Is it in the scope of this mod to give utility to drain fatigue spells? It's a shame to have these spells be in the game, but have no purpose since enemies have no fatigue mechanic. There are no mods that address this, that I'm aware of.
Does the old stand alone saving throw still work in current version of Daggerfall do you know? If it doesn't could you upload a new stand alone? Thanks for you time and mod regardless.
I do not support standalone modules. If you only want the Saving Throw functionality, you can install the mod and disable everything else in it. Then nothing else gets changed/overridden.
What magic skill are the Detect spells under? Neither this nor the old Clairvoyance mod's description bothers to say, so I don't know what my dumb Nord needs to train in to be able to cast it.
Edit: It uses the Thaumaturgy skill, you need at least 14 points apparently. (Thanks, Useful Console Commands mod!)
All Detect spells are part of Thaumaturgy, so I thought it is implied this new one will be also part of that school. I've updated the mod description now.
Is this mod compatible with Vanilla Combat Event Handler? ( https://www.nexusmods.com/daggerfallunity/mods/881?tab=files&file_id=4659 ) I mean the "Overhaul of Magic Resistances" part of the mod, because both Mighty Magick and VCEH seems to override vanilla saving throws system.
(if answer is "no": it would be really great, if Mighty Magick will get a patch for VCEH compatibility, so there will be a way to have a cool melee and a cool magic together)
I've checked the code of the mod your mentioned. I'm overriding a different saving throw formula, there are two of these.
Mine overrides the "SavingThrowSpellEffect" Formula, the Combat Event Handler overrides the "SavingThrow" one.
In vanilla behaviour, "SavingThrowSpellEffect" is used for spells with magnitude (to have partial resists), and that formula should call the "SavingThrow" formula, but mine replaces that behaviour entirely.
The result is this:
If you have a spell that does not have magnitude (think of Soul Trap for example), vanilla behaviour occurs, and Combat Event Handler picks it up.
If you have a spell that does have a magnitude, a completely different flow occurs where Might Magick takes over and there is not Event Handling.
I cannot fix this incompatibility on my side. Combat Event Handler must override the "SavingThrowSpellEffect" formula first in that mod, then I can use that event handing in my calculation.
In MightyMagick 0.11.0 I've simplified the way Harmony is injected. This however means the DLL has to go to the Managed/ folder, instead of the Mods folder. If you already installed an older version, just move/copy the .dll when upgrading.
This also means the newer version requires Harmony even if you don't use any of the modules that rely on it. I know it's less user-friendly, but gives type-safety and clarity on how the code works on different systems.
mighty magick is throwing an error in the mod loader screen, saying it requires daggerfall unity ver 1.2.0. Im using 1.1.1. Is this an error in how its being read or is there a 1.2.0 unity version i just cannot find?
in game test of the spell absorb module shows its working and corellates with your changelog saying its working with 1.1.1. the changelog also mentions DFU version 1.2.0-Test1, perhaps thats why im getting the message? I cannot find 1.2.0 for download, so is this message ignorable? *joined the discord and found a link to DFU version 1.2.0-Test1* *trys testing self spell absorb fix in game, not working* obviously not working with 1.2.0 test, why does this say it need it? i go back 1.1.1. and the feature works as expected so i guess i should just ignore the incompatibility warnings for now.
Sadly I can't test multiple versions simultaneously. The last versions of the mod I tested with 1.2.0-Test1 because I've upgraded to it myself. But I don't think anything related to magic is changed between 1.2 and 1.1, so we can expect compatibility.
Right now the main game has a huge backlog of not-merged pull requests and the codebase is fragmented between the master branch, the 1.1.1 release and the 1.2.0-Test1 release.
I didn't have any issues with the 1.2.0-Test1 release, could you send the Player.log, please?
i dont know how to share logs, my main concern was about the warning message anyway. i just didnt see any other mods touch the self absorb exploit so i grabbed this one. I loaded up a save from 1.1.1 immediately after downloading 1.2.0 with my mods and all and noticed the self absorb was still active in 1.2.0. for all i know its just not playing nice with my other mods but i dont want to mess about with that. the exploit fix works when i revert back to 1.1.1 so i figured id just stick with that for now despite the warning about possible incompatibility.
Right now DFU modding is in a bit of rocky state: We have 1.1.1 as a release, we have master branch code in the repository which is somewhat advanced and we have 1.2 Test versions which have almost everything from the master branch.
Hopefully soon (in a few weeks) 1.2.0 gets released and this will all be sorted out.
But I'm not sure there is anything in 1.1.1-1.2.0 upgrade that affects my mod, so my mod should work with both.
In the Spell Progression Feature how the cost spell is compared with the character's skill to be able to cast a spell? Great mod by the way, works like a charm.
If you want to cast a spell, the mod checks every effect that is in the spell, calculates the effects cost, multiplies it with the mod setting value (which is 1.0 by default) and compares it with the related skill.
So technically you can cast more expensive spells if they are made of multiple effects.
Every spell is split into 1 or multiple effects Most pre-made spells only have one effect, like Fireball has Damage-Health.
My mod goes through these effects and check the spell point cost of them. The formula for that is the same that is used when the game calculates the whole spell's spellcost elsewhere, like in your spellbook or when buying spells.
This formula can be overwritten by mods and my mod is using whatever formula is used the latest.
MightyMagick ships its own Spell Cost formula (when the module is enabled) which is really close to vanilla and only changes the result when skill is above 100. Kab's Unleveled magic also ships its own spell cost formula.
[Error] [MightyMagick 0.9.0] <b>Compilation Error CS131</b>: The left-hand side of an assignment must be a variable, a property or an indexer at line#56 column#17 " var (_, spellPointCost) = FormulaHelper.CalculateEffectCosts(effect, casterEntity);" <b>Compilation Error </b>: 1(48,28): MightyMagick.SpellProgressionModule.EntityEffectManagerPatcher.Prefix_SetReadySpell(DaggerfallWorkshop.Game.MagicAndEffects.EntityEffectBundle, bool) at line#0 column#0
Thanks, this was useful. I have a hunch of the issue, but I'm not sure.
I don't know why, but my unity setup supports C#7 or higher, but either DFU 1.1.1 or your machine does not. I'm using C#7 feature, which is what the compiler that runs at start doesn't like.
I'll update a new version that changes this code, hope that fixes your problem.
Regarding new settings, I think those are great, but if I understand things correctly then enabling both skill-based spell buying and knowing effect requirement may nearly lock you out of some spell schools at low skill.
Yes, you are correct, limiting spellmaker to known effects can block you out of progressing certain schools. It also blocks you form ever learning spell effects that dont have premade spells to them, like identify or magelight.
For these reasons I've disabled that feature by default in the mod settings.
A proper solution to this is to re-balance the spells themselves and add new ones. Doing that inside this mod would lead to too many incompatibilities however.
I personally use Kab's Unleveled Spells mod, which does rebalance spells. I think I'll make an extension to Mighty Magick which adds a few more unleveled premade spells with already existing effects based on that mod. But I'm not sure about this work.
Very late reply, my bad. You shouldn't have used both, the big mod had the small saving throw inside it as well.
In order to clear things up, I've archived the saving throw module now and everyone should use the main mod. If you only want the saving throw module, just disable the rest in the mod settings.
It seems this mod is incompatible with Readied Spellcasting Hands. If this mod is loaded after Readied Spellcasting Hands, the latter stops working as I can't see my character's hands but the saving throw module works. If this mod is loaded before, enemies can still make saving throws against my spells. I'm using the saving throws module only. Does anyone have the same issue ?
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If it doesn't could you upload a new stand alone?
Thanks for you time and mod regardless.
Edit: It uses the Thaumaturgy skill, you need at least 14 points apparently. (Thanks, Useful Console Commands mod!)
I mean the "Overhaul of Magic Resistances" part of the mod, because both Mighty Magick and VCEH seems to override vanilla saving throws system.
(if answer is "no": it would be really great, if Mighty Magick will get a patch for VCEH compatibility, so there will be a way to have a cool melee and a cool magic together)
Mine overrides the "SavingThrowSpellEffect" Formula, the Combat Event Handler overrides the "SavingThrow" one.
In vanilla behaviour, "SavingThrowSpellEffect" is used for spells with magnitude (to have partial resists), and that
formula should call the "SavingThrow" formula, but mine replaces that
behaviour entirely.
The result is this:
If you have a spell that does not have magnitude (think of Soul Trap for example),
vanilla behaviour occurs, and Combat Event Handler picks it up.
If you have a spell that does have a magnitude, a completely different
flow occurs where Might Magick takes over and there is not Event
Handling.
I cannot fix this incompatibility on my side. Combat Event Handler must override the "SavingThrowSpellEffect" formula first in that mod, then I can use that event handing in my calculation.
In MightyMagick 0.11.0 I've simplified the way Harmony is injected. This however means the DLL has to go to the Managed/ folder, instead of the Mods folder. If you already installed an older version, just move/copy the .dll when upgrading.
This also means the newer version requires Harmony even if you don't use any of the modules that rely on it. I know it's less user-friendly, but gives type-safety and clarity on how the code works on different systems.
the changelog also mentions DFU version 1.2.0-Test1, perhaps thats why im getting the message?
I cannot find 1.2.0 for download, so is this message ignorable?
*joined the discord and found a link to DFU version 1.2.0-Test1*
*trys testing self spell absorb fix in game, not working*
obviously not working with 1.2.0 test, why does this say it need it?
i go back 1.1.1. and the feature works as expected so i guess i should just ignore the incompatibility warnings for now.
But I don't think anything related to magic is changed between 1.2 and 1.1, so we can expect compatibility.
Right now the main game has a huge backlog of not-merged pull requests and the codebase is fragmented between the master branch, the 1.1.1 release and the 1.2.0-Test1 release.
I didn't have any issues with the 1.2.0-Test1 release, could you send the Player.log, please?
the exploit fix works when i revert back to 1.1.1 so i figured id just stick with that for now despite the warning about possible incompatibility.
Right now DFU modding is in a bit of rocky state: We have 1.1.1 as a release, we have master branch code in the repository which is somewhat advanced and we have 1.2 Test versions which have almost everything from the master branch.
Hopefully soon (in a few weeks) 1.2.0 gets released and this will all be sorted out.
But I'm not sure there is anything in 1.1.1-1.2.0 upgrade that affects my mod, so my mod should work with both.
If you want to cast a spell, the mod checks every effect that is in the spell, calculates the effects cost, multiplies it with the mod setting value (which is 1.0 by default) and compares it with the related skill.
So technically you can cast more expensive spells if they are made of multiple effects.
My mod goes through these effects and check the spell point cost of them. The formula for that is the same that is used when the game calculates the whole spell's spellcost elsewhere, like in your spellbook or when buying spells.
This formula can be overwritten by mods and my mod is using whatever formula is used the latest.
MightyMagick ships its own Spell Cost formula (when the module is enabled) which is really close to vanilla and only changes the result when skill is above 100. Kab's Unleveled magic also ships its own spell cost formula.
If yes, could you check your Player.log?
You should see the following lines:
Harmony: SetReadySpell() patched successfully.
Harmony: Applied patches successfully.
I don't know why, but my unity setup supports C#7 or higher, but either
DFU 1.1.1 or your machine does not. I'm using C#7 feature, which is what
the compiler that runs at start doesn't like.
I'll update a new version that changes this code, hope that fixes your problem.
Regarding new settings, I think those are great, but if I understand things correctly then enabling both skill-based spell buying and knowing effect requirement may nearly lock you out of some spell schools at low skill.
For these reasons I've disabled that feature by default in the mod settings.
A proper solution to this is to re-balance the spells themselves and add new ones. Doing that inside this mod would lead to too many incompatibilities however.
I personally use Kab's Unleveled Spells mod, which does rebalance spells. I think I'll make an extension to Mighty Magick which adds a few more unleveled premade spells with already existing effects based on that mod. But I'm not sure about this work.
In order to clear things up, I've archived the saving throw module now and everyone should use the main mod. If you only want the saving throw module, just disable the rest in the mod settings.