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[WIP/REL] Magic

Submitted by iamnone on
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Let's be honest:  Morroblivion is awesome, but its magic system is a trainwreck.  Spell variables were ported unchanged from Morrowind and often have inappropriate values for the Oblivion magic system (starting spell Hearth Heal as a Journeyman spell that requires 50 skill in Restoration, etc) or are simply near useless (Burden of 20 pounds for 10 seconds; drain spells with durations of 1 and 3 seconds, etc).  Some manual corrections have been made, but it remains a mess.  So...


I've manually adapted all buyable, non-scripted Alteration, Destruction, and Restoration spells to the Oblivion system (excepting spells involving disease and spells causing poison, which are addressed by specialty mods and so skipped here).  I've also adapted many of the spells used by NPCs or present as resources but not offered for sale by spell merchants.


I intend to adapt the other schools of magic, too, but I will be taking a break before continuing.  This is mind-numbingly tedious work: Hundreds of spells have to be manually checked and rebalanced.


Because it would be a shame to have edited so many spells but leave most of them unaccessible during normal gameplay, I've added several Spell Series Tomes to Galbedir (books added to her merchant chest; no edits to the NPC or the cell).  The Spell Tomes DLC is NOT required.


Absorb effects are not revised in this version and will be fixed when I adapt Mysticism (their proper category).


I've included a design document in the archive detailing every changed spell.  It can be used as a guide for players or a resource for modders (to aid in deciding which spells to give to NPCs).


A very small number of spells have not been changed but are included in the esp to insure against undesirable changes in future versions of the master or other mods, and to make it easy for me to see in the Construction Set which spells I have already reviewed.  These are not dirty references.  I used TES4Edit to snip some junk the CK added to the esp, and the file should be clean.
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Last edited by iamnone on 24 Sep 2014 - 22:59.

Wow, nice work. But why did you not only change the spell cost but also their magnitude and duration? You buffed quite a lot of spells from their original strength.

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Because most spells were near useless with the ported values. Also, I don't like buying spells only to have to immediately make an actually useful version at the spellmaking altar. The new spell costs are auto-calculated. I rebalance values until the spells fit the tier system nicely. Very tedious work, but I think you'll find that the spells play well now and feel like they were designed for the Oblivion magic system. And enemies should put up a better fight now with access to actually decent spells.

A note: I skipped Strong Heal Companion because I didn't know it existed... It'll be in the next version, which should also include the Destruction spells. That school is freaking huge, so it may be a while.
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I have added this mod in the Mod List under 'Magic' category. The changes are a bit too severe fot it to be merged in the main file.

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(Given the lack of feedback, I'm retasking this post as the v0.2 release announcement.)


Version 0.2 is up!  Now includes Destruction spells.


Also, Galbedir now sells a book called Purify Spellbook Tome.  You can use it to remove Oblivion starting spells from your spellbook.  (For compatibility and choice, this seemed the best solution, far better than editing the spells themselves.)


There doesn't seem to be much interest in this mod, and Wasteland 2 is calling me, so I might take a longer break before continuing. ;)
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Been a long time since I checked back to get a new install of the game. REALLY like the work you've done on this and I'm surprised there is such little proper feedback. Thanks for the hard work and I hope you do eventually decide to resume this.

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