I absolutely love this mod, but vanilla with MWSE gets like 14~20 FPS in cities even without texture mods, so I'm trying out OpenMW today. I've found tolerable equivalents for a few of my MWSE mods, but this one feels irreplaceable. However, I'd never want to ask you to do your entire mod effectively a second time over and port this to OpenMW. That'd likely be a silly amount of work.
Do you (or anyone really) know of a mod that'd similarly make spell chance more forgiving while working with OpenMW? I've done a bit of digging but can't find much. There's one vanilla mod that supposedly sets skills to 99 during casting, but it's long since abandoned, and outright breaks stats going by the posts.
This is a very simple mod, and if it is possible to do the same thing in OpenMW, it shouldn't be hard to make one. I, however, don't know anything about OpenMW's lua capabilities.
How do you actually install this mod? I have Code Patch, MGeXE, I updated MWSE (do I need Skunk Works? How do I even install that)? Which files do I install where? I extracted them to Morrowind, copied and pasted everything into Morrowind, MWSE, both mod folders in the MWSE directory, how do I get this to work? I'm new to modding manually, this mod used to work with Vortex on the Steam version of Morrowind D:
Edit: Tried copying and pasting every single folder and sub-folder to every possibly relevant folder, and it worked. Not sure what did it, might be good to make the instructions clearer for idiots like me.
These files must go into Data Files, MWSE folder merging with an existing MWSE folder if you have one. This is true for every lua mod. I recommend Mod Organizer for pretty much any Morrowind modding.
2 years later, I am actually working on a magic overhaul that will incorporate this (as an option, but balanced around it)! Hopefully will release it in a month or so.
Okay, in case of someone actually following, maybe closer to August, it's mostly done in terms of core features, but I still have to playtest it. Made more features than I've originally expected, hence the delay.
Great! Although I strongly encourage you not to be in a hurry: a later released but thoroughly tested mod is much more better than raw and quickly uploaded. So I'm waiting for it patiently...
Btw this mod is brilliant and simple as all genious! Actually there is no need in a MCM entry: the function in main.lua is so simple and short that we can easily change it for whatever we need.
EDIT: For example these settings I intend to use myself:
Spoiler:
Show
local function SpellChance(e) if e.castChance <= 25 then e.castChance = 25 elseif (e.castChance > 25) and (e.castChance <= 50) then e.castChance = 50 elseif (e.castChance > 50) and (e.castChance <= 75) then e.castChance = 75 else e.castChance = 100 end end local function initialized() event.register("spellCast", SpellChance) print("[Dice-Free Magic] Initialized") end event.register("initialized", initialized)
I'd call this variant of your main.lua file as Less Frustrating Spell Casting (LFSC). It's still frustrating, but not so often as in vanilla Morrowind.
Glad you like the idea. In my opinion, having 0 chance below some threshold is a must, but that's your game.
The only thing I *need* to do before the release is to have a small playthrough to see if something goes weird and that's what I want to do the least. I don't want to play the game, I want to mod it and add more stuff!
So far it's been stable, but I am a bit worried about enemy caster AI, which is something that's harder to test.
If you don't want to play the game but need to test your mod for enemy caster AI, then I'd suggest you to teleport using Console to any of the Mages Guild or Telvanni Towers, toggle tgm in Console, attack any of the MG/Telvanni casters and see what they will be doing. Perhaps Console AI debugging would also help.
EDIT: "I don't want to play the game, I want to mod it and add more stuff!" - It's strange enough, but I has also always felt the same, although I have never published any of my pathetic and useless mods. Maybe I will do it soon...
True, I've done something like that, but to get a full picture it's best to have a short playthrough. I am more worried about modded casters (if they get OP spells) and creature casters (plenty of room to break here). I've originally wanted all casters to comply to the same rules, but I've been too optimistic, Morrowind's AI isn't very good and isn't designed to fail spells, for example.
It's actually the first 'big' Morrowind mod I am going to publish! I've done some stuff before, but mostly for personal use, and a couple of interiors for TR (for Almalexia... RIP).
Never really agreed with the Spell Chance mechanic, either, but I think the most ideal overhaul would be changing the all-or-nothing casting chance to instead use a more flexible Spell Effectiveness variable that adjusts the spell's magnitude, radius, duration and magicka cost based on your skill, stamina, willpower and armor weight. Not sure how doable this is, though.
It won't work with several effects like Recall. Your idea would be good in theory, but a pain to tweak (e.g.: Open skills not being strictly superior/inferior to each others) and would take an eternity to balance. This is more of a minimalist solution.
I know a mod that does this and much more (4NM_MAGIC), but never tried it.
Yeah, effects like Recall would only have their magicka cost affected, I suppose. Good to know about 4NM_MAGIC, although I'm not sure how I feel about all its proposed additions.
You came up with a really interesting concept. I think the moderate version mentioned in the Readme would be more balanced as 100% success rate on a 61% chance spell sounds a bit op. You'd also still get a chance to play with miscast enhanced which is super fun.
I mean, you still pay the full magicka for the spell, so I don't think it's that OP. I just need to take some time to balance spells around this. Something like "for open 100 you need at least 60 alteration + 90 willpower, or 75 alteration + 50 willpower".
I understand that some might want a moderate version and have this work with Miscast Enhanced, so I might make it, it isn't rocket science. But this goes against my own reasoning why mod like this should exist, it'd throw balance out of the window again. Maybe I'll even make this configurable via MCM.
I could try to think of some other way to balance the spells (like having them consume more magicka at 61%). but that's a long shot.
16 comments
Do you (or anyone really) know of a mod that'd similarly make spell chance more forgiving while working with OpenMW? I've done a bit of digging but can't find much. There's one vanilla mod that supposedly sets skills to 99 during casting, but it's long since abandoned, and outright breaks stats going by the posts.
Edit: Tried copying and pasting every single folder and sub-folder to every possibly relevant folder, and it worked. Not sure what did it, might be good to make the instructions clearer for idiots like me.
I recommend Mod Organizer for pretty much any Morrowind modding.
Btw this mod is brilliant and simple as all genious! Actually there is no need in a MCM entry: the function in main.lua is so simple and short that we can easily change it for whatever we need.
EDIT: For example these settings I intend to use myself:
local function SpellChance(e)
if e.castChance <= 25 then
e.castChance = 25
elseif (e.castChance > 25) and (e.castChance <= 50) then
e.castChance = 50
elseif (e.castChance > 50) and (e.castChance <= 75) then
e.castChance = 75
else
e.castChance = 100
end
end
local function initialized()
event.register("spellCast", SpellChance)
print("[Dice-Free Magic] Initialized")
end
event.register("initialized", initialized)
I'd call this variant of your main.lua file as Less Frustrating Spell Casting (LFSC). It's still frustrating, but not so often as in vanilla Morrowind.
The only thing I *need* to do before the release is to have a small playthrough to see if something goes weird and that's what I want to do the least. I don't want to play the game, I want to mod it and add more stuff!
So far it's been stable, but I am a bit worried about enemy caster AI, which is something that's harder to test.
EDIT: "I don't want to play the game, I want to mod it and add more stuff!" - It's strange enough, but I has also always felt the same, although I have never published any of my pathetic and useless mods. Maybe I will do it soon...
It's actually the first 'big' Morrowind mod I am going to publish! I've done some stuff before, but mostly for personal use, and a couple of interiors for TR (for Almalexia... RIP).
EDIT: Found it in Your description. My bad! I was quick to make comment. xD
I know a mod that does this and much more (4NM_MAGIC), but never tried it.
I understand that some might want a moderate version and have this work with Miscast Enhanced, so I might make it, it isn't rocket science. But this goes against my own reasoning why mod like this should exist, it'd throw balance out of the window again. Maybe I'll even make this configurable via MCM.
I could try to think of some other way to balance the spells (like having them consume more magicka at 61%). but that's a long shot.