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Sphagne

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Sphagne

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15 comments

  1. SaikyoFox
    SaikyoFox
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    Got a stacktrace error but Im not reporting it as a bug until I see if its because of the combination of mods I have.

    Error in event callback: .\Data Files\MWSE\mods\sphagne\tieredspellcasting\main.lua:381: attempt to perform arithmetic on local 'school' (a nil value)
    stack traceback:
        .\Data Files\MWSE\core\lib\event.lua:294: in function '__add'
        .\Data Files\MWSE\mods\sphagne\tieredspellcasting\main.lua:381: in function <.\Data Files\MWSE\mods\sphagne\tieredspellcasting\main.lua:361>
        [C]: in function 'xpcall'
        .\Data Files\MWSE\core\lib\event.lua:311: in function 'trigger'
        .\Data Files\MWSE\core\lib\event.lua:331: in function <.\Data Files\MWSE\core\lib\event.lua:298>
    1. VorpalThunder
      VorpalThunder
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      If you use a mod that gives birthsigns new spells to cast, these spells generally (from my understanding at least) have no spell school.
      Any mod that gives you powers as spells and not as powers and do not seem to have a spell school associated to them will trigger this error.

      if you want a quick fix, 
      just add this code after line 381 of the main.lua file of the mod.
      -- code just before code to add
      local caster = e.caster.mobile
      local school = tes3.magicSchoolSkill[e.expGainSchool]

      -- Code to add
      if (school == nil) then
          -- Ignore birthsign spells and spells with no school --
          return
      end

      -- code after (this was originally line 381)
      local skill = caster.skills[school + 1].current


      problem here is due to e.expGainSchool having the none value, which doesn't map to any magic skill, so school does not exist.
  2. kirgan
    kirgan
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    Hi,

    first, great Mod, thank you.

    Since you are using Morrowind Rebirth, your tiered spell costs are not working correctly as maybe intended, as almost every spell seems to be journeyman or below.
    Are you gonna adapt to the new Spell Balancing of MR?

    Greetings,
    and once again thank you.
  3. freakuac
    freakuac
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    • 55 kudos
    Been used TSC for weeks I think I like it.

    It doesn't overhaul the original MW magic balance too much to play like other games.
    MW still feels like MW, only more modular and more QoLs options. I especially love the xp gain on fail casts.
    As a roleplayer I sincerely recommend this, because the best thing is you don't even need to power-gaming at all!
    On the road to a true master you just need to keep casting various practical spells on your journey and you'll feel the growth while improving your magic skills without meaningless grinding.

    P.S. My main combat overhaul mod is Power Fantasy, which keeps most normal vanilla spells untouched. In other words, they are not only compatible but also complementary to each other if one is seeking a more vanilla magic mechanics experience but moderner skills and combat.

    ---
    Also: (version3.0) There's a typo in MCM menu 'tired' instead of 'tiered'.
  4. LeavingUndad
    LeavingUndad
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    • 21 kudos
    Interesting. An alternative, not level uncapped version would be nice. About the 33% penalty to casting chance for each tier when the spell tier is above the caster's tier: why make the vanilla casting chance even more harsher than it is? Nobody likes it when you constantly fail to cast a spell wasting your Magicka. It would be better if the penalty just increases the Magicka cost instead, just like the bonus reduces it for each tier when the caster's tier is above the spell's tier.
    1. Sphagne
      Sphagne
      • member
      • 17 kudos
      Nice idea about magicka cost, I'll do it

      As for uncapped version, I can do it, but testing the balance would be a shared effort
    2. Sphagne
      Sphagne
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      • 17 kudos
      All right, I updated to version 2:

      Added MCM, capped/uncapped setting and spell penalty choices
    3. LeavingUndad
      LeavingUndad
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      • 21 kudos
      Thank you! Downloading and will try it soon.
    4. Sphagne
      Sphagne
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      • 17 kudos
      I have upgraded to v3.0

      Almost every aspect is optional now, and fixed some bugs as well
    5. LeavingUndad
      LeavingUndad
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      • 21 kudos
      So far everything works smoothly as intended, there's nothing to complain about. Thank you once more, endorsed!
      One question though: is the tooltip visible when you buy spells from a spell merchant? I haven't checked it out yet.

      EDIT: I see that the tooltip is not visible when you buy spells from a spell merchant. Is it possible at all to make it visible in the spell buy menu? If it is then it would be great, if not - well, I can live without it.
  5. OperatorJack
    OperatorJack
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    Very cool :D 
    1. Sphagne
      Sphagne
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      • 17 kudos
      I was inspired by some cool mods :D
  6. LordoftheForsaken89
    LordoftheForsaken89
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    I'm guessing BTB's game improvements, which overhauls magicka costs, is going to have odd interactions with this mod too. 
    1. Vengyre
      Vengyre
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      • 26 kudos
      BTB does not divert too much from vanilla in terms of costs, so you can try it.
  7. Vengyre
    Vengyre
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    Just as I am finishing my magic overhaul... Neat to see another perspective!