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28 comments

  1. MichikoUnknownFox
    MichikoUnknownFox
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    This mod works fine for me, but seems to have trouble with Enhanced Hotkeys if you set up spells to be autocast or multicast. Even increasing the preCastDelay and postCastDelay as recommended by Enhanced Hotkeys to 16 frames is still too fast for Audacious Magery to keep up, at least with my mod setup and system. Going much more than 16 frames though and you might feel the delay before spells come out (about 0.267 seconds if you're going at 60 FPS, and longer if you're going at lower than 60 FPS, such as in most outdoor areas), which kinda negates the purpose of having autocast in the first place (though it's more easily justifiable for multicast).

    My suggestion if you're using Enhanced Hotkeys is to not use autocast and just use them as regular hotkeys, then use the regular cast button to cast your spells. It'll be faster and less prone to error. It feels worse having your spells fail, not because of Audacious Magery's settings, but because it failed to recognize the rapid switching that Enhanced Hotkeys does during combat.
  2. Zovoct
    Zovoct
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    If you're getting momentary values of 65000+ for your magicka/fatigue, disable the "Drain" effects in the .ini for those.
  3. Sergio1992
    Sergio1992
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    Steps to play Audacious Magery together with Fizzle:

    1) Download them both
    http://www.nexusmods.com/oblivion/mods/25844/?
    http://www.nexusmods.com/oblivion/mods/25616/?

    2) Download the .inis here:
    http://www.nexusmods.com/oblivion/mods/46697/?

    Enjoy
  4. iw2snl
    iw2snl
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    Eh, I don't want to use Supreme Magicka .88 , cause .90 has some new cool additions and bugfixes.
    Too bad no more mods are updated for Oblivion.
    I wish I tried this mod, cause Sorcery's Toll has it's Damage Fatigue Bug and... With Realistic Fatigue it's even more annoying.

    I wonder what makes these two mods conflict...

    From what it's readme looks like, seems like this one is a great mod, btw


    Installed LAME... Feeled like "Wow, this re-e-e-aly makes the magic less annoying", deleted the Supreme Magicka, started a new game. 
    I'm happy now : D. 
    Though, I don't use any high level spells for some reason... maybe because remembered to download this one only when I was 30+ level. And using the vanilla mastery system (because some mods add spells, that require some mastery, even though they don't require much magicka). And you're not able to create any spells above you're mastery, making me lazy to buy any either : ) . 
    1. iw2snl
      iw2snl
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      delete
    2. iw2snl
      iw2snl
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      • 1 kudos
      delete
  5. Miro sama
    Miro sama
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    Taken out of the readme from Race Balancing Project 10.5
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    I've got a lot of question concerning the Magicka pool ("Are you serious!?"). Now of course I'm always pointing then to all optional files to make it like in Vanilla. Nevertheless today I'd like to say a few words about that. Warning - this will be a bit of boring math now!
    Magicka is a currency. You're buying spells with Magicka. Now when comparing Oblivion to Morrowind, you'll see that you get for the same amount of Magicka in Morrowind much stronger spells. So Morrowind Magicka has a higher value than Oblivion Magicka. What I'm doing is to change many aspects of Oblivion's Magicka currency - to put it bluntly, you can't easily compare them, because the currency has also another value.
    Let me give you an example. And let's use an armored Altmer with Mage birthsign for it. When everything is maxed out, his Magicka is 350 in Vanilla and 1000 in RBP. Now let's say he wants to cast spells doing 100 fire damage, and his destruction level is master.
    - Vanilla: One spell costs 87 Magicka. He has enough Magicka to cast 4 of them.
    - RBP: One spell costs 217 Magicka. He has enough Magicka to cast 4 of them.
    As you see from this example, because of many changes to how much Magicka is worth as a currency, it's not a single spell more possible. But wait, what if the Altmer goes unarmored?
    - Vanilla: One spell costs 82 Magicka. He has enough Magicka to cast 4 of them.
    - RBP: One spell costs 163 Magicka. He has enough Magicka to cast 6 of them.
    Now there's a reason to go unarmored . This time he's got 50% more Magicka - which is still much less than 200%.
    So why all these hassle when everything is only altered slightly, just with higher values? The thing is, it's not. While I did find magic due to Magicka pools in very high levels playable (like the examples given - as you see, the difference is not that high), I found magic due to Magicka pool in lower levels next to unplayable. Now let's take a look at the same Altmer, when all his stats are at 60 (which means a Magicka of 270 in Vanilla and 520 in RBP). This time he wants to deal only 35 points of fire damage. Armored, as ever:
    - Vanilla: One spell costs 77 Magicka. He has enough Magicka to cast 3 of them.
    - RBP: One spell costs 99 Magicka. He has enough Magicka to cast 5 of them.
    Now it looks a bit different, suddenly he has nearly 70% more Magicka. And now let's take a look at him when he's unarmored!
    - Vanilla: One spell costs 72 Magicka. He has enough Magicka to cast 3 of them.
    - RBP: One spell costs 74 Magicka. He has enough Magicka to cast 7 of them.
    And now he finally has around 135% more Magicka. Now considering that at this skill levels for most enemies he usually needs five to ten spells, he atleast has enough for one of them. The rest? Well, there's regeneration. Which also plays a major role, but isn't the topic now . I think my changes are making magic depending characters playable in medium levels (where I think they're seriously lacking Magicka in Vanilla), while not overpowering them in higher levels - where they were playable imho.
    I just hope that helps to prevent some of the "are you serious!?" PMs. I am. There is a lot of math and playtesting behind these values. And there's more to them than just "when maxed out 1000 instead of 350 Magicka, that's br0xx3|\|!" .
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    As you can see, while the casting costs and with them the spell mastery level remain the same for mid-level mages, they raise to double the value compared to vanilla Oblivion for high-level mages. Therefore there could be some balancing issues with Race Balancing Project 10.5.

    By the way the mod is great, however an option for increased mastery level while wielding a staff of the apropriate school would be nice.
    1. iw2snl
      iw2snl
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      Simply set the MasteryMultiplier Higher ?
      I don't know what does mastery in this mod, but an example:

      I used Sorcery's Toll, and with RaceBalancingProject Spells are two times more expensive at 100 skill, and 1,6 times cheaper at 0 skill, so I set the SkillMultiplier to 1.25 (1*2/1.6). And it looks nice, I guess... I've set it so low, because it feels like even with the 1 multiplier you get access to some spells that require high mastery. But it's harder in the end this way. To compensate, I've made all penalties and chances of them lower too.

      Though, I haven't used this mod (I wish I had)...
      Look for the ini, there is a MasteryMultiplier in the beginning of the file.

      If this MasteryMultiplier works the same way, than it's set to 1.7 already, which is pretty high i think
      But it might happen that this mod uses some scaling, not plain math like sorcery's toll, so don't know. Anyway, I think that's the needed parameter to raise.
  6. Cawre
    Cawre
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    Thank you! This is the most...realistic and genious idea ever, in my opinion, Bethesda should have made it this way in the first place I have not played it yet, but I will do and I bet its double as satisfying as it was just reading the mod description Thank you so much for this mod ^^,
  7. reddeth301
    reddeth301
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    I love this mod, works perfectly. its helped me create the perfect magic system in oblivion by adding these mods together:

    Supreme Magicka
    Audacious Magery
    Chargable spells
    fwLeveled magicka

    magicka became much more fun and realistic ty
  8. Caprinus
    Caprinus
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    Well, I loved Sorcery's Toll so definitely going to give this a try. A bit worried about the possible incompatibility with Supreme Magicka though.

    Question - are the penalties completely random or are they partly tied to the type of spell used?
  9. sharp41
    sharp41
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    update:

    found out why it wasn't working. I was using Supreme Magicka 0.9 beta 4, which seems to be incompatible with AM. 0.88 works fine, though.
  10. sharp41
    sharp41
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    Interesting mod, although I can't see to get it running with supreme magicka. I've tested it over and over, and only by deactivating SM I manage to cast over-the-limit spells. Don't know if this has anything to do with the fact that I'm running SM omod version. Any ideas?