Morrowind
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22 comments

  1. Sephumbra
    Sephumbra
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    Sticky
    Congrats! Hope your mod does well.
    1. Spammer21
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      Our mod ;) 
  2. JosephRivers
    JosephRivers
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    Good day, all.
    Spammer21, thank you for the great mod.
    Does Configurable Version have skill level thresholds at the default values?
    As in: I want to use C.V. now and fine-tune it later. And I need it at the nominal parameters until I get at it.
  3. Erevel09
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    Hey, I was wondering if it's compatible with Magicka of the Third Era? The mod adds synergies and a lot of cool things changing the way magic system works for the most part.

    Really nice mod though!
  4. Arcarias
    Arcarias
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    Fantastic addition to the game, thank you very much!
  5. Valascon
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    Glad to see this type of mod.  Have been asking for something like it for a long time.  Can I use it in an existing game or does it require a fresh start?

    Reading the description, I wonder if my char would ever qualify.  I play chars whose backstory is that they start as a fighter type and have decided to chuck it all and get engrossed in mysticism, alchemy and conjuration.  So the major/minor skills only include unarmored and destruction.  All the others fall under the misc category.  Will that type of char work with this mod?
    1. Spammer21
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      If you have destruction as major and at least 2 other schools as minor, then your character would qualify, otherwise I'm afraid you'll have to start a new character — or cheat with the console ^^

      And yes, it works on existing games, as long as the requirements are met :) 
    2. Spammer21
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      1.1 of the Configurable Version would allow your character to use it - Just set the requirements to 0 
    3. Valascon
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      D/l'ed it and installed in my existng game.  Set access to 1, left other options untouched.  Works nicely.  It seems like there's still an incentive to go to spellmakers to create spells if the MC's magicka and fatigue stats are not enough, but that's OK.  The spell I tried making would be OP anyway :)

      Still a bit unclear about the condition to access using the mod in the first place, but I'll re-read your description.  My char has unarmored as a main skill (currently 32 IIRC), destruction as a minor skill (currently 17 IIRC).  Mysticism is maxed out (100) and conjuration is at 60 or so.  All the other magic skills are less than 50.  Mysticism and conjuration spells I've learned can be used to make new spells, and I assume I'll have to wait until I raise the other misc spell schools to at least 50 before I can custom make those spells.  I forgot to test, but can we make custom spells that combine spells from those schools that get displayed.  For example, telekinesis with say summon scamp or whatever.  I'm actually itching to raise my restoration skill (at 45 atm) and play around with combos of its spells.
    4. Spammer21
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      Combining spells was untouched, so as long as you can see your spells in the spellmaking menu, you can combine them!

      If you believe the magicka/fatigue cost I implemented are too much, that's also customizable.

      As for the access conditions — they ARE confusing, even in the code. There's no way I could explain them simply. Just remember that 0 = you have no conditions whatsoever, 10 = you have to have 5 magical schools as major skills, and anything in between can be any combination of major/minor/misc ^^'
    5. Valascon
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      No problem.  I wouldn't know if the magicka and fatigue cost is high or not.  It's just nice to have the option to create spells on one's own rather than visitng an NPC spellmaker.  I'm a mage, so at some point in my life I should be able to make spells on my own   I could understand if creating a spell had the possibility of failure in addition to the costs, but that would make it more like the immersion mods such as camping gear etc.  It works out in the end.  I suppose one variation might be to enable someone to create a spell that could never be used because the spell cost of the finished spell would be so high you could never cast it under normal conditions but have to use extreme foritification of magicka through potions and/or enchantments.  Regardless, thanks for making the mod.  The original should have had this capability to begin with.
  6. JoylessJoker15
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    it says I am not ready for spell making, even though i set the settings to zero and restarted the game before trying
    1. Spammer21
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      The configuration does not change the requirements for the spellmaking permissions, it changes the requirements for the spells you will be able to create. 

      Which means : If you don't have a magical school as a major and less than 3 as minors, you still won't be able to use it. If you do meet these conditions, but say your conjuration skill is at 10, you normally wouldn't be able to create conjuration spells. 

      See in my screens how the vanilla spellmaking let's me create "bound dagger" or "summon ghost" but the custom one does not? That's because my conjuration was at 15 at that time. 
      The configuration settings would then allow you to still make these spells if you set the setting to 10 or less. 
    2. JoylessJoker15
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      ty
    3. JoylessJoker15
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      can you make it so you don't need any skills at all. maybe optional. I just want to command humanoids without a mod that allows me to just recruit everyone.
    4. Spammer21
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      Version 1.1 of the Configurable version now allows you to do that
    5. JoylessJoker15
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      not really, you still need magic schools, right?
    6. Spammer21
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      With 1.1, you can choose to not have major magic schools. 
  7. JoylessJoker15
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    perfect, exactly what I wanted, now I can control slaves
  8. JettN77
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    fundamental and essential 
  9. Icantmakeupausername
    Icantmakeupausername
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    Holy s#*!
  10. darksatanas
    darksatanas
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    yeah!, thank you man