Just leaving this comment here to tease a project that I am working on involving Wild Magic. So, along with my other myriad mods in development, I have decided to undertake yet another project, this one being a follower mod. This follower will be utilizing a rebuilt Wild Magic framework based on the code so kindly provided to me by Tommas666 when he helped make the MCM update.
His edits to my code made it possible to work on NPCs, so it's an idea I have been toying with for a good while now, but nowadays, I am a much more competent mod author than I was when I released this mod, so I have decided to pursue this idea in full. The follower I am making will be a Wild Mage, and he will be a part of a different mod that doesn't require this one, but will be compatible with it. That mod will also probably come with an optional file that adds Wild Mage NPCs to the game. Edit from the future: Wild Magic for NPCs will be its own mod. If you are wondering why not just make it an expansion of this mod, there are three reasons: firstly, several of the existing Surges in this mod don't work well in the hands of NPCs, so those would need to be removed, or a second formlist built for NPC Surges. Very minor reason, as it would be an easy fix, but the last two are the ones that matter to me the most: secondly, this follower mod that I am building is extremely ambitious; I want it to be extremely high-quality, and a mod of this anticipated scale is worthy of its own mod, rather than as an optional file for this mod. Thirdly, I don't want this mod to be required for it to work. I understand that this isn't everyone's cup of tea, but they may want to try out the follower, so I want it to be an independent project, which is being built from scratch.
For this follower mod, I have already built a custom framework, thanks to the help of a series by Joseph Russell, the mod author of Lucien, which was super informative. I have also already built this follower's own Wild Magic framework as well as the basics of a framework which will allow this follower to teach the player spells that he will invent during their journeys together. HERE is a demo of the early, early stages of development for the follower, just keep in mind, before you watch it, that the dialogue is temporary until I think of better lines to use and voice, so while it may seem nonsensical, rest assured that I will be giving the dialogue a TON of polish before I release it. I only started putting this mod together a few days ago, after all. :)
Allowed me to bring my much beloved, long suffering wild magic sorceress to Skyrim. I've submitted one of my favorite pictures of her from this mod - shrunk so small she could ride Merlin the Corgi like a horse. Fantastic, endorsed.
Thanks, I am glad you enjoy the mod. :) Funny screenshot, too. I've just approved it. The idea of a tiny sorceress riding into battle on a corgi amuses me greatly
I came here to post what a great idea this is! But it looks like I'm first post in close to a year so I assume it's abandoned? What a shame. This was a great idea. Not sure how it has so few endorsements. Anyway...I'm endorsement 126!
Nah, not abandoned. :) I have several projects on my plate, but I intend to do an update sometime in the future. One that will simultaneously do some refactoring (I am significantly better at coding now than when I made this, so I can optimize... Not to say the code is bad; it could just be a bit better) and add more Surges to the pool. I just need to find the time for it.
Hi, I was just curious about some unresolved form ids I found in xedit:
[00:00] Checking for Errors in [CC] WildMagicSurge.esp [00:00] aaaRealPlantSurgeUndoer "Plant Surge Undoer" [MGEF:CC060525] [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [CC06052B] < Error: Could not be resolved > [00:00] aaaRealPlantSurge "Plant Surge MGEF" [MGEF:CC060523] [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [CC06052B] < Error: Could not be resolved >
Will these be fine to play with? And also there are some cell edits to AAADelteWhenDoneTestingJJeremy and DLC2WhiteRidgeBarrow01 which are overwriting Lux (lighting mod) changes. Do they need to be there or can I have lux overwrite?
Plant Surge Undoer is an unused effect. I think I just forgot to remove it as a property from a script because I was less experienced with mod-making when I made the update the Plant Surge came from. It is fine anyway because the Undoer effect is completely unused in the script.
As for dirty edits, should be safe to clean/overwrite. I'll be sure to clean them and remove the Undoer as a property as part of the next update I push.
Alright, just fixed both issues. As I said, it will be safe to use this version, just let Lux overwrite. I will include the fixes in the next update, which will be sometime in the nearish future. Currently on a bit of a mod-making break, but I plan to go through Wild Magic Surge and just clean it up a bit when I finish my break due to being just better at making mods now than when I was when I made this mod.
Just so you know I also checked xEdit after I fixed it:
[00:00] Start: Checking for Errors [00:00] Checking for Errors in [05] WildMagicSurge.esp [00:00] Done: Checking for Errors, Processed Records: 163, Errors found: 0, Elapsed Time: 00:00
In countless thousands of hours of playing Skyrim over the years I thought I'd finally done and seen it all. But apparently not.
Had my shiny new low-level mage character bopping along the road with her companions when they ran into a small pack of wolves. Nothing unusual, easy enough to take care of, right? Done this a million times before. Wolves had gotten a couple of nips in before being summarily dispatched, so my mage decided to try out her fancy, newly-learned group healing spell. Ooops. That went badly. Suddenly, Inigo and Kaidan were transformed into adorable, fluffy bunnies, with Lucien off to the side looking on in bewilderment. The kicker was when tiny little Bunny-Kaidan grumbled, right after being transformed, "Well, this is bloody fantastic".
Most fun I've had playing Skyrim in years. 10/10 for the entertainment value.
I'm glad you enjoy the mod, and thanks for sharing that hilarious story! :)
Such a fitting outcome for representing those characters' personalities and dynamic: Kaidan grumbling, Lucien being bewildered, and Inigo probably mentally screaming as his fear has finally come true :D
This mod is fantastic. Would it be possible to have the chance of the surge depends on our magic level as well?
So a mage with level 50 Destruction for example will have lower chance to experience surge than a warrior with level 5 Destruction (or Alteration, Conjuration, etc depending on what kind of spell they're currently using). Something in the vein of FIZZLE. Would be nice if we can set the threshold in MCM as well, that way for people who want to keep the randomness to the max they can still set the surge to occur at 50% even with 100 Destruction or Alteration etc (plus perhaps a notification message that informs that you're experiencing a surge to remind players why their spell seems 'bugged' out - it's not a bug, it's a feature! :D ).
I think you missed the part where I mentioned that user (with MCM) should be able to configure the % of chance of surge happening in the level thresholds, e.g. they can still set the surge to occur at 50% or 100% even with 100 Destruction. That'd be amazing.
But sure it's your mod, you do what works best for you!
Nope, read your whole comment. That is related to skill based Surges, which I have said no to. :) Sorry if not directly addressing that portion was not clear on that matter. :)
is it possible to have an update where we can disable some of the more annoying surges (looking at you septim remover i dont want to lose 70000 septims late game cause i need a heal)
The max septim loss roll is 1000. 1-1000 is the full scope. That is most assuredly not an issue late-game, unless you somehow have rolled that Surge 70 times in a row, from a pool of 71 Surge effects on whatever Surge probability you're set to, getting the max septim loss roll each time, which is, by itself, a 1/1000 chance. The probability of that happening would be monumentally tiny. Would even go as far as to say impossible, though I'm sure someone with the desire to could calculate the exact odds of that. ;P
As for that update, sorry, no. The point of the mod is to make magic fall out of your control on occasion because it is volatile and fickle. If I make it so that you could pick and choose what effects your magic would manifest as when it backfires, it somewhat trivializes the nature of the mod. If you've got an issue with that, you're more than welcome to go into the Creation Kit, go to the formlist of Surge effects, and remove that Surge yourself for your own private copy of the mod. Could probably also do that in SSEEdit, but I cannot verify that with certainty because, funnily enough, I am not one to use SSEEdit very often; I prefer the CK because it's what I know. :)
Yes, it is possible, but that's not a feature I want to add. I had, some time ago, actually gotten a prototype of this mod with skill-based scaling working, but I found it just got boring at the higher levels, so I scrapped the prototype completely. I get the appeal, but I prefer my mod to operate in sheer unpredictability and would rather keep it that way because it is more fun. I feel like changing probabilities based on skill takes away from the essence of the mod.
If you want adjustments based on skill, there is a slider for probability in the MCM that you can tweak whenever, but that's really as far as I want to take it.
As for what you said about you looking into it, feel free to tweak your own personal copy of the mod as much as you like, but I must ask you don't distribute it anywhere else, and just know that I probably won't be uploading it as an optional file here because I'd not be inclined to maintain that version.
Sorry if that came across as a bit aggressive, I've never really been the best with my words, so I just want to be clear that I meant no offense by any of that; I'd just prefer for my mod to stay as it is. :)
No offense taken! I didn't mean to imply it as a suggestion for you; I've been meaning to learn papyrus scripting and Skyrim modding in general for a while, and adding level-scaling seemed like a good way to get started there. I can absolutely see how, with a mod like this, you would want it to operate on sheer unpredictability especially using fun as your standard benchmark.
I hope that this project helps with your learning; this mod was the mod that got me into Papyrus scripting too, and I've been doing it for over a year now, so I know where you are coming from and am happy to see you using it as practice to learn too. :)
This mod was good practice for me when I first made it; a lot of the techniques I used in making it have been important for my understanding Papyrus, and it was through this mod that I came to know the basics of scripting. I'm a lot better at scripting now than when I first released this mod, but without this mod, I probably wouldn't know how to use Papyrus at all because prior to making it, I only knew very rudimentary concepts about coding at all. Now that I've been coding for a bit over a year, I feel like I am pretty good with Papyrus.
Good luck with your future scripting endeavors, as someone who has been through the learning process somewhat recently, I know what it is like, but practice is quite rewarding once you get the hang of it.
I voted and liked this mod just to be clear that I do appreciate what you DID offer dude. But I also saw you talking about feeling a few times here concerning your decision not to allow outsiders to alter the mod even for posting elsewhere. Now we all get you not wanting the extra workload placed here but there really is no reasonable cause to ban people from altering it someplace else and maintaining it there on their own. Or ignoring it for that matter. To me this just seems like blatantly abusive behavior.
"somebody gave me said power and I used all 99% of said power to strictly prohibit other peoples fun for the sake of my own feelings."
Do you not care that the rest of us see this as selfish crap? This mod's endorsements would be through the roof right now if it weren't for this singular exception.
You're mad because I am not adding a feature that doesn't meet my own vision for the mod? Am I understanding that correctly? Also, for not wanting people to edit my mod further because I am still working on it? What are you on about, you fool? That is not abusive; I just have plans and a vision. What's abusive is you telling me that I need to surrender control and maintenance of my mod to someone else, or I'm a selfish prick. If you've got a problem with that, make your own damn mod.
@kenshiiro28 It's kind of Maleficus32's mod and work. It was at their sole discretion that the mod was released to the public, and it's their right to determine who should be able to do what with the mod. A novelist isn't a prick if they say "no you can't write stories using my characters/world," and a modder isn't a selfish bastard if they prefer that others not modify the work they have done.
In fact, looking back at the discourse between Maleficus and I, the only explicit prohibition was redistributing the work that had been done. I was never asked to refrain from looking at the mod's components as part of my own learning process.
I understand disagreeing with the set permissions for a mod, but being angry and calling someone names (and resurrecting a year-old thread in order to do so) isn't likely to get you anything unless you're specifically looking for contempt from people you don't know and likely will never meet.
I still haven't had the time, to be honest. University classes and work (I'm a personal trainer IRL) have kept me swamped.
Still absolutely want to look back at it when things cool down, though. Maybe sooner, in fact--one of my computer information science courses is on game programming, so I might be able to during the semester.
Considering the OP modded spells players can get this is a nice drawback but I really wish we could see something for npcs as well doing more than "implying" that magic in it's very nature is volatile and dangerous.
I'm glad to read that you're still working on the mod! definitely makes magic feel a lot more unique! I wonder how it will work paired with spell learning mods such as spellforge and spell research, imagine having a distinction where master wizards can spawn more beneficial boons but can still fail at lower/high magicka pools, now having npcs with this could make magic combat a lot more quirky, humorous, insane and FUN, lots of FUN!
This looks crazy fun from the video especially as I usually play as a mage. I am a Strange Runes user but I am tempted to get the normal version as I am far too curious to see what would be uncomfortable to see if using the normal version with Strange Runes. :)
There is a Surge that summons a ward in front of the caster for 60 seconds, I think it was. With Strange Runes, wards have rather intricate designs and animations. Looks cool, but when the ward is stuck in front of your face for 60 seconds, it actually becomes slightly dizzying. :)
Ooooh yeah, I had a similar experience at the college of Winterhold when testing wards with Tofdir and had this pretty detailed ward in front and it looked cool, but yeah, for a whole minute I can see some getting dizzy with it. Cheers for the info, I'll try it and see can always switch as I am in my mod and test phase after not playing for nearly a year.
Edit 30/05/2022 Haha well that was fun, did a test run around the Whiterun tundra and ended up being booted into space twice and also now have 56 cheese wheels, made friends with a spriggen matron, turned into Gleamblossom and summoned a fire atronach and a skeleton who attacked each other. This mod is a keeper but I am going to switch to the strange runes version, it was cool seeing the ward but I had to switch to 3rd person during that as it did make me want to go cross eyed to focus past the ward.
153 comments
Just leaving this comment here to tease a project that I am working on involving Wild Magic. So, along with my other myriad mods in development, I have decided to undertake yet another project, this one being a follower mod. This follower will be utilizing a rebuilt Wild Magic framework based on the code so kindly provided to me by Tommas666 when he helped make the MCM update.
His edits to my code made it possible to work on NPCs, so it's an idea I have been toying with for a good while now, but nowadays, I am a much more competent mod author than I was when I released this mod, so I have decided to pursue this idea in full. The follower I am making will be a Wild Mage, and he will be a part of a different mod that doesn't require this one, but will be compatible with it.
That mod will also probably come with an optional file that adds Wild Mage NPCs to the game. Edit from the future: Wild Magic for NPCs will be its own mod. If you are wondering why not just make it an expansion of this mod, there are three reasons: firstly, several of the existing Surges in this mod don't work well in the hands of NPCs, so those would need to be removed, or a second formlist built for NPC Surges. Very minor reason, as it would be an easy fix, but the last two are the ones that matter to me the most: secondly, this follower mod that I am building is extremely ambitious; I want it to be extremely high-quality, and a mod of this anticipated scale is worthy of its own mod, rather than as an optional file for this mod. Thirdly, I don't want this mod to be required for it to work. I understand that this isn't everyone's cup of tea, but they may want to try out the follower, so I want it to be an independent project, which is being built from scratch.For this follower mod, I have already built a custom framework, thanks to the help of a series by Joseph Russell, the mod author of Lucien, which was super informative. I have also already built this follower's own Wild Magic framework as well as the basics of a framework which will allow this follower to teach the player spells that he will invent during their journeys together. HERE is a demo of the early, early stages of development for the follower, just keep in mind, before you watch it, that the dialogue is temporary until I think of better lines to use and voice, so while it may seem nonsensical, rest assured that I will be giving the dialogue a TON of polish before I release it. I only started putting this mod together a few days ago, after all. :)
Glad you like it and thanks for endorsing :)
[00:00] Checking for Errors in [CC] WildMagicSurge.esp
[00:00] aaaRealPlantSurgeUndoer "Plant Surge Undoer" [MGEF:CC060525]
[00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [CC06052B] < Error: Could not be resolved >
[00:00] aaaRealPlantSurge "Plant Surge MGEF" [MGEF:CC060523]
[00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [CC06052B] < Error: Could not be resolved >
Will these be fine to play with?
And also there are some cell edits to AAADelteWhenDoneTestingJJeremy and DLC2WhiteRidgeBarrow01 which are overwriting Lux (lighting mod) changes. Do they need to be there or can I have lux overwrite?
Thanks!
As for dirty edits, should be safe to clean/overwrite. I'll be sure to clean them and remove the Undoer as a property as part of the next update I push.
Just so you know I also checked xEdit after I fixed it:
[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [05] WildMagicSurge.esp
[00:00] Done: Checking for Errors, Processed Records: 163, Errors found: 0, Elapsed Time: 00:00
Had my shiny new low-level mage character bopping along the road with her companions when they ran into a small pack of wolves. Nothing unusual, easy enough to take care of, right? Done this a million times before. Wolves had gotten a couple of nips in before being summarily dispatched, so my mage decided to try out her fancy, newly-learned group healing spell. Ooops. That went badly. Suddenly, Inigo and Kaidan were transformed into adorable, fluffy bunnies, with Lucien off to the side looking on in bewilderment. The kicker was when tiny little Bunny-Kaidan grumbled, right after being transformed, "Well, this is bloody fantastic".
Most fun I've had playing Skyrim in years. 10/10 for the entertainment value.
Such a fitting outcome for representing those characters' personalities and dynamic: Kaidan grumbling, Lucien being bewildered, and Inigo probably mentally screaming as his fear has finally come true :D
So a mage with level 50 Destruction for example will have lower chance to experience surge than a warrior with level 5 Destruction (or Alteration, Conjuration, etc depending on what kind of spell they're currently using). Something in the vein of FIZZLE. Would be nice if we can set the threshold in MCM as well, that way for people who want to keep the randomness to the max they can still set the surge to occur at 50% even with 100 Destruction or Alteration etc (plus perhaps a notification message that informs that you're experiencing a surge to remind players why their spell seems 'bugged' out - it's not a bug, it's a feature! :D ).
But sure it's your mod, you do what works best for you!
As for that update, sorry, no. The point of the mod is to make magic fall out of your control on occasion because it is volatile and fickle. If I make it so that you could pick and choose what effects your magic would manifest as when it backfires, it somewhat trivializes the nature of the mod. If you've got an issue with that, you're more than welcome to go into the Creation Kit, go to the formlist of Surge effects, and remove that Surge yourself for your own private copy of the mod. Could probably also do that in SSEEdit, but I cannot verify that with certainty because, funnily enough, I am not one to use SSEEdit very often; I prefer the CK because it's what I know. :)
If you want adjustments based on skill, there is a slider for probability in the MCM that you can tweak whenever, but that's really as far as I want to take it.
As for what you said about you looking into it, feel free to tweak your own personal copy of the mod as much as you like, but I must ask you don't distribute it anywhere else, and just know that I probably won't be uploading it as an optional file here because I'd not be inclined to maintain that version.
Sorry if that came across as a bit aggressive, I've never really been the best with my words, so I just want to be clear that I meant no offense by any of that; I'd just prefer for my mod to stay as it is. :)
And huge props for the mod, by the way!
I hope that this project helps with your learning; this mod was the mod that got me into Papyrus scripting too, and I've been doing it for over a year now, so I know where you are coming from and am happy to see you using it as practice to learn too. :)
This mod was good practice for me when I first made it; a lot of the techniques I used in making it have been important for my understanding Papyrus, and it was through this mod that I came to know the basics of scripting. I'm a lot better at scripting now than when I first released this mod, but without this mod, I probably wouldn't know how to use Papyrus at all because prior to making it, I only knew very rudimentary concepts about coding at all. Now that I've been coding for a bit over a year, I feel like I am pretty good with Papyrus.
Good luck with your future scripting endeavors, as someone who has been through the learning process somewhat recently, I know what it is like, but practice is quite rewarding once you get the hang of it.
"somebody gave me said power and I used all 99% of said power to strictly prohibit other peoples fun for the sake of my own feelings."
Do you not care that the rest of us see this as selfish crap? This mod's endorsements would be through the roof right now if it weren't for this singular exception.
In fact, looking back at the discourse between Maleficus and I, the only explicit prohibition was redistributing the work that had been done. I was never asked to refrain from looking at the mod's components as part of my own learning process.
I understand disagreeing with the set permissions for a mod, but being angry and calling someone names (and resurrecting a year-old thread in order to do so) isn't likely to get you anything unless you're specifically looking for contempt from people you don't know and likely will never meet.
Still absolutely want to look back at it when things cool down, though. Maybe sooner, in fact--one of my computer information science courses is on game programming, so I might be able to during the semester.
Hope you enjoy the mod!
Edit 30/05/2022
Haha well that was fun, did a test run around the Whiterun tundra and ended up being booted into space twice and also now have 56 cheese wheels, made friends with a spriggen matron, turned into Gleamblossom and summoned a fire atronach and a skeleton who attacked each other.
This mod is a keeper but I am going to switch to the strange runes version, it was cool seeing the ward but I had to switch to 3rd person during that as it did make me want to go cross eyed to focus past the ward.