My game crashes with this mod as well. I made a new char and cast the magic arrow starter destro spell from RoleplayRealism-Items mod. I've disabled this mod for the time being.
I just downloaded Daggerfall Unity for the first time and installed the DREAM mods and the ones listed on that mod's description page. I also installed several others like Acquisition, Critical Hits, Fixed dungeon exteriors, Hotkey bar, Drafty secret doors, levelup adjuster and skill books mods. Any attempts to cast any spell with this mod enabled causes the game to freeze and need to be "end task"-ed. Even with ALL of the mods but this one turned off, it still crashes when casting a spell. I am using dfu_windows_64bit-v0.13.4-beta.
I haven't tried this mod, but doesn't it make spells MORE levelled than vanilla, not less? In vanilla, a spell's effectiveness is baked into the spell when you learn or create it, and the casting cost scales (inversely) with your character's skill. With this mod, the effectiveness scales with your character's skill, and the cost is, what? Baked in or still scaled?
With the mod active, the spell would then have these new stats:
Duration: 1 + 10 x 18 = 121 Chance: 1 + 1 x 18 = 13 Magnitude: (1 to 1) + (8 to 9) x 18 = 1 + (144 to 162) = 145 to 163
This is good for me if I have high willpower and/or skill levels. But a character with, e.g., 40 Willpower, 40 Luck and 15 skill level would have WSL = 18 and SSL = 1, so OSL = 1. Presumably, negative levels would be clamped to 0 or 1, but I don't know that. If not, you'd have useless spells until you get to some minimum skill and Willpower levels.
Ok, so the elevator pitch for this mod is that it makes spell effectiveness scale with the appropriate attributes rather than your overall character level.
Oh, it was quite the adventure... trying to figure out what numbers to use... There were things I wanted to change and things I wanted to stay more or less the same. The formulas were for the most part reverse-engineered from the extremes I deemed should be possible and the relationships the individual factors should have and the impact they should have on the final outcome.
Which number intrigues you the most? perhaps I can give a specific example.
Oh, it was quite the adventure... trying to figure out what numbers to use... There were things I wanted to change and things I wanted to stay more or less the same. The formulas were for the most part reverse-engineered from the extremes I deemed should be possible and the relationships the individual factors should have and the impact they should have on the final outcome.
Which number intrigues you the most? perhaps I can give a specific example.
Got me game crash after using my custom made destruction spell i used before install. Is this mod require new game or i need to remade my spells after installing this mod?
Also would like to know more about what it do, i didn't quite understand the description. As far as i know spells in game are not leveled the only restriction is mana cost and chance for some spells to work(like cure poison or open).
Edit: tried other spells and tried making new spells after installing the mod all give game crash after casting.
Hi, thanks for the input. What effect(s) did your custom made destruction spell contain? I'll try to look at it. Are you using any other mods that could affect spellcasting?
You shouldn't require a new install or a new character, at least it is not designed that way. Theoretically, you should be able to turn it on or off and there shouldn't be issues.
The spells have a basic magnitude/chance/duration and then some spells have added per level stats. Like a fireball might cause 10 + 2/level damage. In the original game, "level" here refers to character level. With the mod, it refers to spell level. I tried to be as clear here as possible, will try to update the description to make it easier to understand.
Moved post to bugs as well. Will be looking at the bug part there. For now, I need more info on that, apart form the specifics I already asked for, DFU version and a confirmation that you were using it on the Windows version would also help, as well as any other circumstance that could have an impact. I have tried Destruction spells myself with the mod, built-in ones, but the game didn't hang. Version 0.10.23.
In case of other questions or suggestions, I'll try and come back here regularly to check if any have been posted.
So, potential bugs reported by others aside, this calculates a whole number for "Spell Level" using the formula in the description, and then replaces character level effects on spells with this number, right? I think there might actually be a more simple way to do this if character level is accessible to mods/scripting.
(Sequence of coded events follows) Detect spell cast -> Check spell school effects -> average skill ratings of spell schools tied to each spell effect (Repeat schools are still counted) -> run calculation to determine "spell level" for that spell, using the formula you posted on the mod's description (Skill rating is replaced by averaged skill rating for all stuff used int he spell) -> store current character level -> set character level to spell level until spell is finished being cast -> return character level to last known value
It's a dirty hack, but this method SHOULD make every spell immediately compatible without altering individual spell effects, and be a bit less prone to accidentally introducing bugs than manually editing each spell effect. It likely won't affect spawns unless they appear while the spell is being cast, and because skills do not increase unless resting or loitering is not likely to cause issues with calculating level ups. As this method is applied in real time via scripting, it also will likely work with already-made spells without having to code in a way to update them, and will allow the mod to be removed cleanly as well.
Good concept (though not one I'd use, unless spell level was capped to character level, which would make playing nightblades or other hybrid caster/weapon classes more interesting while mostly retaining vanilla balance). 100% the type of modding this game needs though, as these kinds of core system changes are essential to people being able to play the game exactly how they like.
17 comments
Name: Firebrand
Effect: Continuous Damage - Health
Duration: 1 + 10 per 1 level(s)
Chance: 1 + 1 per 1 level(s)
Magnitude: (1 to 1) + (8 to 9) per 1 level(s)
Each of the bolded areas increases with my level. At my current level, 12, I would then have the following stats:
Duration: 1 + 10 x 12 = 121
Chance: 1 + 1 x 12 = 13
Magnitude: (1 to 1) + (8 to 9) x 12 = 1 + (96 to 108) = 97 to 109
With this mod, character level is replaced with "spell level" (SL).
Skill SL (SSL) = (Relevant Magic Skill - 9 ) / 3
Willpower SL (WSL) = 10 + (Willpower / 5)
MIN(SSL, WSL) += (Luck - 50) / 10
Overall SL (OSL) = MIN(SSL, WSL)
Firebrand uses the Destruction skill, which is 58, my Willpower is 80, and my Luck is 70. That gives me:
SSL = (58 - 9) / 3 = 16.33 (which I presume is floored to 16)
WSL = 10 + (80 / 5) = 26
MIN(SSL, WSL) = SSL
SSL = 16.33 + (70-50)/10 = 18.33 (presumably floored to 18)
MIN(SSL, WSL) = SSL
OSL = SSL = 18
With the mod active, the spell would then have these new stats:
Duration: 1 + 10 x 18 = 121
Chance: 1 + 1 x 18 = 13
Magnitude: (1 to 1) + (8 to 9) x 18 = 1 + (144 to 162) = 145 to 163
This is good for me if I have high willpower and/or skill levels. But a character with, e.g., 40 Willpower, 40 Luck and 15 skill level would have WSL = 18 and SSL = 1, so OSL = 1. Presumably, negative levels would be clamped to 0 or 1, but I don't know that. If not, you'd have useless spells until you get to some minimum skill and Willpower levels.
There were things I wanted to change and things I wanted to stay more or less the same.
The formulas were for the most part reverse-engineered from the extremes I deemed should be possible and the relationships the individual factors should have and the impact they should have on the final outcome.
Which number intrigues you the most? perhaps I can give a specific example.
There were things I wanted to change and things I wanted to stay more or less the same.
The formulas were for the most part reverse-engineered from the extremes I deemed should be possible and the relationships the individual factors should have and the impact they should have on the final outcome.
Which number intrigues you the most? perhaps I can give a specific example.
i havent played the game much and so far, vanilla works for me.
Also would like to know more about what it do, i didn't quite understand the description. As far as i know spells in game are not leveled the only restriction is mana cost and chance for some spells to work(like cure poison or open).
Edit: tried other spells and tried making new spells after installing the mod all give game crash after casting.
What effect(s) did your custom made destruction spell contain?
I'll try to look at it. Are you using any other mods that could affect spellcasting?
You shouldn't require a new install or a new character, at least it is not designed that way. Theoretically, you should be able to turn it on or off and there shouldn't be issues.
The spells have a basic magnitude/chance/duration and then some spells have added per level stats. Like a fireball might cause 10 + 2/level damage. In the original game, "level" here refers to character level. With the mod, it refers to spell level. I tried to be as clear here as possible, will try to update the description to make it easier to understand.
In case of other questions or suggestions, I'll try and come back here regularly to check if any have been posted.
(Sequence of coded events follows)
Detect spell cast -> Check spell school effects -> average skill ratings of spell schools tied to each spell effect (Repeat schools are still counted) -> run calculation to determine "spell level" for that spell, using the formula you posted on the mod's description (Skill rating is replaced by averaged skill rating for all stuff used int he spell) -> store current character level -> set character level to spell level until spell is finished being cast -> return character level to last known value
It's a dirty hack, but this method SHOULD make every spell immediately compatible without altering individual spell effects, and be a bit less prone to accidentally introducing bugs than manually editing each spell effect. It likely won't affect spawns unless they appear while the spell is being cast, and because skills do not increase unless resting or loitering is not likely to cause issues with calculating level ups. As this method is applied in real time via scripting, it also will likely work with already-made spells without having to code in a way to update them, and will allow the mod to be removed cleanly as well.
Good concept (though not one I'd use, unless spell level was capped to character level, which would make playing nightblades or other hybrid caster/weapon classes more interesting while mostly retaining vanilla balance). 100% the type of modding this game needs though, as these kinds of core system changes are essential to people being able to play the game exactly how they like.
I was planning to look at this mod again when the new DFU version comes out. Will definitely look at your suggestion too.