Last change to any development post: 2024-04-14
When can you expect me to be on the forums next: 21 April 2024
My DFU modding efforts are concentrated here, around the project I have named MeriTamas's (Mostly) Magic Mod (or "MMM" or "MT's MMM" for short). The original introductory post has been moved into the last development post (the 10th).
There will be periods of time - mostly several weeks long but sometimes even over a month - when I am absent from the forums. I may indicate an approximate time when I will endeavor to return to address the most pressing issues. You can find any such indication above.
Please find the code and releases of my (Mostly) Magic Mod here on github. Releases are available for
DOWNLOAD HERE
Here you can find the dfmod files to add your StreamingAssets/Mods folder.
What can you expect to find on the first page of this thread?
This first development post will include:
- The status quo - what the mod can actually do
- Short-term plans - usually for the next couple of months, up to a year - will include things I am confident I can do and where I am confident enough in the amount of work needed and the time I will have available to actually plan implementing the given task
- Long-term roadmap - this part will contain an enumeration of any long-term plans - will be similar to the short-term plan but will usually include ideas that didn't fit into the mentioned timeframe
- Long-term ideas - this part will usually contain an enumeration of any other ideas I would eventually like to see implemented, with a short description
- Known issues - this part will usually contain an enumeration of any issues with the mod that I have noticed or have been reported to me
- Any detailed description related to the aforementioned (mainly plans) - I plan to give a shorter description of a given area; I will do my best to do this without any spoilers. Then, some of the posts will include a spoiler section where I plan to introduce more detail - at the cost of also including spoilers.
- For my alternative skill and attribute system for DFU see the ninth dev post. With some possible exceptions, I do not plan on hacking the core game any more and will be focusing on implementing the changes I'd like through the mod system. Will be looking to implement this skill and attribute system as part of MMM once it becomes possible.
MeriTamas's (Mostly) Magic Mod ("MMM" or "MT's MMM") - a description
Please find the code and releases of my (Mostly) Magic Mod here on github. Releases are available for
DOWNLOAD HERE
Here you can find the dfmod files to add your StreamingAssets/Mods folder.
I don't express, neither do I imply any warranty. Use at your own risk. Although, I will try to resolve issues if it requires a reasonably small amount of effort.
The most current release is 0.7. Main features (modules):
- Unleveled and Extra Strong Enemies - makes dungeon mob level contingent on Dungeon Quality Level, the level of random encounters will be random based on where and when the encounter takes place. One of ten or certain types of monster have some of their characteristics increased. Spell caster enemies' spell missile speeds depend on their level.
- Features related to Everyday Magic - Minimum Magicka Cost Override, Spell Learning, Experience Tallies, Effect Confidentiality Levels, Spell Instructor Themes, XP-based Player Spell Missile Speed etc. etc.
- Everyday Non-Magic features - A version of Hazelnut & Ralzar's MeanerMonsters and a version of JayH's Unleveled Mobs functionality integrated (does not contain the 'unlimited quests' part).
- Effects And Spells - FixItem + Reparo spells, Conjuration and Creation (MultiplyProvisions + SummonSimpleItem), Advanced Teleportation etc.
- Quality of Life - Speeding up simulation when enemies not present
Disclaimer: Testing has been done only in the context of my own use-cases. I use the mod with nearly all features on. I tried to make available a lot of options, there might be - and probably are - some bugs that need fixing. Please let me know in a forum post below if you find any issues or would like to have something added/fixed.
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Unleveled and Extra Strong Enemies
Unleveled Class Enemies
Makes dungeon mob level contingent on Dungeon Quality Level, the level of random encounters will use a base level (usually 12, 15 or 18, but in some cases lower and some cases as high as 21)contingent on the place (climate, location or not) and time (night/day) of the encounter + a degree of randomness is also introduced.
The main features are covered relatively accurately in the comments in the code files. If in rush, please read that.
Also, the mod leaves a lot of info in player.log. For a quick summary (hopefully one without big mistakes), please refer to Dev Post #4.
Extra Strong Monsters
Certain enemy types can have certain individuals that are exceptionally strong. The types currently affected are: VampireAncient, AncientLich, DaedraLord, OrcShaman, DaedraSeducer, Daedroth, FireDaedra, FrostDaedra, Wraith, Imp (Spellcasters), Werewolf, Wereboar, Giant, Harpy, Dragonling_Alternate (the ones I like to think of as dragons), SkeletalWarrior, Zombie, Mummy, OrcWarlord (non-spellcasters).
Currently, this is all there is to it. Every 10th such creature is exceptionally strong (higher level, more than 2x the max health, 2x-4x the max spell points and buffed attributes.)
I have some ideas to take this feature a bit further in the future,.
Spell missile speeds - enemies
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). For details please refer to Dev Post #4
Everyday Magic
- Unleveled Spells - the strength of a spell effect no longer dependent on player character level, but on 'spell level' that in turn is contingent on 'effective' (lee below at 'Experience Tallies') magic skill, willpower and luck. This is essentially the functionality of the old Unleveled Spells mod . For a few details, please refer to Dev Post #4.
- Unleveled Potion Effects - drinking a potion generates the appropriate effect with a level of 10-15 (inclusive) (where the game checks for level)
- Minimum Spell Point Cost - core unmodded game has this value at 5; able to set as low as 1 and as high as 10
- Guild Base Spell Fee Coefficient - the basic fee an instructor (previously: vendor) will charge for a spell is X times the spell's spell point cost - you can set this value here, the core game has it at 4.0
- Spell Learning - spells are no longer bought and sold, but learned and taught - apart from gold, it takes time (and so fatigue) and magicka points to learn a spell/effect; expended fatigue and magicka can be restored for gold if you buy 'refreshments' (recharge at guild using potions), but the time cost cannot. Learning/inventing a new spell trains the relevant magic skill too
- Experience (XP) Tallies - monitors the player's experience with Target Types, Elements and the individual effects, this in turn affects spell costs and efficiency. You get a coefficient for Target Type (Caster On Self, Touch etc.), Element (Fire, Cold etc.) and for each individual effect. If no experience with the given aspect, the coefficient is 0.7. With loads of experience, the coefficient is 1.0. 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 be as low as one third of the nominal magic skill). Stronger spells will add more XP than weaker spells.
- Strong Spells Advance Magic Skills More - If the spell-point cost of a spell in higher that a certain percentage of player Intelligence, casting it will add further points to magic skill tallies.
- 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. After an effect is 'maxed out', it will hardly add any to the skill tally (goes as low as 10% of the value that would be added in case of an effect that the player has no experience with).
- 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.
- Spell Instructor Themes - not all spell teachers are alike - they all have different interests and experience with the different schools of magic; each place where spells can be taught, belong to a Theme - a school of magic in which its instructors are proficient in. The level of proficiency also varies. You will find it is quite rare to encounter instructors that are able to teach you certain 'difficult' spells shrouded deeply in secrecy (effects with high confidentiality levels).
- Display Effective Magic Skill - the Effective Magic Skill is the value used to calculate spell cost and spell level for the player at the given time (can be influenced e.g. by XPTallies)
- Max Length of Displayed Spell Name String - QoL, you can now set how many characters the spell names can be in the SpellBook window
- 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). For details please refer to Dev Post #4
- Fix Item - 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 (will add further effects in a later version to repair higher material items effectively and also ones to repair and recharge magic items)
- Rebalance SlowFall to Thaumaturgy - an option to have the Slow Fall effect (Gentle Fall) belong to Thaumaturgy
- ConjurationCreation - Multiply Provisions - If you have some of a given provision (water, rations, arrows), this effect can add to the provision through conjuration. Target: an item that the player is conjuring up. Magnitude: has an exponential effect on how much new provisions are added (strong spells will generate increasingly bigger increases).
- ConjurationCreation - Summon Simple Item - A modified version of 'create-item'. Target: an item that the player is conjuring up. There is a chance of success - if the spell is successful, the item thus conjured will stay (not disappear after a certain amount of time).
- Multiple Anchors For Recall - An advanced override to the Teleport effect with support for more anchors. This is the legacy Advanced Teleportation spell, a new improvement is an option Dispel Does Not Erase Anchors. For some further details, please refer to Dev Post #4.
This part is currently empty. Will start adding things here when I get to it. For the immediate future, I have other priorities.
Quality of Life
I like to develop skills while manually running around, then camping, resting, battling etc in the wilderness.
This takes time. A lot less time if I can speed things up...
...so, I have included a feature that allows the player to speed up ('+' key) the game if there are no enemies nearby and the PC does not have a disease ('-' key to slow back down).
How things work
Please refer to the section below for details on how certain parts of the mod (are supposed to
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