Came across a possible bug with the newest version. When an enemy lobs a fireball at me and it hits a surface, the sound effect and light effect get stuck.
I confirmed it was this mod. I still have V1.4 for myself thankfully, so I tested the old version as well. 1.4 does not cause the bug. 1.7 does, reliably.
Sadly I can't step down to 1.6 instead of 1.4 as modders now make old versions totally unavailable?
Thank you. Liked the idea, so added it. Used another mod before, Mighty Magic, which has a different take. But in the end, liked this one more, enough to switch.
Out of curiosity, what does it mean when a spell is "partially saved against"? Does the target narrowly avoid the spell or do they take reduced damage?
I found a feature of this mod. If the quest has the following conditions: QBN: Foe _mage_ is Mage create foe _mage_ every 0 minutes 1 times with 100% success cast Spell_Shield spell on _mage_ And if the character is level 25, then after casting spells on the quest target, the message about the target's saving throw is not displayed (for 26 rounds, after that it is displayed). Is it possible to add messages about saving throws not only from the target's attributes, but also from the spells cast on the target to this mod?
This is probably kind of rude but I don't know where I should ask. Is it possible that we can see something from you that alters the spell formula so that instead of increasing effectiveness from levels we see increased effectiveness from mainly skill level and a little bit of willpower? I know that there's Kab's Skilled Spells but I am unsure if that will still work in release DFU and it's kind of abandoned.
Regardless, thank you for this mod. Makes Willpower less of a dump stat even for mages now.
I was originally writing to complain that I felt that the mod wasn't working correctly, but instead I think it just might be who I made my character to be so instead I'll ask a question;
If I am level 17 with capped will/luck (Will 20+60/Luck 29+71), and I am fighting a level 20 lich(Will 90/Luck 50), WITH phobia to undead, would the equation be:
(50 + 9 + ( 95 - 100 )/2 + ( 50 - 50 )\10 - ( 100 - 50 )\10) + (10+17+4) = 82.5? The "+ (10+17+4)" is my phobia bonus to their save.
So their save against my spells is at 82.5? I should note that I never succeed to hit them with spells. Legit never happens, not even partials. I am uncertain if this is a roll of 100, because if it is I should be hitting them about 18% of the time. If it's supposed to still leak some damage through it should be taking a least some damage with a spellpower of 1800 pts of damage. Just want to understand how this is working, properly. I'm cool with it if the intended outcome is my spells basically just wizzing pass them because my character is wizzing their pants.
The phobia is based on the creature's level, so a lich is level 20. So your calculation is on point except to correct the phobia to +34 towards saving throw, which gives the lich a saving throw base of 85 with the phobia.
With a saving throw of 85, that means 35% of spells will be fully saved, 50% of spells should do less than full effect, and 15% will bypass saving throw. It's a roll of 100, but the random number generator can be unforgiving at times, but spells should still get through. Especially with an 1800 damage spell. Are you using any mods that could modify the lich like MUDEX or Monster University?
I AM using monster university. Just went and reread the description, I get why you asked. I guess my character really is pissing themselves when a Lich appears lol. Plus the added immunities.
Haha yeah phobias really drive that these creatures should be avoided. If you have a mod that uncaps attributes, then boosting willpower past 100 can mitigate the phobia. on the plus side, having bonus to hit flips the script and the monsters will be helpless to your spells.
This definitely makes willpower useful for spellcasters and enchanters, the original saving throws really punished any sort of offensive spellcasting with how limited magicka is for a character.
Are both this mod and feeling lucky compatible with physical combat and armor overhaul? I presume your combat mod is not. I really really want to use these mods.
Ooh, I love this! It always bugged me how little impact WIL had, and how saving throws were pretty much always 50/50. These are the kinds of balance/gameplay mods I like to see for this game!
This definitely helps make spellcasting more worthwhile, since with the original settings, everything had a saving roll higher than 50 which would fully resist about 30-40% of all spells.
Excellent mod. Combines very well with the Meritamas mod https://forums.dfworkshop.net/viewtopic.php?t=4888, where a magical character needs to invest points in Will and Luck when leveling up. The original saving throws against 100% Pacification spell (0-5 saving throws before non hostile) are very annoying for the Thaumaturgy master. And in this mod it happens immediately. I downloaded the latest version, but DaggerfallUnity.exe (Windows 64bit) shows not "1.2" but "1.1".
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I confirmed it was this mod. I still have V1.4 for myself thankfully, so I tested the old version as well. 1.4 does not cause the bug. 1.7 does, reliably.
Sadly I can't step down to 1.6 instead of 1.4 as modders now make old versions totally unavailable?
QBN:
And if the character is level 25, then after casting spells on the quest target, the message about the target's saving throw is not displayed (for 26 rounds, after that it is displayed).Foe _mage_ is Mage
create foe _mage_ every 0 minutes 1 times with 100% success
cast Spell_Shield spell on _mage_
Is it possible to add messages about saving throws not only from the target's attributes, but also from the spells cast on the target to this mod?
Regardless, thank you for this mod. Makes Willpower less of a dump stat even for mages now.
If I am level 17 with capped will/luck (Will 20+60/Luck 29+71), and I am fighting a level 20 lich(Will 90/Luck 50), WITH phobia to undead, would the equation be:
(50 + 9 + ( 95 - 100 )/2 + ( 50 - 50 )\10 - ( 100 - 50 )\10) + (10+17+4) = 82.5?
The "+ (10+17+4)" is my phobia bonus to their save.
So their save against my spells is at 82.5? I should note that I never succeed to hit them with spells. Legit never happens, not even partials. I am uncertain if this is a roll of 100, because if it is I should be hitting them about 18% of the time. If it's supposed to still leak some damage through it should be taking a least some damage with a spellpower of 1800 pts of damage. Just want to understand how this is working, properly. I'm cool with it if the intended outcome is my spells basically just wizzing pass them because my character is wizzing their pants.
With a saving throw of 85, that means 35% of spells will be fully saved, 50% of spells should do less than full effect, and 15% will bypass saving throw. It's a roll of 100, but the random number generator can be unforgiving at times, but spells should still get through. Especially with an 1800 damage spell. Are you using any mods that could modify the lich like MUDEX or Monster University?
on the plus side, having bonus to hit flips the script and the monsters will be helpless to your spells.
The original saving throws against 100% Pacification spell (0-5 saving throws before non hostile) are very annoying for the Thaumaturgy master.
And in this mod it happens immediately.
I downloaded the latest version, but DaggerfallUnity.exe (Windows 64bit) shows not "1.2" but "1.1".