GLORIOUS NEWS, COMRADES I have learned a minor and specialized form of scripting, and it is my gift to you, fair commentors. No longer faced with the tyranny of "Always Succeed" nor the prospect of failure, be reborn in the fires of reverse-engineered scripting!
Word of advice: Dont EVER install this garbage mod. Will break your game, leave you with broken skills. Just look at list of people complaining below. Thank me later.
"You will level at the same rate as 99-100 and progress through quests normally, it's just that you don't have to worry about wasting hard-rested magicka for a healing spell. If you prefer altering rates as you progress (or use Swift Casting from the MCP), then this is not for you."
Spell Levels are normal for me. They are not 99... I am using OpenMW and nothing else, and my spell level is the same. Or it replace after saving the game? Didn't test it yet tho.
EDIT: Nope... still same numbers as it suppose to be. Weird...
I'm a little confused. I installed this, and it's fantastic to not have to cast spells 16 times before they work. But I'm confused about leveling. My character sheet seems to be tracking on the progress bar, but the skill numbers never go up. Is that normal?
**UPDATE** I decided to do some experimenting (since I'd really like to keep this mod), and suddenly, my Restoration increased! I backed up, and couldn't repeat it on other saves - just that particular one. Then I tried leveling up my Alteration & Mysticism. They both got well past the 100 marker on the progress bar and nothing happened. But I do have a hypothesis:
I went thru most of a ruin with my restoration bar at 100, waiting for it level up and return to 0, and I did a LOT of healing (since I'm only at level 4). I'm wondering if the indicator on the character page is showing your progress at your current skill level, while this mod is tracking your progress at level 99 - because when you're actually casting the spells, that's what it's set at. The reason I suspect this is because when my restoration went up, I got the message, "Your Restoration skill is now at 100." I think that however the game is actually tracking your progress, it's going by the number of points you need to get from 99 to 100.
I don't know enough about scripting to know if there's a way around this, even by making another mod. That's a question for someone with more skill than mine. I just wanted people to be aware that if they use this and have magic as some of their major/minor skills, it could slow down their leveling. That's the bind I'm in right now, so if anyone has any ideas, I'd really appreciate it.
Yes, I was right. I deactivated the mod to see what would happen, and when I loaded my game, all my magic skills were set at 99. My Alteration progress bar - which had just hit 100% - was set at 30%. And my Restoration - the one that had suddenly increased - was at 98%. So basically, you can cast the spells with no failure, but you level your magic skill 2/3rds more slowly.
Honestly, I'm not sure which is the better option. Having no spell failure is certainly convenient, but leveling your magic skills at the same rate whether they're at level 5, 30, or 99... That's a heavy price.
The only workaround I can think of is to watch the progress bars, deactivate the mod when one hits 100%, reload, use cheat codes to reset the skill to the proper level, level up, then save, reactivate the mod, and go back to your game. And while the game at least would keep track of what your correct level should be, it's still a LOT of work, and I'm not sure if all that de/re-activating would corrupt your save games...
If someone has a better idea, please let me know, cuz I can't seem to make up my mind.
@Elflady182 - sorry about that! This was never an issue I noticed, since I never really watched my progress. Glad to see you figured it out, but I don't have the scripting knowledge to fix this.
@pizzapicante27 - are you sure you're having the same issue? It sounds like you're NOT leveling, which is probably from a mod conflict.
You can use Magicka regen mod so you will not be frustrated... better to regen than to quit playing Morrowind. Here is the mod: https://www.nexusmods.com/morrowind/mods/47941/
Very nice! I'm hoping to try this out soon. Would you say this is incompatible with Spell Cast Reduction by Aragon ["http://mw.modhistory.com/download-106-13629"] or similar, since during play, related skills are always at 99?
If anyone has the Swift Casting option on from Morrowind Code Patch along with the Always Cast Mod from Rylog9, just know that the issue/bug with leveling magic skills isn't caused by the Morrowind Code Patch. The bug is caused by the Always Cast Mod.
To test this, uncheck the Always Cast Mod from your load order, load up a save (it will give you a few errors, ignore them) and try leveling up that same spell and it will level up. Once you test it, delete the esp file from your data files directory, sort load order, and load up Morrowind without any further problems. Yes, the spells will fail, but it's so rare that it doesn't really matter.
If you find a solution, please post it on here so everyone can enjoy this mod as well, but as far as I'm aware, this is the only known fix so far.
Sorry, wish I could have seen this sooner. Leveling Magic skills is visibly fine if Swift Casting is disabled in the MCP installer. I never played with it, so I didn't see it during my testing. As such, it is not compatible with the swift casting module. Sorry for the inconvenience
If you have a problem with people enjoying the game how they want to enjoy it, then you are just an individual trying to 'gatekeep' others from having fun. Sad as hell...
Setting spells to always succeed just by checking off always succeeds removes the associated skills from the spells. if you do this then you will not be able to level your magic skills unless you use custom spells only.
Well, tried it out, and it didn't cut down failure rates at all, just made them cheaper (to allow for more failures, usually). I'll add it as an optional file later.
23 comments
I have learned a minor and specialized form of scripting, and it is my gift to you, fair commentors.
No longer faced with the tyranny of "Always Succeed" nor the prospect of failure, be reborn in the fires of reverse-engineered scripting!
dissabling a mod does not undo the change....
EDIT: Nope... still same numbers as it suppose to be. Weird...
**UPDATE**
I decided to do some experimenting (since I'd really like to keep this mod), and suddenly, my Restoration increased! I backed up, and couldn't repeat it on other saves - just that particular one. Then I tried leveling up my Alteration & Mysticism. They both got well past the 100 marker on the progress bar and nothing happened. But I do have a hypothesis:
I went thru most of a ruin with my restoration bar at 100, waiting for it level up and return to 0, and I did a LOT of healing (since I'm only at level 4). I'm wondering if the indicator on the character page is showing your progress at your current skill level, while this mod is tracking your progress at level 99 - because when you're actually casting the spells, that's what it's set at. The reason I suspect this is because when my restoration went up, I got the message, "Your Restoration skill is now at 100." I think that however the game is actually tracking your progress, it's going by the number of points you need to get from 99 to 100.
I don't know enough about scripting to know if there's a way around this, even by making another mod. That's a question for someone with more skill than mine. I just wanted people to be aware that if they use this and have magic as some of their major/minor skills, it could slow down their leveling. That's the bind I'm in right now, so if anyone has any ideas, I'd really appreciate it.
Honestly, I'm not sure which is the better option. Having no spell failure is certainly convenient, but leveling your magic skills at the same rate whether they're at level 5, 30, or 99... That's a heavy price.
The only workaround I can think of is to watch the progress bars, deactivate the mod when one hits 100%, reload, use cheat codes to reset the skill to the proper level, level up, then save, reactivate the mod, and go back to your game. And while the game at least would keep track of what your correct level should be, it's still a LOT of work, and I'm not sure if all that de/re-activating would corrupt your save games...
If someone has a better idea, please let me know, cuz I can't seem to make up my mind.
@pizzapicante27 - are you sure you're having the same issue? It sounds like you're NOT leveling, which is probably from a mod conflict.
If you are using the *non-scripting version,* then the reduced cost could conflict with the zero cost by the default spells.
If anyone has the Swift Casting option on from Morrowind Code Patch along with the Always Cast Mod from Rylog9, just know that the issue/bug with leveling magic skills isn't caused by the Morrowind Code Patch. The bug is caused by the Always Cast Mod.
To test this, uncheck the Always Cast Mod from your load order, load up a save (it will give you a few errors, ignore them) and try leveling up that same spell and it will level up. Once you test it, delete the esp file from your data files directory, sort load order, and load up Morrowind without any further problems. Yes, the spells will fail, but it's so rare that it doesn't really matter.
If you find a solution, please post it on here so everyone can enjoy this mod as well, but as far as I'm aware, this is the only known fix so far.
Leveling Magic skills is visibly fine if Swift Casting is disabled in the MCP installer. I never played with it, so I didn't see it during my testing.
As such, it is not compatible with the swift casting module.
Sorry for the inconvenience
My destruction and restoration skills are at 100% but have yet to level up from 35.
Scripting is just out of my skillset for now.
EDIT: nevermind, found a third option!