I might be wrong but it seems that the Spell Maker is broken when you try to create a spell using the "Identify" spell effect. I thought it was supposed to allow you to set the "chance" but it doesn't seem to.
I'm running 0.11.7 and I disabled all mods to test it.
Spell Maker - Identify [RESOLVED 0.14]
- Jay_H
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Re: Spell Maker - Identify
For now, the Identify spell effect conjures the Identifier merchant's window. Implementing chance-based player identification will come later.
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Re: Spell Maker - Identify
Doesn't the original vanilla Daggerfall allow you to set the chance level in the spell maker? Both the text description in the spell maker itself, as well as the documentation on UESP seem to indicate that it does. I thought as of the alpha release DFU was functionally equivalent to the original DF.
If someone has the details on how it's supposed to behave maybe I'll make a weekend project out of it.
If someone has the details on how it's supposed to behave maybe I'll make a weekend project out of it.
- Jay_H
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Re: Spell Maker - Identify
I gathered Identify's data from classic. It is:
Identify: Thaumaturgy. Chance. Self-only, non-elemental.
- Interkarma
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Re: Spell Maker - Identify
Yep, this is one of two spells I still need to flesh out properly before 1.0. The other is Dispel Magic.
- Interkarma
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Re: Spell Maker - Identify [RESOLVED 0.14]
I have now completed Identify spell so that it rolls Chance per item identified and costs spell points per identify pass like classic.
Note you will need to recreate your Identify spell at spellmaker so you can assign custom Chance settings for this effect.
Note you will need to recreate your Identify spell at spellmaker so you can assign custom Chance settings for this effect.