The Unleveled Enemies module - a quick summary
Makes dungeon mob level contingent on Dungeon Quality Level, the level of random encounters will use 10 as a base but a large degree of randomness is also introduced.
The mod is now processing monsters' equipment too (will set materials to be inline with MMM standards for class enemies, based on monster level.)
Dungeon mobs
As for dungeon mobs, Ralzar's basic idea, that he applied to loot in his Unleveled Loot mod, is a good one: invent a 'Dungeon Quality Level' and make the opponents' level contingent on that.
Here I would add that some difference should be allowed (like from DQL-2 to DQL+2). Ralzar has already invented DQL in Unleveled Loot, we will go with his method for now, with some additions.
There should be some flexibility when it comes to dungeon levels. E.g. having all DragonsDen dungeons at level 18 is a good start, but perhaps having all concrete such dungeons having a level from 18-2 to 18+2 might be even better.
These dungeon levels are not random, it is deterministic, but allowing for some small change over time.
This way any given dungeon can gain or loose some quality as time passes.
An example: any concrete VampireHaunt dungeon should have a level calculated as a base (15) + modifier (from -2 to +2).
Random encounters
A random encounter is an enemy encountered outside a dungeon.
If random encounter, then
- 10%-10%-10% chance of enemy at baselevel-4 .. .. baselevel +3
- 10% chance of an enemy level lower than baselevel-4 (down to baselevel-10)
- 10% chance of an enemy level higher than baselevel+3 (up to baselevel+9)
Change: For baselevel, we are using a figure based on the place and time of encounter (climate, night/daytime, at location).
The following base levels are used at the time of writing. The interpretation of the figures: [atLocation/atnight, noLocation/atnight, noLocation/daytime]:
Mountains : [12, 18, 15]
Swamp/Woodlands : [15, 18, 12]
MountainWoods : [15, 21, 12]
RainForest/SubTropical : [12, 18, 12]
HauntedWoodlands : [15, 21, 12]
Ocean/Desert/Desert2 : [12, 15, 8]
There are plans to expand this logic and make random encounter class enemy levels also contingent on the season (e.g. mountains more difficult in wintertime, deserts in summer)and other circumstances (like if a mountinous region is at a higher altitude or surrounded by mountains, that could increase the difficulty, or if a dungeon is present, then the enemies encountered outside could use dungeon quality level as the base level).
Townguards
A special case are townguards.
If townguard, we implement a method like we have for dungeons :: Town Guard Quality Level
This quality level is contingent on the size and prominance of the town:
- Daggerfall, Wayrest and Sentinel: base level of 21, like the hardest of dungeons as per Ralzar
- other regional capitals LVL18
- other cities LVL15
- smallest of towns LVL7
- general: LVL11
There is also a small (-2..+2) correction based on time to account for the fluctuation of the quality of town guards available from time to time.
AND: The individual guards can deviate form their guard (average) level (-2..+2)
What is affected by enemy level?
Currently: max health, skills, attributes, spellcasters' spell missile speed, magicka and spells and equipment materials. The higher level, the bigger the chance of getting equipment made of valuable and rare materials.
Spell missile speeds - enemies
This is a new feature. The speed of propagation of spell missiles is contingent on mastery of missile spells and spells of the given element (for enemies, this is estimated based on their level, both for monsters and for class enemies).
LVL1 - LVL10 -> MissileSpeed = 11.0f + LVL (at LVL2, it is 13.0f)
LVL10 - LVL19 -> MissileSpeed = 21.0f + (LVL-10)*2
LVL20 - LVL29 -> MissileSpeed = 41.0f + (LVL-20)*2.5
LVL30 - -> MissileSpeed = 67.0f
Note1: The value in vanilla is a constant 25.0, so this means that missile speeds range in between somewhere around half of vanilla speed to around 2.5 times vanilla speed.
Note2: Extra strong enemies can throw really fast missiles at you.
Unleveled Spells
Removes character level from the equation when determining the strength of (some) spells; this is essentially the functionality of the old Unleveled Spells mod .
Introduces the concept of Spell Level (SL) and the duration, chance of success and magnitude of player-cast spells is a function of the relevant magic skill, Willpower and Luck.
Formulas introduced by the mod:
Skill Spell Level = (Relevant Magic Skill - 9 ) / 3
Willpower Spell Level = 10 + (Willpower / 5)
- Luck will have a role in that there will be (Luck -50)/ 10 points available to increase (or decrease) the one of the aforementioned with the lower value.
- Overall Spell Level is defined as the lower of Skill Spell Level and Willpower Spell Level after adding or subtracting the Luck-points as appropriate.
- I am open to adding other, alternative formulas in the future if there is substantial interest.
Spell Learning
- You don't buy spells anymore, you learn them. Spell 'merchants' teach spells.
- Time costs and fatigue costs of learning a new standard spell are calculated based on how the spell casting cost relates to PC intelligence (the minimum is 12 minutes and the maximum is 10 hours).
- You cannot attempt to learn a spell if it would take more than 10 hours.
- Learning a spell will also take time and spell points you use up while practicing during instruction.
- On picking a spell from what is on offer, (if you are intelligent, skilled and experienced enough to master the spell - mastering it would not take more than 10 hours), and not too exhausted (have enough fatigue and spell points) or have enough extra gold to afford a recharge of magicka and fatigue expended during learning (refreshments), the 'merchant' (I like to call them instructors) will offer to teach you.
- If you have enough gold for refreshments and are not too tired at that time, you will be asked if you'd like refreshments for extra cost or not.
- Fatigue points are subtracted in proportion to the time of instruction.
- There is also an extra charge per quarter (15 minutes) of instruction (if you are a member, the last quarter only counts if at least 8 minutes are used - without membership each quarter began count as a whole quarter). The higher your rank in the guild, the less the fee. (Apart from these differences, outsiders get double rates - so it literally pays to join the guild you'd like to train you in magic.)
- The spell maker works similarly, but learning a brand new custom spell, or - inventing a new spell together with the instructor - takes more time, there is a coefficient for this that can be set via the mod settings: is at 4.0 default. The part of the cost contingent on needed time is twice that of learning standard spells.
- Learning/inventing a new spell now trains the relevant magic skill too.
Involves an override to the SpellBook and SpellMaker windows (conflict with other mods overriding these windows).
Experience (XP) Tallies
The game now keeps tallies of the player's experience with Target Types, Elements and the individual effects and this in turn affects spell costs and efficiency through an 'effective' magic skill.
Target Types supported:
Code: Select all
[Flags]
public enum MMMTargetTypes
{
None = 0,
CasterOnly = 1,
ByTouch = 2,
SingleTargetAtRange = 4,
AreaAroundCaster = 8,
AreaAtRange = 16,
ThingAlreadyInPosession = 32,
ThingBeingConjuredCreated = 64,
ConjuredCreature = 128
}
For the purposes of spell cost and spell level, 'effective' magic skill is calculated from the nominal relevant magic skill and these coefficients (with low experience, can give a result as low as one third of the nominal magic skill).
Each spell effect cast adds to three tallies: one for the relevant target-type, one for the effect and one for the given element. The tallies start at 0 (later on, I plan to have the mod calculate a starting value on character creation based on the magic skills the character starts with). 1 point is tallied if the effect cast costs 10% of your Intelligence. As many as 7 points can be tallied for stronger spells.
At a tally of about 700, the relevant coefficient maxes out at 1.0.
An example
In your character sheet, you have a Destruction skill of 75. You are trying to cast Single-Target-at-Range spell with a Damage Fatigue effect. You have tons of experience with the Magic (as opposed to Shock, Fire or Cold) element, but have never cast either a Single-Target-at-Range spell, or any spell with the Damage Fatigue effect.
The Element coefficient will be 1.0, the effect coefficient 0.7 and the Target-Type coefficient 0.7. So, overall a coefficient of 0.49 will be applied and the effective skill for this spell will be 36.
This means that for your lack of experience with the given target type and the given concrete effect, despite your Destruction skill of 75, you will be able to cost this spell for the cost and with the effect as if your Destruction skill was 36.
Yes, you can learn and know things in theory, but if you want to be effective, you need practice as well.
Up to a certain proficiency level, tallying is done for certain similar target types as well. Like:
if a Single-Target-at-Range spell is cast, the AreaAroundCaster, the ByTouch gain an increase of 25% of the increase the SingleTargetAtRange got and, similarly, the ThingAlreadyInPosession, AreaAtRange and AreaAroundCaster tallies receive a 1/8 increase.
Strong Spells Advance Magic Skills More
If the spell-point cost of a spell is higher than a certain percentage of player Intelligence, casting it will add further points to magic skill tallies. A maximum of 7 is reached when the spell-point cost equals player Intelligence.
Diversified Spell Experience Required for Magic Skill Advancement
After a certain amount of experience with a given effect has been reached, further practice using that effect will add less and less to the relevant magic skill tally.
Up until a tally amount of 500 (a little less than maxing-out point), the experience is added with a 1.0 coefficient.
After an effect has reached a tally of 950, only 10% of what it initially would have added is added to the tally.
In between 500 and 950, this coefficient shows a linear decrease from 100% to 10%.
This results in that you have to practice one spell effect really much to gain mastery in the magic skill. Around 4-5 different effects may be needed to reach mastery efficiently.
Effect Confidentiality Levels
The 'shroud of secrecy' surrounding magic; you will only be offered certain spells/effects if you have sufficient standing in the given guild.
If you lack sufficient standing, you will not even know of the effect/derived spells from any of the instructors in the given guild - the secret is kept from you and the guild services work as if the effect didn't exist at all. When you reach sufficient rank, the next time you check, you will see the effect/derived spells listed.
The default confidentiality levels (note: confidentiality = 0 means that the effect/derives spells can be available to non-members as well, anything above 0 means that non-members are not informed of these possibilities):
Code: Select all
static Dictionary<string, int> defaultConfidentialityLevels = new Dictionary<string, int> {
{ "CreateItem", 3 }, { "Teleport-Effect", 0 }, { "FixItem", 1 }, { "MultiplyProvisions", 1 },
{ "Chameleon-Normal", 0 }, { "Chameleon-True", 6 }, { "Charm", 0 }, { "Climbing", 0 },
{ "ComprehendLanguages", 0 }, { "ContinuousDamage-Fatigue", 5 }, { "ContinuousDamage-SpellPoints", 5 }, { "ContinuousDamage-Health", 5 },
{ "Cure-Poison", 0 }, { "Cure-Paralyzation", 0 }, { "Cure-Disease", 4 },
{ "Damage-Fatigue", 1 }, { "Damage-Health", 0 }, { "Damage-SpellPoints", 3 },
{ "Detect-Enemy", 3 }, { "Detect-Magic", 3 }, { "Detect-Treasure", 3 },
{ "Disintegrate", 8 }, { "Dispel-Daedra", 8 }, { "Dispel-Magic", 0 }, { "Dispel-Undead", 6 },
{ "Drain-Agility", 4 }, { "Drain-Endurance", 4 }, { "Drain-Intelligence", 9 }, { "Drain-Luck", 4 },
{ "Drain-Personality", 6 }, { "Drain-Speed", 4 }, { "Drain-Strength", 4 }, { "Drain-Willpower", 9 },
{ "ElementalResistance-Frost", 1 }, { "ElementalResistance-Fire", 1 }, { "ElementalResistance-Poison", 1 }, { "ElementalResistance-Shock", 1 },
{ "Fortify-Agility", 3 }, { "Fortify-Endurance", 3 }, { "Fortify-Intelligence", 7 }, { "Fortify-Luck", 3 },
{ "Fortify-Personality", 5 }, { "Fortify-Speed", 3 }, { "Fortify-Strength", 3 }, { "Fortify-Willpower", 7 },
{ "FreeAction", 0 }, { "Heal-Health", 0 }, { "Heal-Fatigue", 0 },
{ "Heal-Agility", 1 }, { "Heal-Endurance", 1 }, { "Heal-Intelligence", 3 }, { "Heal-Luck", 1 },
{ "Heal-Personality", 2 }, { "Heal-Speed", 1 }, { "Heal-Strength", 1 }, { "Heal-Willpower", 3 },
{ "Identify", 4 }, { "Invisibility-Normal", 0 }, { "Invisibility-True", 6 },
{ "Jumping", 0 }, { "Levitate", 1 }, { "Light", 0 }, { "Lock", 1 },
{ "MageLight-Inferno", 1 }, { "MageLight-Rime", 1 }, { "MageLight-Venom", 1 }, { "MageLight-Storm", 1 }, { "MageLight-Arcane", 1 },
{ "Open", 1 }, { "Pacify-Animal", 0 }, { "Pacify-Undead", 4 }, { "Pacify-Humanoid", 3 }, { "Pacify-Daedra", 7 },
{ "Paralyze", 4 }, { "Regenerate", 5 }, { "Shadow-Normal", 0 }, { "Shadow-True", 6 },
{ "Shield", 0 }, { "Silence", 6 }, { "Slowfall", 0 }, { "SoulTrap", 5 },
{ "SpellAbsorption", 5 }, { "SpellReflection", 5 }, { "SpellResistance", 5 },
{ "Transfer-Agility", 6 }, { "Transfer-Endurance", 6 }, { "Transfer-Intelligence", 11 }, { "Transfer-Luck", 6 },
{ "Transfer-Personality", 8 }, { "Transfer-Speed", 6 }, { "Transfer-Strength", 6 }, { "Transfer-Willpower", 11 },
{ "Transfer-Health", 3 }, { "Transfer-Fatigue", 3 },
{ "WaterWalking", 1 }, { "WaterBreathing", 0 }
};
It is possible to edit the individual confidentiality levels through editing the save. Once a confidentiality level is established, the game will not check against the defaults, but will save the established level into the mod's save file.
So, the defaults are simply my first-glance preferences. Since, it would have been tedious to include each effect in the mod settings, I decided that the way the player can customize this should be through editing the save.
Spell Instructor Themes
- There are six different Themes: one for each school of magic.
- Each guild house with spell instructors (Mages Guild, Temple of Kynareth) has a Theme assigned, deterministically, from the region ID, location ID and guild ID. So you can count on these not changing - once the player has established that a given hall is an Alteration hall, you know it will always be an Alteration hall.
- Similarly, the hall also has a proficiency level assigned, this can be 2 to 11.
- The Theme and proficiency level apply to all instructors working in the given guild hall. These will be able to provide you with service regarding universally available spell effects and effects from their Theme school where the confidentiality level does not exceed the guild hall proficiency.
- So, there are simple spells/effects (confidentiality level 0 or 1) that are available everywhere but if you want to learn the less-known ones through a guild service, you'd need to find a guild with the appropriate Theme and also a proficiency level high enough to teach you the given effect.
- All this makes trying to learn a little-known (complex, highly confidential, potent) spell/effect via the Guilds an adventure on its own.
- In case somebody is wondering. If you have a high rank in the guild, you are granted knowledge about the highly confidential spells too. Knowledge of their existence, but not necessarily the effect itself. That means, e.g., that you would see the effect in the effect list in the Spell Maker, but - unless the given instructor belongs to an appropriately themed and proficient guild hall - when you click on said effect, the instructor will inform you that he cannot help you. Conversely, if you don't have sufficient status, you would not see the effect in the effect list at all.
Looking for a specific Themed hall?
- Themes are not entirely quasi-random. The chance a given Mages Guild will belong to a certain Theme is strongly contingent on the region it is situated in, more precisely the official deity of the given region.
- The rarest Themes should be Mysticism, Thaumaturgy and Alteration. On the other hand, Restoration, Destruction and Illusion should be quite common.
- This code should be of help to those seeking more details.
Code: Select all
static DFCareer.MagicSkills[] AkatoshArray = { DFCareer.MagicSkills.Restoration,
DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction,
DFCareer.MagicSkills.Illusion,
DFCareer.MagicSkills.Thaumaturgy,
DFCareer.MagicSkills.Alteration, DFCareer.MagicSkills.Alteration, DFCareer.MagicSkills.Alteration, DFCareer.MagicSkills.Alteration, DFCareer.MagicSkills.Alteration, DFCareer.MagicSkills.Alteration,
DFCareer.MagicSkills.Mysticism }; // For Akatosh: 1 Rest, 6 Dest, 1 Ill, 1 Thau, 6 Alt, 1 Myst
static DFCareer.MagicSkills[] ArkayArray = {
DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration,
DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction,
DFCareer.MagicSkills.Illusion,
DFCareer.MagicSkills.Thaumaturgy,
DFCareer.MagicSkills.Alteration,
DFCareer.MagicSkills.Mysticism }; // For Arkay: 6 Rest, 6 Dest, 1 Ill, 1 Thau, 1 Alt, 1 Myst
static DFCareer.MagicSkills[] DibellaArray = {
DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration,
DFCareer.MagicSkills.Destruction,
DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion,
DFCareer.MagicSkills.Thaumaturgy,
DFCareer.MagicSkills.Alteration,
DFCareer.MagicSkills.Mysticism }; // For Dibella: 6 Rest, 1 Dest, 6 Ill, 1 Thau, 1 Alt, 1 Myst
static DFCareer.MagicSkills[] JulianosArray = { DFCareer.MagicSkills.Restoration,
DFCareer.MagicSkills.Destruction,
DFCareer.MagicSkills.Illusion,
DFCareer.MagicSkills.Thaumaturgy, DFCareer.MagicSkills.Thaumaturgy, DFCareer.MagicSkills.Thaumaturgy, DFCareer.MagicSkills.Thaumaturgy,
DFCareer.MagicSkills.Alteration, DFCareer.MagicSkills.Alteration, DFCareer.MagicSkills.Alteration, DFCareer.MagicSkills.Alteration,
DFCareer.MagicSkills.Mysticism, DFCareer.MagicSkills.Mysticism, DFCareer.MagicSkills.Mysticism, DFCareer.MagicSkills.Mysticism, DFCareer.MagicSkills.Mysticism
}; // For Julianos: 1 Rest, 1 Dest, 1 Ill, 4 Thau, 4 Alt, 5 Myst
static DFCareer.MagicSkills[] StendarrArray = {
DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration,
DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration,
DFCareer.MagicSkills.Destruction,
DFCareer.MagicSkills.Illusion,
DFCareer.MagicSkills.Thaumaturgy,
DFCareer.MagicSkills.Alteration,
DFCareer.MagicSkills.Mysticism }; // For Stendarr: 11 Rest, 1 Dest, 1 Ill, 1 Thau, 1 Alt, 1 Myst
static DFCareer.MagicSkills[] KynarethArray = { DFCareer.MagicSkills.Restoration,
DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction,
DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion,
DFCareer.MagicSkills.Thaumaturgy,
DFCareer.MagicSkills.Alteration,
DFCareer.MagicSkills.Mysticism }; // For Kynareth: 1 Rest, 6 Dest, 6 Ill, 1 Thau, 1 Alt, 1 Myst
static DFCareer.MagicSkills[] MaraArray = {
DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration,
DFCareer.MagicSkills.Destruction,
DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion,
DFCareer.MagicSkills.Thaumaturgy,
DFCareer.MagicSkills.Alteration,
DFCareer.MagicSkills.Mysticism }; // For Mara: 6 Rest, 1 Dest, 6 Ill, 1 Thau, 1 Alt, 1 Myst
static DFCareer.MagicSkills[] ZenitharArray ={ DFCareer.MagicSkills.Restoration,
DFCareer.MagicSkills.Destruction,
DFCareer.MagicSkills.Illusion,
DFCareer.MagicSkills.Thaumaturgy, DFCareer.MagicSkills.Thaumaturgy, DFCareer.MagicSkills.Thaumaturgy, DFCareer.MagicSkills.Thaumaturgy, DFCareer.MagicSkills.Thaumaturgy, DFCareer.MagicSkills.Thaumaturgy,
DFCareer.MagicSkills.Thaumaturgy, DFCareer.MagicSkills.Thaumaturgy, DFCareer.MagicSkills.Thaumaturgy, DFCareer.MagicSkills.Thaumaturgy, DFCareer.MagicSkills.Thaumaturgy,
DFCareer.MagicSkills.Alteration,
DFCareer.MagicSkills.Mysticism }; // For Zenithar: 1 Rest, 1 Dest, 1 Ill, 11 Thau, 1 Alt, 1 Myst
static DFCareer.MagicSkills[] KynarethTempleArray = { DFCareer.MagicSkills.Restoration,
DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration, DFCareer.MagicSkills.Restoration,
DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction, DFCareer.MagicSkills.Destruction,
DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion, DFCareer.MagicSkills.Illusion,
DFCareer.MagicSkills.Thaumaturgy,
DFCareer.MagicSkills.Alteration,
DFCareer.MagicSkills.Mysticism }; // For Kynareth-Temples: 7 Rest, 3 Dest, 3 Ill, 1 Thau, 1 Alt, 1 Myst
Spell missile speeds - player
The speed of propagation of spell missiles is contingent on mastery of missile spells and spells of the given element (for the player, this is calculated using Experience Tallies).
Notes:
- The lowest possible player spell missile speed (with zero experience with missile spells and zero experience in the element) is 13.0f.
- The multiplier representing missile speed experience is in the range of 10 to 40, so you can get a 300% increase in missile speed based on missile spell experience.
- The multiplier for experience in the element ranges from 70 to 100, so you can get a total of around 40% spell missile speed increase from being proficient in the element the missile belongs to.
- The highest possible player spell missile speed (with maximum experience with missile spells and maximum experience in the element) is around 74.0f.
- The value in vanilla is a constant 25.0, so this means that player missile speeds range in between somewhere around half of vanilla speed to around 3 times vanilla speed.
- At low experience, the player is strongly outmatched by high level foes like Vampires, Daedra and the like, but when fully developed, the player can well outmatch them
Credits due here to Interkarma, for without his idea and the insight into where the given prefab is, this change would now have been implemented. Thank you.
The Fix Item spell effect
A spell effect that can be used in spells to repair mundane items; items made of lesser materials (Leather, Iron, Steel) are repaired the fastest while rare materials like Ebony, Orcish and Daedric are repaired only very slowly.
It is also a lot harder to repair broken and nearly broken items than items that are just a bit damaged. When drained to 0% condition points, restoring an item to 10% will require the same amount of magic as restoring the same item
- from 10% to 30%
- from 30% to 60%
- from 60% to 100%.
So, it is worthwhile to fix your things while they're in pretty good shape and not wait until they are completely broken.
Armor and weapons
The spell will restore roughly 80 condition points per casting magnitude to Leather, Chain, Iron and Steel items, when the item is above 60% initially.
Then there is an exponential decrease: for an item that is made of a material two categories rarer, the effect is halved. So, Elven is repaired at a rate that is only half the rate for Steel, Mithril half the rate as for Elven, Ebony half that rate and so on.
ConjurationCreation - the Multiply Provisions spell effect
- If you have some of a given provision (water, rations, arrows), this effect can add to the provision through conjuration.
- A conjuration spell, target: an item that the player is conjuring up.
- The magnitude: has an exponential effect on how much new provisions are added (strong spells will generate increasingly bigger increases). The amount of provisions after the spell will be somewhere around (between 75% and 133% of) the value calculated using the formula PROVISIONS-AFTER = PROVISIONS-BEFORE * 1.1 * 1.025 ^ MAGNITUDE
- So, you have better chances if you have more of the given provision available. But, after a certain magnitude is reached, the spell literally multiplies your provisions.
ConjurationCreation - the Summon Simple Item spell effect
- A modified version of 'create-item', in line with my Conjuration-Creation long-term idea.
- A conjuration spell, target: an item that the player is conjuring up.
- Instead of a duration as in the core game, there is a chance of success. If the spell is successful, the item thus conjured will stay indefinitely (as opposed to disappearing after a certain amount of time as in the core game).
- The base chance of success is the duration the spell would have in core game.
- The effective chance of success is dramatically higher when inside settlements. It is doubled for a hamlet, quadrupled for a town and multiplied 8-fold for a city. It is easier to conjure things up if there is a lot of items nearby...
- The item conjured up will have a condition of 45% to 100%.
Teleportation effect
When cast, the player is presented with a choice:
- either attempt to set a new anchor
- or to attempt to teleport to one of the anchors he already has.
Anchor setting.
The player can choose which one of the possible anchors he would like to overwrite. The number of available slots is contingent on Teleport Spell Level (explained lower) - it is twice the amount. The lower the slot is in the list, the less the likelihood of success.
Anchors can be named for easier reference.
If the player attempts to set an anchor, he either succeeds, setting the anchor, or fails, in which case nothing happens (apart from having expended the magicka anyway).
An example: if the player has a Teleport spell level of 8,
- the player will have the first 16 slots available
- about the first 2 of the anchors (a quarter of 8) will work all the time (100%)
- about another 2 anchors (another quarter of 8) will work nearly all the time (99%)
- from then on, the probability of success gradually changes,
- at 8 (equal to Spell Level) the chance is about two thirds
- at about 16 (twice the Spell Level) the chance reaches 0
Teleportation.
The number of anchor slots the player can access is two times Teleport Spell Level.
Only successfully created anchors are permitted targets (so at a Spell Level of 8, you will see only 2 targets if you have only set up two anchors in total).
Once selected a valid target, teleportation is attempted. The more down the list of anchor slots the target is at, the less chance the teleportation succeeds. If teleportation fails, in about one in four cases, nothing happens and in three in four cases, the player is randomly teleported to one of all the anchors he has (could be the one he originally aimed for, the chances are equal).
Compatibility with the old Advanced Teleportation mod
You will not be able to load old saves with the new mod.
However, it should work after you edit the save.
In SaveData.txt,
look for "MTAdvancedTeleportation.MTTeleport+SaveData_v1"
and change to "MTMMM.MTTeleport+SaveData_v1"