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Solthas

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Solthas

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About this mod

Live out your wizardly fantasies by getting spell-casting buffs while you have a staff in hand. Balanced by tradeoffs. Fully configurable. Requires OpenMW 0.48+.

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Note: This mod's been bundled up with most of my other mods into one easy to use Timed Directional Combat Pack!

Staff-Spell Stat Buffs
For OpenMW 0.48.0+

-- Solthas, 20230115

Live out your wizardly fantasies by getting spell-casting buffs while you have a staff in hand. Fully configurable.

[RECOMMENDATIONS]
My other weapon-combat-buff mods may be used with this one!
Timed Directional Attacks: Time your attacks well for buffs depending on which directional attack you use.
Weighty Charged Attacks: Get extra weighty charged attacks, slowing you while you charge up, in order to get grounded accuracy buffs, or jumping strength buffs.
Charge Attack Parry: Turn your weighty charged attacks into backpedaling blocks or sidestepping dodge attacks.

[INSTALLATION]
Note: This mod only works with 0penMW 0.48+, and is only tested on OpenMW 0.48.0.

Unzip the mod subdirectory wherever you put your mods, or on a datapath listed in openmw.cfg (default Windows location C:\Users\...\Documents\My Games\OpenMW), and check the checkbox in OpenMW Launcher > Data Files > SolStaffSpellBuffs.omwscripts

[DESCRIPTION]
This mod uses what Lua API hooks currently exist for OpenMW 0.48 to give spellcasting buffs while you have a staff equipped. Specifically, it gives you stat buffs only if you activate the spell ready stance while you have a staff equipped.

By default, it will only give you the stat buffs if you swap directly from the staff ready (weapon stance) to spell ready (spell stance). This can be toggled off for ease of use. However, it feels more thematic for me this way, and it lets you control whether you want the buff or not, as the buff comes with tradeoffs by default.

As it stands, the buffs are as follows... swap from staff to spell:
  •     Get +intelligence, +wisdom, -agility, -speed, depending on staff value.
  •     Stat mod magnitude = log10(staff value).

The logic is as follows: Enchant capacity actually sucks at tracking vs staff rarity. And if you have the Staff of Magnus in hand, you should probably get a huge buff. Yes, the tradeoffs also get heavier with staff value. These can be toggled off or decreased manually.

[IMPLEMENTATION]
The script triggers on input. It tracks every possible input that can swap weapon or spell stance state, and checks if you have a staff in hand, equipped, or a spell ready. And applies the buffs / debuffs depending on that stance.

The mod is fully tunable (except for value scaling) in Esc > Options > Scripts > Staff Spell Buffs, and includes recommended values for different [presets]. Sort of.

[CONFLICTS]

I hope there aren't any. I've set this mod up so that it doesn't change any values absolutely, and so that it tracks its state internally. Any mod which changes how the spellcasting stance system functions may break it.

My stat / attribute change mods conflict with the non-Lua version of Natural Character Growth and Decay.

[CREDITS]

Me, endoloris for the request, and <https://www.nexusmods.com/morrowind/mods/50951> for giving them the inspiration to make the request. I did not reference that mod other than the knowledge of "staff equipped = spell chance buff". That being said, looking at that mod now, they also based cast chance off staff value, so I guess it's a case of convergent evolution. > for giving them the inspiration to make the request. I did not reference that mod other than the knowledge of "staff equipped = spell chance buff". That being said, looking at that mod now, they also based cast chance off staff value, so I guess it's a case of convergent evolution.