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JaceyS

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  1. RandomPal
    RandomPal
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    There's another mod called MagickaMastery that already does this plus a very neat "spell cost reduction" but the spell cost reduction is kind of imperfect if I remember correctly as it will refound part of the magicka instead of correctly reducing the cost with all the issues that come with that.
    Also, it doesn't have any MCM.

    Since you're already halfway, may I request spell cost reduction feature? :P
    1. SpaceDevo
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      Seconding this. Skill-based cost reduction would definitely be essential.
    2. JaceyS
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      What is the reasoning for this feature? It should be fairly easy to implement in MWSE Lua, though I would probably do it as a separate mod, because they affect different parts of the casting process behind the scenes.
    3. RandomPal
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      The reasoning is that it's an amazing way managing mana and giving the player a sense of progression.
      Instead of weird ways to buff magicka you can just make it so that a higher conjuration (for example) makes you consume less magicka.

      I think these two features were always everything that was necessary to fix magic in Morrowind. A long time ago, there was a super hacky mod I think many poeple used alongside HotFusionMod.
      This one, if you're interested: http://mw.modhistory.com/download-37-1406

      There's also a more in depth explanation of why it's a cool feature.

      The mod I was talking about (MagickaMastery, not to be confused with Mastering Magicka which is a bigger and buggier mod) was eventually ported to lua by NullCascade and G7 so the mod that many people are using now is actually stable and works great.
      A more recent iteration with an MCM would be even better though, that's why I'm asking :P
      Here's the most recent version of MagickaMastery only available on GitHub:
      https://drive.google.com/file/d/1toMhBp2JiqznvSqaDH-rj5jKBknRKvGQ/view?usp=sharing
    4. JaceyS
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      I did try to implement spell cost reduction for the update today, but my approach did not end up working. There does not seem to be an event that triggers when the game is deciding whether you have enough magicka to cast a spell. I want to do it correctly, and actually reduce the cost, rather than refunding magicka like the other mod, but it will take more work.
    5. RandomPal
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      Wow, thanks for looking into it and trying to implement it! I'll wait for an update! :)
  2. SpaceDevo
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    A step in the right direction, but it doesn't solve the egregious issue of self-training granting no benefits to using spells for their intended purpose (healing injuries, damaging enemies, etc.) as opposed to skill-spamming from the safety of your local guild. I have some ideas on how to rectify this, but I don't know how feasible they are.

    Simple Solution:
    Spoiler:  
    Show

    Complex Solution:
    Spoiler:  
    Show
    1. JaceyS
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      I was actually musing about this in the Morrowind Modding Community Discord the other day. It is on my radar, but I mostly made this mod so that I could get on with my current playthrough.
    2. SpaceDevo
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      Ah, that's good to hear. Think you'll be going for the simple solution, complex version, or something else entirely?
    3. JaceyS
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      Too early to say. I would hope closer to the complex solution, but we will see what I am able to do. But don't expect it soon.
    4. SpaceDevo
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      No worries; I know that kind of overhaul will take some thorough scripting and testing.