I want the armor rating bonuses to be the full magnitude of the elemental shield spell. So do I set migMorroshieldQ.bNoARplayer to 0 or 1? Is it defaultly on or off?
I don't know how to set what chance the elemental shield has to totally negate an elemental attack. Is migMorroshieldQ.fEleshieldAvoidMult to 1 a 100% chance and set to a 0% chance? Or is it the opposite.
I don't quite get the Shield Decay thing, so I'm not touching it.
I want to keep the elemental resistance bonus on the elemental shields, so do I set migMorroshieldQ.bNoResPlayer to 0 or 1. Is it default on, or default off?
I appreciate any insight anyone could provide, because I won't be able to test it until I get myself and elemental shield spell and someone to cast magic at me. I'm starting a new game, so it could take a couple hours.
Wow. This is amazing. How the devs released oblivion without realizing the utter pointlessness of shield when you have shock - frost- fire etc shield is inconceivable.
Its one after the other with you migck. Thank you so much. Hope you keep going at it. I like the prospect that society lasts another 100 years and we get to experience the most perfect and flawless, content filled, perfectly balanced, and polished to all hell and back oblivion when we get in our senior retirement homes!!! <3
Hey! How about making the armor bonus of elemental shields configurable, e.g. 0.5 would mean that a 50% shock shield adds 25% to armor (as right now it's either all or nothing in the ini)? If that's possible, of course.
So basically difference to Supreme Magicka is that this mod adds a total negate possibility for elemental damage? Anything else? I'm asking 'cause I don't see a need for this AND Supereme Magicka (want to save .esp slot) :)
Heh, I just replied to your comment in your misc mod thinking it was this thread. Thanks for the mod, migck. I will have to try it out soon. Awesome pics. :P
About negation of elemental damage, even in vanilla, elemental shields have an interesting engine behavior in that they overwrite the hit shader of the element they target with the shields' own, no matter the duration or magnitude.
So for example, if your fireball a target that has any measure of fire shield, you'll only see the fire shield's membrane trigger, and the target won't appear to be in fire, even though he'll still be losing health for the duration of the fireball's effects.
Just in case, because it can look like elemental shields are stopping all such attacks, when in reality they'll only really stop the ones that cause a message notification if this mod's feature for that is on. EDIT: now the fire shader may be played if it gets through, and isn't playing already, for better visual feedback.
I read that part of the description wrong. Thought you were saying it was axed from Morrowind. Oops. XD
But yea, unfortunately a lot of stuff was axed for Oblivion - Skyrim wins on the axed items/mechanics department by miles though. I'd be happy though if thrown weapons, crossbows, spears, and polearms made a return eventually... variety is the spice of life.
I meant they axed it for Oblivion, for a moment there you made me believe the feature was still dormant in vanilla Oblivion!
Yes, I know the damage in Morrowind was only 10% of the shield magnitude, so small it was hardly noticeable. This mod defaults to 20%, which is still rather small since I preferred to be conservative in the default settings and let users tune it themselves, you can change it easily in the console.
Actually the elemental shields dealing damage to attackers in Morrowind was never axed. The damage is just so minor un-modded that it's extremely hard to notice.
Elemental Shield Fix/Tweak makes the spells worth having in Morrowind, and also explains what was going on with the spells in it's mod description.
Anyway, nice mod here. I never liked what these spells did in Oblivion and this fixes that rather nicely.
11 comments
I want the armor rating bonuses to be the full magnitude of the elemental shield spell. So do I set migMorroshieldQ.bNoARplayer to 0 or 1? Is it defaultly on or off?
I don't know how to set what chance the elemental shield has to totally negate an elemental attack. Is migMorroshieldQ.fEleshieldAvoidMult to 1 a 100% chance and set to a 0% chance? Or is it the opposite.
I don't quite get the Shield Decay thing, so I'm not touching it.
I want to keep the elemental resistance bonus on the elemental shields, so do I set migMorroshieldQ.bNoResPlayer to 0 or 1. Is it default on, or default off?
I appreciate any insight anyone could provide, because I won't be able to test it until I get myself and elemental shield spell and someone to cast magic at me. I'm starting a new game, so it could take a couple hours.
Its one after the other with you migck. Thank you so much. Hope you keep going at it. I like the prospect that society lasts another 100 years and we get to experience the most perfect and flawless, content filled, perfectly balanced, and polished to all hell and back oblivion when we get in our senior retirement homes!!! <3
How about making the armor bonus of elemental shields configurable, e.g. 0.5 would mean that a 50% shock shield adds 25% to armor (as right now it's either all or nothing in the ini)? If that's possible, of course.
Thanks for the mod, migck. I will have to try it out soon. Awesome pics. :P
So for example, if your fireball a target that has any measure of fire shield, you'll only see the fire shield's membrane trigger, and the target won't appear to be in fire, even though he'll still be losing health for the duration of the fireball's effects.
Just in case, because it can look like elemental shields are stopping all such attacks, when in reality they'll only really stop the ones that cause a message notification if this mod's feature for that is on. EDIT: now the fire shader may be played if it gets through, and isn't playing already, for better visual feedback.
But yea, unfortunately a lot of stuff was axed for Oblivion - Skyrim wins on the axed items/mechanics department by miles though. I'd be happy though if thrown weapons, crossbows, spears, and polearms made a return eventually... variety is the spice of life.
Yes, I know the damage in Morrowind was only 10% of the shield magnitude, so small it was hardly noticeable. This mod defaults to 20%, which is still rather small since I preferred to be conservative in the default settings and let users tune it themselves, you can change it easily in the console.
Elemental Shield Fix/Tweak makes the spells worth having in Morrowind, and also explains what was going on with the spells in it's mod description.
Anyway, nice mod here. I never liked what these spells did in Oblivion and this fixes that rather nicely.