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Spellcaster Tweaks

by kutto Posted 20th Oct 2019 at 5:48 PM - Updated 7th Oct 2020 at 2:05 AM by kutto : New feature
 
19 Comments / Replies (Who?) - 5 Feedback Posts, 13 Thanks Posts
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Test Subject
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#2 Old 20th Oct 2019 at 6:40 PM
Love this! It has always felt like Spellcasters are too easy to play, and this adds to their complexities. Thank you!
Field Researcher
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#3 Old 21st Oct 2019 at 12:20 AM
You are a Godsend! I've been wondering this whole time what is even the point of the charge feature or all the perks that make it fill SLOWER given my casters charge rarely goes up even the littlest bit. I have to actively work to get it up. I thought this was supposed to be something that brought a LITTLE risk at least and that we had to watch. Instead charge has like zero affect on my game. Can't wait to try this!
Test Subject
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#4 Old 21st Oct 2019 at 2:36 AM
Nice tweaks. Personaly I'd change Copypasto spell to be at least Master level, since, you know, it is, in essence, condensing energy to the form of stable matter. For everyone who doesn't know, HOW much energy that process would take, I'd recomend to go check "The SCIENCE! of Pokeballs" video on youtube, it's fun and informative, but TLDR - you'd need a frickin LOT of energy to create something out of nothing. Sure, "it's magic, silly", but I still think spells like that should be at Master level at least.
Otherwise, nice work
Test Subject
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#5 Old 21st Oct 2019 at 8:02 AM
Thanks for this! Now it won't feel like to much of a cheat while playing. lol
Test Subject
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#6 Old 21st Oct 2019 at 3:09 PM
Thanks! Is it compatible with The Spellbook Injector and its custom spells?
Test Subject
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#7 Old 21st Oct 2019 at 3:54 PM
definitely something thats needed tho i can see overcharging becoming way more frequent for non-bloodline sims, just a thought but otherwise much needed changes
but that charge gain on copypast-o was perfect for both nerfing its OPness and giving the highest bloodlines a method to get spell charge reliably :D
Test Subject
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#8 Old 21st Oct 2019 at 5:47 PM
Nice, going to give this a try now, combined with your potion rework. See how it feels. The nerf to copy paste might not be enough, one copy might just be all you need to make a new potion hehe. Kinda wish you couldn't copy the damn potions at all :P
Forum Resident
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#9 Old 21st Oct 2019 at 7:14 PM
Thank you
Lab Assistant
Original Poster
#10 Old 21st Oct 2019 at 10:25 PM
Quote: Originally posted by garixer
Thanks! Is it compatible with The Spellbook Injector and its custom spells?


Yes! I use the Spell Injector myself and hope to release some custom spells soon. The tuning that controls charge gain from spellcasting is separate from the spells themselves, so this should increase charge gain for custom spells without creating a conflict. The only exception to this would be if the modder created a custom charge gain like I did with Copypasto here; there wouldn't be a conflict here, but my mod would not increase the charge of their spell.
Test Subject
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#11 Old 21st Oct 2019 at 11:42 PM
Okay so here goes; I found that leveling spellcaster up feels REALLY good now, but once at Virtuoso with some perks charge really is no problem anymore. Not sure what can be done to change it though but it's a huge improvement no matter what. Especially as you start to level it up.
Lab Assistant
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#12 Old 26th Oct 2019 at 12:42 AM
I haven't played a mage yet, But these look like they will be essential for me when I do. Thanks!
Test Subject
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#13 Old 15th Nov 2019 at 12:08 AM
Has this been updated for the 11/12 patch?
Test Subject
#14 Old 19th Nov 2019 at 2:02 PM
Not updated.
Roundabout half of the mod works with the patch.
Discharge tires the caster which is added by this mod.
But "the meat of the mod" aka. the new spell learning does not.
Lab Assistant
Original Poster
#15 Old 20th Nov 2019 at 5:15 AM
Quote: Originally posted by BL4DE
Not updated.
Roundabout half of the mod works with the patch.
Discharge tires the caster which is added by this mod.
But "the meat of the mod" aka. the new spell learning does not.


Hello there, can you go into a bit more detail about the problems you're seeing? From what I can tell, the code my mod deals with wasn't changed in the latest patch so everything should be working correctly. I haven't noticed any problems during casual play, but if there's something wrong, more details will help me solve it.
Test Subject
#16 Old 21st Nov 2019 at 7:13 PM
Quote: Originally posted by kutto
Hello there, can you go into a bit more detail about the problems you're seeing? From what I can tell, the code my mod deals with wasn't changed in the latest patch so everything should be working correctly. I haven't noticed any problems during casual play, but if there's something wrong, more details will help me solve it.


The way I learn spells has not changed from vanilla. I go to a sage, ask him for a spell, s/he flings his/her wand and I know the spell. Now the problem: I still can ask the sages for it again every other day despite it should become available after 2 1/2 days. Searching for tomes is available again faster, though.
Discharge takes energy with it i.e. tires the caster.
I have never used Copypasto before so I can't tell out of previous knowledge whether the charge i gain is vanilla or modded. Judging by the fact that my T3 Spellcaster can cast Copypasto five or more times in a row without the charge meter blowing up I'd say vanilla, though.
Practicing magic generates charge but it seems™ to be the at same rate as without the mod.

It might™ be a conflicting mod causing issues.
Thing is my modlist is rather tiny and regarding spellcasting in general it includes mods that raise the alchemy prizes, enhance the familiars and add fun to practicing magic. The files your mod alters should™ not be touched by anything else.
Lab Assistant
Original Poster
#17 Old 22nd Nov 2019 at 3:53 AM
Quote: Originally posted by BL4DE
The way I learn spells has not changed from vanilla. I go to a sage, ask him for a spell, s/he flings his/her wand and I know the spell. Now the problem: I still can ask the sages for it again every other day despite it should become available after 2 1/2 days. Searching for tomes is available again faster, though.
Discharge takes energy with it i.e. tires the caster.
I have never used Copypasto before so I can't tell out of previous knowledge whether the charge i gain is vanilla or modded. Judging by the fact that my T3 Spellcaster can cast Copypasto five or more times in a row without the charge meter blowing up I'd say vanilla, though.
Practicing magic generates charge but it seems™ to be the at same rate as without the mod.

It might™ be a conflicting mod causing issues.
Thing is my modlist is rather tiny and regarding spellcasting in general it includes mods that raise the alchemy prizes, enhance the familiars and add fun to practicing magic. The files your mod alters should™ not be touched by anything else.


After retesting everything, I cannot reproduce the problems you listed. Everything is working as intended in my game. If you suspect your issues may be related to a mod conflict, I suggest you review the XMLs that my and other's files modify (typically at the bottom of a MTS post) or try renaming my files to start with "aaa" to force them to load first. Good luck!
Test Subject
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#18 Old 19th Jan 2020 at 10:49 AM
Thanks for this!
Test Subject
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#19 Old 20th Mar 2020 at 4:35 AM
Love this mod, and all of your other spellcaster mods too!
One thing I would also love though is maybe also making spells like dedeathify create a lot of charge too, or a version of the mod that slows spellcaster progress/makes perks cost more points.
Lab Assistant
Original Poster
#20 Old 20th Mar 2020 at 5:52 PM
Quote: Originally posted by Orrius
Love this mod, and all of your other spellcaster mods too!
One thing I would also love though is maybe also making spells like dedeathify create a lot of charge too, or a version of the mod that slows spellcaster progress/makes perks cost more points.


Originally, I had thought that since Dedeathify was a "Master" spell, it didn't need a harsh penalty, but in retrospect you're absolutely right. Especially when compared to other resurrection methods in the game, this spell is way too simple. I've added a new Dedeathify nerf feature for anyone who wants it. It's almost guaranteed to knock the socks off your Spellcasters now without proper precaution.