Morrowind
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OperatorJack

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OperatorJack

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46 comments

  1. Brujoloco
    Brujoloco
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    Ahhh this is amazing!  I was early talking with someone about applying DCC Rpgs magic mechanic in morrowind! And this mod is one step closer to that haha!

    Wonder if there could be a way to add critical successes as well? Like if a mod does damage it does x2 or x3 or perhaps adds an extra effect? A critical success tp full heals you or restores all your magicka, a critical success levitate fortifies a random attribute, critical success summoning brings not 1 but 2 creatures or more or perhaps a small short lived army of the same creature? etc etc

    All in all an amazing mod! :D

    Still waiting on your Magicka Expanded updated as well! Would really love to see your spells disseminated amongst the mage guild npcs!
  2. VincentEttrich
    VincentEttrich
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    Super cool mod.

    Late to the party, but wanted to throw out there that I'd love a tweaked version of this that also scales off the % failure chance (ie, massive penalty at %1 success chance, tiny penalties when closer to 100%), and always triggers the penalty (when below 100%), to use along with a mod that makes spells always succeed.
  3. Xadhoom
    Xadhoom
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    Awesome mod!
    Do you think you will update it to support other mod? IE: Necrocraft, because i should totally be able to be killed by my skeleton after i fail animating it :D
  4. WastelandDrifter1
    WastelandDrifter1
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    Does this all affect NPCs magic? That would be pretty interesting, too.
    1. OperatorJack
      OperatorJack
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      Generally, yes. Some mechanics do not, like the water breathing miscast, as the AI would be unable to handle it. 
    2. Nesano
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      If it does affect enemies, could you add that distinction to the description? I was going to pass over this mod until I realized it DOES actually affect enemies in addition to the player.
  5. LinkIsEpic101
    LinkIsEpic101
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    Along with these critical failures, have you ever considered critical successes at a very low chance too?
  6. LinkIsEpic101
    LinkIsEpic101
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    Awesome showcase video! Poor Ra`Test!
  7. Fman3
    Fman3
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    It would cool if Sound magic effect would cause chance of miscast instead of decreasing casting success chance as it normally does. It would give it very different function compared to silence.
  8. Corsec
    Corsec
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    I've been using this with Controlled Consumption mod, which limits the frequency that the player character can ingest potions.
    https://www.nexusmods.com/morrowind/mods/45624

    After miscasts, I sometimes find unused potions in my inventory that have zero weight and price. Their effects seem closely related to the spells I have been using recently. I'm guessng that you're applying the effects of miscasts by forcing the player to drink a potion, and that the Controlled Consumption mod is interfering with this.

    Does this sound about right? I've disabeld Controlled Consumption and I will see if the potions continue to pile up in my inventory.
    1. OperatorJack
      OperatorJack
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      Can you confirm if you're using the most recent version of Miscast and still having this problem? (V1.1)
    2. Corsec
      Corsec
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      I was incorrect, sorry. It's not because of this mod, but does seem to be associated with another one of your mods.

      It seems to be a result of the "MM - Cast-On-Swing Enchantments" mod. The potions are matched to the magic enchantments on my equipped weapon, and when I consume the potion it produces an offensive magic effect. Strangely, it still seems to happen even after I have disabled the Controlled Consumption mod.

      I'm not sure what could be causing the bug. I'm assuming it's due to an unintended interaction with another mod. Perhaps I have another mod that is still limiting the frequency of potion consumption? I'll post again in the "MM - Cast-On-Swing Enchantments" mod page if I am able to identify a cause.
    3. OperatorJack
      OperatorJack
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      No, this particular issue is just a plain-old bug. I had fixed it in Miscast v1.1, but apparently I forgot to do it on Cast-On-Swing. Open an issue over on that mod page and I'll fix it after the MMM competition.
    4. Huricano
      Huricano
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      I have the same problem with potions in inventory and I don't use cast-on-swing-enchantments.
      Maybe it's something related to morrowind code patch?

      EDIT: Ahhh I see...mod specific -->"scriptable potion use" needs to be enabled. Make sense now...
    5. OperatorJack
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      This will no longer happen in V1.2, even without the Morrowind Code Patch option.
  9. deleted14075335
    deleted14075335
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    I personally find the recall miscast to be actually useful often when it happens. like I twice ended up somewhere closer to where i ultimately wanted to got even though i was just trying to get back to balmora to take the stilter strider not even half as close. and otherwise I end up somewhere I wanted to get to later anyway. I think the recall miscast could be far more disorienting if it teleported the character some where out in the ocean around vvardenfell at a set distance out or somewhat random.
  10. TimThe7th
    TimThe7th
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    I'd like to use this mod, but I'm not really interested in Magicka Expanded. Is there a reason it's required, especially since it's not supported yet?

    EDIT: Never mind, should have done my research. Magicka Expanded is available as a framework alone. I think I was confusing it with an Oblivion mod, haha.