage's level, starting with 3, then adding one missile per level.

    As-is, is should probably be in a more advanced spell category.

    To make such a spell that would be more like the D&D version, it would do far less damage per missile and not have the explosion effects.  The smoke and dusk this spell kicks up hampers combat visibility.  It would also start out with 3 missiles at lower level and add additional missiles as the mage levels up or as their Destruction skill grows.

    This spell seems over-powered for low-level mages.   Endorsed because it does what it does very well, and is more fun than a Fireball to unleash on unsuspecting baddies.
      
      
    1. asdsad121
      asdsad121
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      Yes, agree. This spell looks more like fireball with '2P' color, rather than the original model of idea.
      And i didn't know it just runs on SSE!

      For fixed number of projectiles per target, more script with slower running speed was able, so I gave up then.
      (and I didn't added 'accurate damage calculation per a projectile' )
      I might try it again, but still I'm not a good programmer.

      More clear trajectory without smoke or explosion, could be simpler revision of nif and script.

      And... if you want, you can change whole mod or upload developed version.
  5. donzaza
    donzaza
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    Eu pressiono e apenas alvos verdes aparecem
    1. asdsad121
      asdsad121
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      1... maybe you can give it a try 
      open <__000804> in xEdit, and increase <flatency> to 0.25 or 0.5

      2... if still not works, then I dont know
      I use old version LE and SweetFx, installlation was ok in old version NexusModManager ( no virtual directory, no ENB renderer )

  6. maxarturo
    maxarturo
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    • 59 kudos
    Dang it!!!... I thought no one had done this yet and i was working on a spell like this one, to include a few special destruction spells alongside my main mod that's mainly utility functions.
    Well, i'll have to delete it now since it's not original anymore...
    1. asdsad121
      asdsad121
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      please show yours, could be better 

      or is it a part of big set ?
    2. maxarturo
      maxarturo
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      Yes and no, it would be part of a set of spells that the main mod contains only 3 spells, which are menu driven scripted spells that execute utility functions that i'm making for myself and my current playthrough, and i thought to also add 3 to 4 extra spells (to make the mod more attractive to users) that i didn't add to the final update of my last quest mod because i had reached a boiling point after working on it non stop for 6+ years and i just wanted to get it over with and play some games.

      My version of this spell wouldn't have more than 8 - 12 lines of code since my approach to this is completely different, but it dosen't matter any more since the only reason i thought to add those few spells is because i thought it would be original, which this does not longer apply for this case.

      So, if i upload those spells here it won't have more than 3 spells now, even if it means that the mod will have only 1 download (from a friend that also wants what i'm making).

      And the bottom line is: why make it since it exists??? i don't like replicating things and i try to be as original as i can be in everything i make.
  7. ichimaru9in
    ichimaru9in
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    Do I need to download all the main ESP?
    1. asdsad121
      asdsad121
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      I would recommend you try last main file only
  8. GoblinSlayeru15
    GoblinSlayeru15
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    Is not working for me. I've tried everithing, but nope.
    1. asdsad121
      asdsad121
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      Um... last download version still works for me 
      sorry, I am unable to tell about your case
  9. Alexarius87
    Alexarius87
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    Awesome spell! I found this mod by chance and it perfectly aligns with a kind of character I wanted to play in years!

    one question though. I noticed that the spell hits everywhere around, is there a way for you (or in general like making a mod menu) to have the area of action more focused on where you are aiming?

    Again thank you for this mod!
    1. asdsad121
      asdsad121
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      Thank you ! finding way to work it was hard

      I never thought that before, and fire toward FOV was easy : compared to hopeless landscape collision and maze searching
      -- uploaded new file: zzzDDmissile_FOFZX.esp and silghtly modified other effects
      -- If you want to change angle of targeting
      ---- find inthe .esp > Activator>[Target_acquire] > properties of script tab > value of [FOFZX] (30.0 default)
      ------ is the L/R&Up/Dn angle radius around the crosshair (0~90 degree)
      -- The angle and range will not be correct sometimes, i regard that is because of skyrim engine
    2. Alexarius87
      Alexarius87
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      • 1 kudos
      Awesome I will give it a go.
  10. Clearwine
    Clearwine
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    Loving the spell (missile) animation! Just a question though; do perks affect the spell? Asking since they don't seem to raise my Destruction level, so I wanna know if it's just me or it's the mod.

    Cant wait for you to go beyond with this mod. Maybe like releasing multiple missiles with dual casting or something.
    1. asdsad121
      asdsad121
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      hope you enjoy

      just tested,  and i dont think perks affected spell, and spell do not advance skill level with attacks caused by player's spellcast

      to make the last step of attack to aware player perks and skills.... would need more steps through scripts
    2. Clearwine
      Clearwine
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      Cool. I hope you integrate it to affect perks, but if not I love it anyway.
    3. asdsad121
      asdsad121
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      Uploaded a new  .esp which would raise Destruction level ;
      Number of the coeffieients are identical to cloaks, but final accumulation would be different because target casting type/iterations.
      Targeting range and seconds were slightly changed,
      however you might have fine_tuned parameters to your preferences, and this time too .. everyone has xedit with LE
      :j