what is the sound.wav file for? It sounds like nothing and if I install it then it will overwrite a different sound file of the same name that does make a sound. What is the sound supposed to be for? it's in the fx/magic/ folder right? Is there a reason you want to overwrite a sound file with noise with one that seemingly doesn't make noise?
The HP value gained from The Lord's fortify health passive gets overwritten by script mods that auto calculate endurance. So I only get 45 instead of 70. There any chance you could revisit this mod to create a patch? I'm using "CO.RE"
Really great just like your racial overhaul. The decision to split the signs between purely passive bonuses and more active powers was a great idea and the combinations here in conjunction with Reincarnate provide all sorts of opportunities for weird and interesting character builds. Stacking the Argonian's natural swift swim with the passive from the Steed of Masser sounds like a lot of fun and the Atronach of Secunda's counterspell sounds extremely fun to test one's timing and luck with.
There's a great mixture here and in general I always take the approach that different options don't need to all be balanced or even good for the player, but they should be either useful or interesting and I think basically all of these qualify for one or both of those too.
Particularly good mod in my case since I'm currently deciding what mods to add to my tes3mp server for myself and some friends. I've always been a big fan of character builds with huge positives and negatives and the potential for explosive damage/utility via powers, but I know many of the folks I'm playing with prefer more passively beneficial and rounded out options, now there's plenty of options for both playstyles.
If I were you and someone else had made this mod, I could imagine myself writing something similar to this. I'd say that's a pretty good indicator that these mods fill the particular niche I had hoped they would. I'm glad you're enjoying them both, and I hope the diversity of options will appeal to your friends as well.
Wanted to say the same thing as well.. absolutely love this mod ad your race mod. So many interesting combinations you can make (probably more fun than actually playing the game!).
The only exception is Lord of Secunda, the max health bonus doesn't work without Morrowind Code Patch. Someone had suggested I make an alternate "Non-MCP" version that replaces the health bonus with more Endurance. Would you want that option?
Personally i'm fine as I wasnt planning on taking that one, but it might be a good thing to have in general. I presume similar issues apply to Reincarnate?
If so, a non-mcp version of that would be more personally useful (planning on making an Imperial), but perhaps this isn't the right place to mention that? Either way, thanks for the quick response!
seconding wanting openmw version, this looks like a great mod otherwise
edit: hey, it appears that the fortify health works just fine! at least on 0.48 release, dunmer created with default adventurer class with atronach of masser has 45 health, while dunmer with default adventurer class with lord of secunda has 70, so 25 difference as intended
that said, ncgdmw lua ignores fortify health in initial max health calculation, which is unfortunate
The Tower of Secunda's Master Key's Fortify Security feels extremely situational and borderline useless: I already used the power specifically to open a really tough lock. What're the odds of there being another lock of moderate-to-high difficulty, one I might need the buff for, within two minutes from the first? So far I haven't found any.
Suppose every time you used it on something tough, you'd get a bunch of security training? I don't know if that'd even be possible but it's a thought.
Yes it is situational, as many abilities are in this mod. The point is to create a level of versatility in use and roleplay. By that I mean that you could simply use the power to open one difficult lock and be satisfied with that in and of itself. Or, if you are a player who would rather train security for powergaming or roleplaying reasons, you have the option to use the power not for the open, but the security buff.
In other words, I am providing the player with more options. You are not obligated to maximally utilize the options every time you use the power.
That's fair - but what about, at the opposite end, Thief of Secunda? Assassinate provides some crazy rare effects for enchanting and spellmaking - Fortify Skill is what we used to toil an entire faction questline to attain, and Fortify Attack was restricted to alchemy, even then in just two ingredients. There's a couple other birthsigns that grant Fortify Skill as a spell, but Fortify Attack is a whole other beast. Might be better as a power than a spell: switch it around with Discombobulate maybe?
Wait, Weakness to Normal Weapons is even worse... I don't know. I'm sure you've thought of this more than I have already.
Spells and powers that have guaranteed cast rate do not provide spell effects for spellcrafting. You can test this yourself to verify. If they did, I don't think this mod would work at all for exactly the reasons you listed.
Just a thought about latest changes - wouldn't Endurance bonus fit more to the Workhorse than Speed bonus, just as it was before update? Workhorse should endure the hard labor it's supposed to do, and not to gallop through the fields or win races. ;)
Yeah I've gotta agree. heck, you pretty much summarized why I made it endurance to begin with. ultimately, the reason I changed it was because it's a hoarder sign. and those who would want to hoard things, likely want to hoard things faster. with Str/End, it was more like a melee/hoarder hybrid. I edited the changelog to better convey this reasoning.
This and Warrior of Secunda will almost certainly be the last attribute swaps because I'd rather let players feel comfortable knowing what everything does, and not have to worry about sudden/significant changes to their signs.
Well, I'm still preparing for my playthrough by checking and installing mods, so for me it's better these changes happen now than later. :D And thanks for this mod and the Reincarnate - I already know I will be using them both. Still don't know which birthsign to choose, though...
While deciding between a Breton and a High Elf for my mage playthrough, a fun thing I noticed is that the Mage of Secunda feels like it was made for High Elf players:
1. Boosts Magic Attributes, letting them focus on raising other attributes early on 2. Nullifies Elemental Weaknesses 3. Gives them a Power that benefits them perfectly, whilst going hand-in-hand with their racial power 4. No Magicka Multiplier means nothing since High Elves start off with such a large one anyway
But which one, aside from Elfborn, to pick for a Breton? Hmm...
I do like that there are two ways you can go with birthsigns: amplifying strengths or covering weaknesses.
Breton is already a top-tier race, so it's hard to go wrong. Mage of Masser is a safe choice for more magicka with no downsides. Lover of Masser brings your magicka/paralysis resistances up to 75%/100%, which is quite strong. They can also leverage the defensive power of Dragonskin to offset the downsides of Apprentice of Secunda, which would allow them to throw spells out like candy.
If the decision was simple and straightforward, then I didn't do a very good job designing and balancing the mod!
With the new update, perhaps your view of certain signs might have changed. But ultimately, I must say that picking based on flavor and preference is indeed the chad move.
Well, I checked out the update and I now have my first, beginner-friendly character: Male Dunmer with Ritual of Secunda. It's useful, fun and symbolic (Birthsign's spell and power fits a "Nerevarine" character)
Mage character will probably have to be a High Elf, since they need to have a lot more magicka than the first one. Now I just need to think of a good birthsign and how to deal with the dreaded Spell Reflect.
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Can we expect more awesome mods like these from you anytime soon? So far they're all bangers.
There's a great mixture here and in general I always take the approach that different options don't need to all be balanced or even good for the player, but they should be either useful or interesting and I think basically all of these qualify for one or both of those too.
Particularly good mod in my case since I'm currently deciding what mods to add to my tes3mp server for myself and some friends. I've always been a big fan of character builds with huge positives and negatives and the potential for explosive damage/utility via powers, but I know many of the folks I'm playing with prefer more passively beneficial and rounded out options, now there's plenty of options for both playstyles.
Thank you!
The only exception is Lord of Secunda, the max health bonus doesn't work without Morrowind Code Patch. Someone had suggested I make an alternate "Non-MCP" version that replaces the health bonus with more Endurance. Would you want that option?
edit: hey, it appears that the fortify health works just fine! at least on 0.48 release, dunmer created with default adventurer class with atronach of masser has 45 health, while dunmer with default adventurer class with lord of secunda has 70, so 25 difference as intended
that said, ncgdmw lua ignores fortify health in initial max health calculation, which is unfortunate
Suppose every time you used it on something tough, you'd get a bunch of security training? I don't know if that'd even be possible but it's a thought.
In other words, I am providing the player with more options. You are not obligated to maximally utilize the options every time you use the power.
Wait, Weakness to Normal Weapons is even worse... I don't know. I'm sure you've thought of this more than I have already.
This and Warrior of Secunda will almost certainly be the last attribute swaps because I'd rather let players feel comfortable knowing what everything does, and not have to worry about sudden/significant changes to their signs.
1. Boosts Magic Attributes, letting them focus on raising other attributes early on
2. Nullifies Elemental Weaknesses
3. Gives them a Power that benefits them perfectly, whilst going hand-in-hand with their racial power
4. No Magicka Multiplier means nothing since High Elves start off with such a large one anyway
But which one, aside from Elfborn, to pick for a Breton? Hmm...
Breton is already a top-tier race, so it's hard to go wrong. Mage of Masser is a safe choice for more magicka with no downsides. Lover of Masser brings your magicka/paralysis resistances up to 75%/100%, which is quite strong. They can also leverage the defensive power of Dragonskin to offset the downsides of Apprentice of Secunda, which would allow them to throw spells out like candy.
If the decision was simple and straightforward, then I didn't do a very good job designing and balancing the mod!
Generally, I try to pick something both powerful and fitting for my character and their personality.
Than you for the suggestions, at any rate!
preference is indeed the chad move.
Mage character will probably have to be a High Elf, since they need to have a lot more magicka than the first one. Now I just need to think of a good birthsign and how to deal with the dreaded Spell Reflect.