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Name: BlazesRus's Projectile Manipulating Magic
Category: Magic - Spells & Enchantments
Author: BlazesRus
Version:1.15

Desc:
Purchase various spells from spell merchant in Talos Plaza in Imperial City, many of which deal with manipulating/redirecting projectiles
All spells are NPC-compatible unless noted
You may also a purchase spell/enchant altering device with various options

Spell/Item List:
(All spells are NPC compatible unless noted)
Swap Position Spell - Switch Positions
Reverse Projectiles - Instant Projectile Reverse Spell
Gravity Vortex - Nearby Projectile Redirection Towards Target, Nearby Projectiles are now also redirected towards GravityVortex Projectile(scans once every .1 seconds)
Rebound Projectiles - 3 second version of Mirror Shield
Mirror Shield - Nearby Hostile Projectiles Redirected back at target (if has no caster just reverse); 30 second duration; scans for nearby projectiles once every .1 seconds
Teleport To Target-Teleports Caster to target
Slow Arrows-Slows down movement of arrows
Summon Doubleganger- Summons clone of self for 60seconds
Command Summons: Attack Target- Commands all summons from this mod that you control to attack target (qualifies as background spell, not redirected)
Command Summons: Stop-Combat: Commands all summons from mod to stop combat
Mana Shield - Nearby Hostile Projectiles are destroyed at a cost to mana
Force Field - Nearby Actor are Pushed away from self
Enchant/Spell Alteration Device(item)- Modifies Current Spell or Enchantment
Ring of True Reflection(item) - 20% chance per ring to redirect projectiles towards target
Puppet Master spell-(Not NPC compatible)Control Targets as a puppet of player, length effect lasts is based on mana pool, leaves fake body behind as marker and if fake body dies player dies
Reanimate Spell-Resurrect and control target for duration of effect

Possible Spells in Progress(That I may make later):
NPC-Compatible Summon Spell: Summon ...
Command Summons: ...
Life Force Balance-(NPC-compatible)adjust health of target & caster so that they remain within 1 point of each other(effect ends if either target/caster dies)
Mind Control:NPC-compatible version of control human/control creature(uses summon slots)

Enchant/Spell Alteration Device Options:
(Auto-Calculates mana/charge cost)
-Set Effect Duration to 0
-Turn into OnSelf effect
-Turn into OnTouch effect
-Turn into OnTarget effect
-Turn into staff enchant (WeaponEnch Only)
-Turn into on strike enchant(WeaponEnch Only)
-Turn into Appearal enchant(WeaponEnch Only)
-Replace enchant with active spell
-Turn Touch spell into nova spell
-set duration of effect
-set magnitude of effect
-set area of effect
-fuse current spell into weapon enchant
-remove effect
-delete spell

Puppet Controls:
attack/left click=Start combat with nearest actor
Grab= Switch Between Camera Modes
Camera Modes=
0(default) = no camera movement
1 = Close to Puppet
2 = Close to player body
3 = Behind Puppet(Similar to original PuppetMaster mod view)
Block/Right Click = Play Block Anim
Block/Right Click(While in air)
Block+Activate=stop combat
Jump = Play jump anim
Activate=(Not Fully implimented)
AlwaysRun button=Toggle Between Run and walk modes
Sneak =Toggle sneak mode on and off
Ready Weapon=Shealth/Unshealth weapon
Cast button=End control
Q/MouseWheel Up = Play Turn left Anim
E/MouseWheel Down = Play Turn Right Anim
DirectionButtons = Move Puppet in direction
Puppet's Angles are equal to player's angles(x,z angles)

Install:
1. Move/Copy the .esp file to (install folder)\Oblivion\Data\
2. Use Wrye Bash or Oblivion Mod Manager to activate mod

Requirements:
Oblivion
OBSE version 18 b2 or greater

Notes:
Projectiles are redirected on all axis (no activator casting required)
Background spells(zero cost spells) are not redirected
Edited spells/enchants with script effects on the them may be cheaper(more uses) than if auto-calculated
My version of Puppet Master Spell is unfinished right now
Reanimate Spell is unfinished right now(need to impliment giving back abilities on resurrect, might implement reanimate-style anim later if find how,etc)
Enchant/Spell Alteration Device currently will only recalculate mana(working on fixing that)
Ring of True Reflection % chance based on Grand Ring of Reflection from construction set(may reduce if decide effect % too high)

Mod Conficts:
None that I know of

Contact:
Either PM me at TESNexus or email me at [email protected]

Changeslog for 1.01:
-ManaShield now correctly costs mana
Changelog for 1.10:
ForceField Effect Range increased to 100(push effect based on mysticism skill)
-Summons now handled mostly by quest script(reduced effect script size)
-Summons now owned by summoner(no more hate towards summoner)
-Puppet Control quest rescripted with reduced questscript (from 450+ to ~254)
-Puppet can now attack nearest target
-Puppet Control spell added to vender for purchase
-UnderWaterCasting Test Spell added (TestSpell)
-VortexPull effect Now added to GravityVortex Spell
Changelog for 1.12
-Added NCP-compatible Reanimate spell to vender(Alternative to crash-prone Vanilla reanimate spell)
-Zero-cost Non-Actor spells are now classified as Background spells
-LockOn Range now increased to 1000
Changelog for 1.14
-Fixed Puppet Control quest(forgot to set it to next stage of puppet control)
-Summon Control is now handled by 3 quests instead of 1
-Maximum Summon Slots increased to 29
-aaBlazesPlusSummonControlQuest handles slots 1-10 (disable this to turn off Spells that use SummonSlots)
-aaBlazesPlusSummonControlQuest2 handles slots 11-19
-aaBlazesPlusSummonControlQuest3 handles slots 20-29(off by default)
-GravityVortex VortexPull effect now runs every .05 secs
-UnderWater casting(testspell updated)
Changelog for 1.15
-Changed remove Effect code to reduce cost instead of increase
-Edited recalculation formula to hopefully recalculate (mana cost of spell)/(enchant charge)


Use StartQuest aaBlazesPlusUpdaterQuest to add update spells to vender and gain summon control lesser powers
All summons from mod(including reanimate) use up SummonSlots(Managed mostly through quest,partially through magic-script)
Default Summons Slots enabled = 19(startquest aaBlazesPlusSummonControlQuest3 to enable slots 20-29)
Use StopQuest aaBlazesPlusSummonControlQuest to disable all Summon spells from mod(Summon Control quest scripts run about every .2 secs)


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Credits:
=======
Thanks To:
Me (for making this mod)
Law of Cosines(redirect on x-angle based on this)
Pythagorean theorem(redirect on x-angle based on this)
Documn (Mod is inspired from Documn's Doc Magic Mod)
face stature tuturial from constwiki (GetHeadingAngle)(z-angle redirection based on that)
OBSE
Bethesda
Grimenir (for base puppet master spell)(http://www.tesnexus.com/downloads/file.php?id=7132)
===============
LICENSING/LEGAL
===============
Use this mod at your own risk(although not likely to cause any problems)! Please contact me and obtain my permission before re-packaging any part of this mod.If I do not respond within 2 weeks, feel free to do whatever you like with this mod(still gives credits).