[MOD] Unleveled Spells released
Posted: Fri May 15, 2020 5:00 pm
Unleveled Spells
A mod to remove character level from the equation of determining the strength of player-cast spells. A move toward an Unleveled World (see progress here too).
A big thank you to Interkarma for his helpful suggestions and LypyL and others for the modding tutorials.
Will not be updating this thread. Please check out MeriTamas's (Mostly) Magic Mod here.
Please download from NexusMods
Source code for version 0.5 available for Download from Dropbox here. (a bit older version, will be updating that with version 0.6)
Current latest released version is 0.5, DFU version 0.10.27
Not all spell effects are supported yet. Will be planning to add further features and supported effects as I can get to it. Please report any bugs you encounter.
20/DEC/2020 It seems I will find some time to work on this mod in the coming weeks. My plans are to release 0.6 in January-February
- add a lot more spells to the supported ones
- integrate Advanced Teleportation
- perhaps add some more additional spells (my first thought would be a repair spell - it would work in a way similar to Repair Tools - like an aggregated repair tool only without needing any tools in the inventory and would spend magicka instead of fatigue)
After that, I'll see to getting rid of the issues some users have reported and also to get it to work with the latest version available then.
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Features
The mod introductes the concept of Spell Level (SL) and the duration, chance of success and magnitude of PC-cast spells (of supported effect types) 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 applying the Luck-points.
I am open to adding other, alternative formulas in the future if there is substantial interest.
The spell effects currently supported are:
RESTORATION: HealFatigue, HealHealth, CureDisease, CureParalyzation, CurePoison, FreeAction, SpellAbsorption, Regenerate
DESTRUCTION: DamageHealth, DamageFatigue, DamageSpellPoints, ContinuousDamageFatigue, ContinuousDamageHealth, ContinuousDamageSpellPoints, Disintegrate
THAUMATURGY: WaterWalking, DetectEnemy, DetectMagic, DetectTreasure, Levitate, SpellReflection, SpellAbsorption
ALTERATION: Slowfall, WaterBreathing, Paralyze, Shield
MYSTICISM: DispelDaedra, DispelUndead, DispelMagic, Silence, SoulTrap
ILLUSION: ChameleonNormal, ChameleonTrue
A mod to remove character level from the equation of determining the strength of player-cast spells. A move toward an Unleveled World (see progress here too).
A big thank you to Interkarma for his helpful suggestions and LypyL and others for the modding tutorials.
Will not be updating this thread. Please check out MeriTamas's (Mostly) Magic Mod here.
Please download from NexusMods
Source code for version 0.5 available for Download from Dropbox here. (a bit older version, will be updating that with version 0.6)
Current latest released version is 0.5, DFU version 0.10.27
Not all spell effects are supported yet. Will be planning to add further features and supported effects as I can get to it. Please report any bugs you encounter.
20/DEC/2020 It seems I will find some time to work on this mod in the coming weeks. My plans are to release 0.6 in January-February
- add a lot more spells to the supported ones
- integrate Advanced Teleportation
- perhaps add some more additional spells (my first thought would be a repair spell - it would work in a way similar to Repair Tools - like an aggregated repair tool only without needing any tools in the inventory and would spend magicka instead of fatigue)
After that, I'll see to getting rid of the issues some users have reported and also to get it to work with the latest version available then.
-------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------
Features
The mod introductes the concept of Spell Level (SL) and the duration, chance of success and magnitude of PC-cast spells (of supported effect types) 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 applying the Luck-points.
I am open to adding other, alternative formulas in the future if there is substantial interest.
The spell effects currently supported are:
RESTORATION: HealFatigue, HealHealth, CureDisease, CureParalyzation, CurePoison, FreeAction, SpellAbsorption, Regenerate
DESTRUCTION: DamageHealth, DamageFatigue, DamageSpellPoints, ContinuousDamageFatigue, ContinuousDamageHealth, ContinuousDamageSpellPoints, Disintegrate
THAUMATURGY: WaterWalking, DetectEnemy, DetectMagic, DetectTreasure, Levitate, SpellReflection, SpellAbsorption
ALTERATION: Slowfall, WaterBreathing, Paralyze, Shield
MYSTICISM: DispelDaedra, DispelUndead, DispelMagic, Silence, SoulTrap
ILLUSION: ChameleonNormal, ChameleonTrue