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Icebrick1

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18 comments

  1. aurum42
    aurum42
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    Thank you so much for the Magicka Expanded integration!
  2. varlothen
    varlothen
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    These are all really cool! I especially love the inclusion of an effect like pierce to help caster characters with end game DLC content. And I've been wanting an effect like Drain Dodge for a while now. Maybe consider renaming to something like Bane? As it feels more like the opposite of Sanctuary then Fortify Attack.

    Out of curiosity, is there a reason you decided to make these without using Magicka Expanded? Since I think you're the first person to make new spell effects for MWSE without using it.

    Finally, if you would like ideas for more effects, something I've wanted to see for a long time now is a differentiation of physical attacks.

    Weakness/Resist to Piercing (Spear, Shortblade, Marksman)
    Weakness/Resist to Slashing (Longblade, Axe)
    Weakness/Resist to Bludgeoning (Blunt Weapon, Hand-to-Hand)

    It might be a bit more involved, but I think effects like these would make fighting monsters like Centurions and Undead much more engaging and would help justify knowing multiple weapon skills.
    1. Icebrick1
      Icebrick1
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      Thank you! Bane might be a better name than Drain Dodge. Truthfully, I didn't really know what to call it. I'm not sure yet, but I might rename it in the next version, I'll mention you if I go for it.

      I actually did originally make these using Magicka Expanded's framework... but I realized it wasn't really giving me anything so I decided to remake them standalone (which didn't take too much work), just because I figure the less requirements the better. The one downside is that it might've nice to use its spell distribution feature to automatically give the spells to spell merchants rather than it being manually defined.

      Those effects are a good idea! I'll see what I can do. And I'll continue to consider giving the effects to enemies, I haven't investigated how difficult it'll be yet.
    2. varlothen
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      I can't believe you actually added the new damage types! And you even added detection for the individual attack swings! You rock!

      These effects are all so cool. A DRIP patch or merchants for them would be incredible. Now all I want is to just see these spells everywhere in my game. You're amazing.
    3. Icebrick1
      Icebrick1
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      Thank you! And thank you for the suggestion to add the effects. You can buy them from Sharn gra-Muzgob (Balmora) and Eraamion (Caldera).

      I'll look into DRIP. I never used it myself, I'll see what the permissions are and so forth.
    4. aurum42
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      A spell distribution feature like Magicka Expanded's would be a great addition if at all possible, particularly for players using alternate start mods to play primarily in the lands added by Tamriel Rebuilt or Project Tamriel. Thanks for all your great work!
  3. Kraschyn
    Kraschyn
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    Nevermind, redownload/reinstall fixed everything...

    Thanks for the mod :)
  4. GlebRK
    GlebRK
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    Amazing! This kind of work with scripts is really magic.
  5. ReachHeavenByViolence
    ReachHeavenByViolence
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    Is there a way I can add scrolls/ingredients/enchantments that use the new effects from you mod?
    1. Icebrick1
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      In-game: You can enchant with these like any spell effect, so you can use paper to make scrolls and items to make enchantments. Can't make any potions with it, since there currently aren't any ingredients that have it.

      As a mod: You need to use Lua (I believe) since they're not normal spell effects. Here's some sample code to, for example, give Hopesfire Extend Weapon instead of it's normal enchantment and give Daedra Hearts Fire Aura instead of their third effect:

      --- @param e loadedEventData
      local function loadedCallback(e)
          -- Give Hopesfire "extendWeapon"
          local enchantment = tes3.createObject({
              objectType = tes3.objectType.enchantment,
              castType = tes3.enchantmentType.constant,
              chargeCost = 0,
              maxCharge = 0}) --[[@as tes3enchantment]]
          tes3.setSourceless(enchantment)

          local effect = enchantment.effects[1]
          effect.id = tes3.effect.extendWeapon
          effect.rangeType = tes3.effectRange.self
          effect.min = 80
          effect.max = 80
          effect.duration = 0
          effect.radius = 0
          effect.skill = -1
          effect.attribute = -1

          local object = tes3.getObject("Sword of Almalexia")
          if object ~= nil then
              object.enchantment = enchantment
              object.modified = true
          end
          -- Give Daedra Hearts "fireAura"
          local daedraHeart = tes3.getObject("ingred_daedras_heart_01")
          if daedraHeart ~= nil then
              daedraHeart.effects[3] = tes3.effect.fireAura
              object.modified = true
          end
      end
      event.register(tes3.event.loaded, loadedCallback)
      I'm still pretty new to this, so no promises that is the ideal way to do implement this!
    2. ReachHeavenByViolence
      ReachHeavenByViolence
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      I see! How do I add multiple enchantments in the same function, though? do I just use something like this? 

      local effect1 = enchantment.effects[1] 
          effect1.id = tes3.effect.extendWeapon
          effect1.rangeType = tes3.effectRange.self
          effect1.min = 80
          effect1.max = 80
          effect1.duration = 0
          effect1.radius = 0
          effect1.skill = -1
          effect1.attribute = -1
      local effect2 = enchantment.effects[1]
          effect2.id = tes3.effect.extendWeapon
          effect2.rangeType = tes3.effectRange.self
          effect2.min = 20
          effect2.max = 40
          effect2.duration = 0
          effect2.radius = 0
          effect2.skill = -1
          effect2.attribute = -1
    3. Icebrick1
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      That doesn't quite work, you're modifying the same enchantment so when you give it the second effects, it overwrites the first (even if you've already assigned the enchantment to the first item.) Instead, you'll need to create two enchantments, like this:

          -- Give Hopesfire "extendWeapon"
          local enchantment1 = tes3.createObject({
              objectType = tes3.objectType.enchantment,
              castType = tes3.enchantmentType.constant,
              chargeCost = 0,
              maxCharge = 0}) --[[@as tes3enchantment]]
          tes3.setSourceless(enchantment1)

          local effect1 = enchantment1.effects[1]
              effect1.id = tes3.effect.extendWeapon
              effect1.rangeType = tes3.effectRange.self
              effect1.min = 80
              effect1.max = 80
              effect1.duration = 0
              effect1.radius = 0
              effect1.skill = -1
              effect1.attribute = -1

          local object = tes3.getObject("Sword of Almalexia")
          if object ~= nil then
              object.enchantment = enchantment1
              object.modified = true
          end

          -- Give Trueflame "haste"
          local enchantment2 = tes3.createObject({
              objectType = tes3.objectType.enchantment,
              castType = tes3.enchantmentType.constant,
              chargeCost = 0,
              maxCharge = 0}) --[[@as tes3enchantment]]
          tes3.setSourceless(enchantment2)

          local effect = enchantment2.effects[1]
          effect.id = tes3.effect.haste
          effect.rangeType = tes3.effectRange.self
          effect.min = 80
          effect.max = 80
          effect.duration = 0
          effect.radius = 0
          effect.skill = -1
          effect.attribute = -1

          local object = tes3.getObject("nerevarblade_01_flame")
          if object ~= nil then
              object.enchantment = enchantment2
              object.modified = true
          end
      You might want to check out the Morrowind Modding Discord, they have a MWSE channel that can help you out (and helped me out).
    4. ReachHeavenByViolence
      ReachHeavenByViolence
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      Actually, I think I've found a way to get your whole mod working as part of Magicka Expanded -- its API is super easy to work with, and it automatically distributes spells to vendors with its latest update. There's also a whole dedicated API for new enchantments that should be a lot cleaner to use.

      I haven't had the time to test it today, but I'll let you know how it goes and give you the code I wrote in case you want to use it here :)
  6. SaberFang1
    SaberFang1
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    I don't see the auras on the mechant, plus can we have repair armor spell too? 
    1. Icebrick1
      Icebrick1
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      How odd... I'd check the following things:

      1. Make sure he doesn't have it. They should be at the bottom, and the spells are named "Flame Cloak", "Frost Cloak", "Shock Cloak." Check to see if the other merchants have their new spells.
      Assuming the other merchants don't have their spells (if they do have them then I'm very confused):
      2. Double check it's installed in the right place. You should see the files in "Morrowind\Data Files\MWSE\mods\Icebrick\A Taste of Magic"
      3. Try installing it again.
      If that fails, check/send me the contents of MWSE.log in the Morrowind folder to see if there's errors.

      Repair Armor/Unbreakable Armor was on my list of concepts! It's just much more troublesome to get a whole bunch of armor pieces rather than a weapon, since there's always strictly just one weapon you can hold. I'll look into adding it though!
  7. AnnyLove58
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    Hey! I really love the idea of this mod, especially the new metamagic options. I do have a problem however: my game doesn’t have the spells when I go to the merchants nor do they register when I use ‘Cheat Menu’ mod. So I do not know what is wrong exactly. But any help would be appreciated! :)
    1. AnnyLove58
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      Nevermind, turns out I am blind and the pierce spell is part inexorable venom. Sorry about this
  8. GreaterGhost
    GreaterGhost
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    This mod looks very cool! I'm excited to try it out!