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Enchantments need fixing

Submitted by HorseRider on

I've been messing around with Skyblivion a bit, adding beast race helms, navmeshing, etc. 

I noticed a lot of the enchantments are either not working or have very strange effects. Is the magic system being reworked or are the existing enchantments just placeholders like how Werewolves are Daedroth? Elemental enchantments can be fixed easily, I don't know if anyone's working on it or not, the "what's being done and what needs to be done" hasn't been updated in a while.

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Last edited by no_egrets on 24 Sep 2018 - 22:59.

Magic system is not done at all, everything magic related need to be fixed: spells, enchantment, scrolls, potions, etc.

We had a person working on it with a good progress but he is not available atm.

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We need someone very good as papyrus because a lot of magic effects from Oblivion would require extensive scripting. He/she also must have experience with CK and magic system in Skyrim to understand what to do, because noone will be able to tell what and how to fix or implement. Mod authors of existing magic overhauls and the best candidates obviously.

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What exactly needs doing?  

If you can't get an expert, I'm looking for something to help out with and this seems like something i could  tackle, or at least a decent chunk of.  

I could go through the busy work of reimplementing tomes and scrolls and spells that have existing equivalents(or close enough not to notice if you just change the label) no problem.  

As for other effects, i know enough about the magic effect system and papyrus that i know i could get a number of effects implemented.

 

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The main problem are magic effects that deal with attributes. I guess that the best course of action is to replicate their behavior by affecting associated actor values. For example STR in Oblivion is responsible for dealt damage, fatigue and carry weight, so "Fortify/Drain/Absorb Strength" spells will modify "Damage Mult" actor value instead (except for spell attacks), and peak value for stamina. No idea about carry weight as there is no such actor value, probably has to be a scripted magic effect or a scripted perk applied via MGEF. I don't know magic system good enough in Skyrim on what is possible and how to implement.

Then there is also LCK which I have no idea what to do with. Maybe give a small buff/debuff on lockpicking, pickpocketing chances, alchemy, damage mult, etc.

"Damage" type spells affecting attributes will be applied permanently, "Restore" type spells will remove those effects. Again no idea if this is even possible.

 

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Spells from the Third Era implement almost all of the old effects into Skyrim - http://www.nexusmods.com/skyrim/mods/29170/?

 

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And that's why we need a person familiar with magic system and papyrus to overhaul the entire magic system. We had one who achieved great results and even added spellmaking, but he disappeared without sharing his work unfortunately.

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