Difference between revisions of "User:Omzy"

Jump to navigation Jump to search
2,567 bytes added ,  12:58, 12 June 2007
New mod - Spell Deflection 2.0!
imported>Omzy
m (link added)
imported>Omzy
(New mod - Spell Deflection 2.0!)
Line 9: Line 9:
I have almost finished a Spell Pack project with about 9 new animation-based spells including my Meteorain spell. It was actually 90% finished last summer, but I never got around to releasing it. This Spell Pack is very eye-catching and could be compared in awesomeness (by new effects, not by the number of spells) to PJ's Spell Compendium.
I have almost finished a Spell Pack project with about 9 new animation-based spells including my Meteorain spell. It was actually 90% finished last summer, but I never got around to releasing it. This Spell Pack is very eye-catching and could be compared in awesomeness (by new effects, not by the number of spells) to PJ's Spell Compendium.


My flagship mod is called Spell Deflection. See below for details.
My flagship mod is called Spell Deflection 2.0. See below for details.


Email me for feedback or if you have a general question or concern.
Email me for feedback or if you have a general question or concern.
Line 17: Line 17:


== Mods Released ==
== Mods Released ==
'''[http://www.bestsharing.com/files/2g8npF286432/Spell%20Deflection.rar.html Spell Deflection]'''
'''[http://www.bestsharing.com/files/F368If288915/SpellDeflection2.0.rar.html Spell Deflection 2.0]'''


EDIT: I am now working on v2.0, which will include numerous game balancing additions and restrictions based on feedback I have received. These should make the mod truly fit into the rest of the game as if it were a feature missing in the original.
*NOTES
-Thanks to all the modders at BethSoft forums for the support and advice on this release.
-Also, this mod is fully compatible with Skycaptain's Deadly Reflex mod, which adds an additional challenge, as it makes you have to catch incoming spells instead of simply keeping your shield up and waiting for them.


*NEW in 2.0
Game-Balancing/Realism
-Accuracy rating included. The higher your block skill, the more accurate your aiming.
-Not every attempt to block a spell will be successful. This is dependent on your block skill. At around 10 block skill, the chance of success is about 33%. At 100 block skill, it is about 90%
-Shield is slightly damaged for each successful deflection. The higher the shield's defense, the less it is damaged.
-Basically, if you have low block skill and have a crappy shield, the effect will be out of control and will actually hurt more than help, since you could otherwise evade the spell. As you increase in block skill and shield defense value, the effect will be more under control and will actually begin to help if you have the skills to use it and aim the deflection well. At higher block skill and shield defense values, there is still a chance of failure, but it is minimized and your ability to deflect spells can significantly enhance your chances of survival.
Efficiency
-Persistent references used so as not to create bloated save-games
-Cleaned up code a lot by making more stage functions and condensing redundant code
Bug Fixes
-Fixed a bug where the effect didn't work outside of the test cell
-Fixed many small things that number too many to remember
Effect Enhancements
-Made it so that your shield turns partially transparent during blocking so that you can better aim deflections. This eliminates the necessity for a specially-sized shield. Now it is easy to use any shield with this mod.
*Q&A (NEW Content for 2.0)
What's inside?
What's inside?
:This mod gives the player an ability that allows him/her to use any shield to deflect almost every targeted enemy spell. The player's current screen target (the location of the crosshair) determines the direction that the spell is deflected back. This means that if an enemy casts a spell at you, you could effectively deflect it with your shield back to the same enemy or even a different enemy, depending on where you are looking. Your shield actually becomes a spell mirror.  
:This mod gives the player an ability that allows him/her to use any shield to deflect almost every targeted enemy spell. The player's current screen target (the location of the crosshair) determines the direction that the spell is deflected back. This means that if an enemy casts a spell at you, you could effectively deflect it with your shield back to the same enemy or even a different enemy, depending on where you are looking. Your shield actually becomes a spell mirror.


How do I get this ability after installing the mod?
How do I get this ability after installing the mod?
:There is a flask of Magic Polish in the Imperial Palace Basement that you rub on your shield to give it reflective power.  
:The ability is automatically added.
 
Will this unbalance my game?
:This mod is meant to remedy something that was originally missing in vanilla Oblivion. I have done everything in my power to make it cool without unbalancing the game and only improving gameplay. I spent many hours on the forums conversing about how to make this mod more balanced, and I believe the finished product is solid. See the v2.0 release notes above to see the game-balancing changes that I have made. If you find any issues about balance, please email me at the email link provided above.
 
How come the effect doesn't always work and my shields are breaking so fast?
:Stop crying. Some of the changes incorporated in v2.0 added these features to improve the realism and balance of gameplay. Without them, there would be no challenge. The effect works better if you have higher block skill and a better shield. I spent considerable time tweaking the functions that determine accuracy and success so that they meet these criteria.


How will this affect the Oblivion experience?
How will this affect the Oblivion experience?
:As we all know, Oblivion's open-endedness gives it tremendous replay value. We beat it once and then return and play with mods to make the gameplay more unique and fun for us. This is one of those mods that will completely revamp the combat system by giving the player an additional tactical challenge that will make combat more interesting. If you become skilled with the shield you can actually improve your chances of survival by dispatching enemies more quickly with their own firepower. Suppose you are in a den of goblins that has a fire-casting shaman. You now have the option of hitting the shaman with an arrow from afar and deflecting his ranged spells back onto his companions. Doing this successfully requires good aim and well-placed combat maneuvers.  
:As we all know, Oblivion's open-endedness gives it tremendous replay value. We beat it once and then return and play with mods to make the gameplay more unique and fun for us. This is one of those mods that will completely revamp the combat system by giving the player an additional tactical challenge that will make combat more interesting. If you become skilled with the shield you can actually improve your chances of survival by dispatching enemies more quickly with their own firepower. Suppose you are in a den of goblins that has a fire-casting shaman. You now have the option of hitting the shaman with an arrow from afar and deflecting his ranged spells back onto his companions. Doing this successfully requires good aim and well-placed combat maneuvers.


Any bugs?
Any bugs?
Line 37: Line 68:


What was the development process like?
What was the development process like?
:You have no idea how much work went into this mod. It took at minimum 50 hours of painstaking scripting. Countless problems one after the other plagued the entire working process. There were many times when I simply gave up the goal but I found myself returning to it time and time again and now I have finally completed the difficult part. All I have to do is get the mod ready for release.  
:Hell.  


Is this an FAQ or something? Are you really that pretentious to ask yourself this many questions?
Is this an FAQ or something? Are you really that pretentious to ask yourself this many questions?
:Don't chastise me, I just felt like typing words instead of script functions for a while.
:Don't chastise me, I just felt like typing words instead of script functions for a while.


For more information download the file at the link provided above (the title of this section) and view the SpellDeflectionReadme.txt.
*Test it for yourself!
The effects of this mod can be tested easily by going to my test cell, which I have so conveniently not deleted for your pleasure. To enter the test cell:
1) Save your game, you cannot get out easily
2) Open the console with the ~ key
3) Type coc SpellDeflectionTESTCell
4) Look around
You should see that there are several spells flinging themselves from the walls, just practice deflecting them with any shield.
 
 
For more information download the file at the link provided above (the title of this section) and view the SpellDeflection2.0Readme.txt.


Release Date-
Release Date-
June 6, 2007
June 11, 2007


----
----
Line 99: Line 139:


Release Date-
Release Date-
Week of June 10th, 2007
Not sure
Anonymous user

Navigation menu