Oblivion

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Slug and Hoola

Uploaded by

Slugworld

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About this mod

Contains around 50 new spells designed to enhance and optimize the Oblivion experience, also contains some offensive and summoning spells. Requires: The Oblivion Script Extender OBSE version 0016 - http://obse.silverlock.org/

Requirements
Permissions and credits
Mirrors
TIM'S SPELLS v 0.86 - OMOD optional

Requirements:

Oblivion patch 1.2

OBSE Version 0016 - Download OBSE
Mods Reloaded - Mods Reloaded
Mods Reloaded Forums - Mods Reloaded Forums
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Description:

Adds around 50 new spells to the Elder Scrolls Oblivion Game.

This mod requires the Oblivion Script Extender (OBSE) v0016 and is available from the link above.

To Find Tim simply wander around one of the main towns in Cyrodil in the day time.

You should eventually receive a lesser power which allows you to teleport to Tims Sanctuary.

For those that are lazy, open the console and type: coc AATimPrime

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WHATS NEW: v 0.86

0.86

Added the Clone Item and the Quick Sale switches.
Added some visual fx to Magic Vault/Storage spells.
Spellmaking/Enchanting blocks changed to Altars.
Item forge and Spell craft are cheaper.
Small additions to the Sanctuary, see 4 yourself.
SetWeather is instant (only works in Cyrodil).
Gobbles is much stronger.
Control Orbs added.
Fix to UnPetrify.
Empty Forest added.
Quest script changes.

0.85

The Spell making block is now free!
Arcane Intertia, Flood & Velocity spell added.
Greater HopToad and Turbo spells added.
Marksmans Jinx spell added.
Tim's Sanctuary is more darker.
Movement Boundaries added.
Block of SpellSale added. Sell your spells.
Gobbles the guardian Rat added.

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IMPORTANT NOTES:

This is a rebuild of the previous 0.78 release of Tims Spells, you will need to empty all of your Magic storage chests before upgrading!

If you have been using Tims Spells prior to version 0.80, you may want to download the excellent mod produced by Aragonit to preserve your mark/recall spots.

Mark - Recall III

Please backup your saved game before continuing.

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Installation:

The mod is fully compatible with and without Shivering Isles.

It requires the 1.2 patch to be installed however.

Place the Merchant_Tim.esp into the Oblivion folder, usually;

C:\Program Files\Bethesda Softworks\Oblivion\Data

Run the oblivion launcher and select "Data Files", once its opened select the Merchant_Tim.esp and click on OK.

Have fun!

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Un-installation:

The Mod does not alter any reference in the game so to uninstall simply delete the file. Before you do, make sure your Magical Storage chests are empty, otherwise you may lose everything you had stashed in them.

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Conflicts:

No conflicts found, tested with OBMM with OOO and MMM installed.

Use OBMM to ensure the mod loads before MMM's City Defences if installed.

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Thanks to:

PJ and his amazing spells
Me.v1 for Adventures Spells
The OBSE Team
The Oblivion Modding Community
Oblivoid for his skill Books
Hoola for his help with Plunder
Aragonit for his ideas

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*Spell Descriptions*

Arcane Flood:

This spell will temporarily quadruple the amount of magicka in the realm. All spell casters will immediately be able to cast four times as many spells.

Arcane Interia: (BETA)

This spell will slow all magical projectiles which are cast within the spells duration. It is very useful when facing oppenents who cast spells.

Arcane Velocity:

This spell will double the speed of all magical projectiles for the spells duration. Note this will affect any enemy spell casters.

Call all Items:

Calls every single item within a cell to the player, it will not retrieve books or any quest related items.

Call all: Arrows:

Retrieves every single arrow within a cell/wilderness. It should also work on crossbow bolts, it will return anything classed as ammo by the game. Note: This spell should also capture projectiles in mid flight.

Bind Item:

Allows the player only to create a number of permanent items. The Quantity rises with the casters conjuration skill.

Dispel Items:

This spell will remove all enchantments from any magical item excluding potions, ingredients and soulgems. To use, place the items into any unlocked container and cast the spell. Note: the spell will not remove the enchantments on quest or scripted items.

Feed Weapon:

This spell will restore the magical charge of the currently equipped weapon. However it will damage the weapon by 15%.

Frame Spell:

Taken from PJ's Spells, this will transfer the players bounty onto the target. There are various restrictions however. Read PJ's spell descriptions for more info.

HopToad:

An old spell in Morrowind. Gives the player a large bonus to acrobatics for 12 seconds.

HopToad Greater:

This spell temporarily removes the ceiling cap, effectively allowing you to jump and precisely control your landing. It is considered an upgrade to Televanni Lift as it does not bind you to one direction.

Item Forge:

Similar to Magic Craft this spell requires 50 in all magical spell schools. Furthermore the magicka cost is extremely high. It functions the same as if the player were using a item enchanting station.

Lazy Spell:

Based on the Lazy Scroll created by Sebastian C. It presents a menu allowing the player to teleport to one of several of the major towns in the game.

Levitate:

Taken from the M.O.E pack. Allows the player to Levitate. Tweaked the duration to 30 seconds. Do not cast inside. Do not attempt to enter cities whilst levitating. Use the door.

Levitate: Greater

Similar to the spell above except this version makes you fly faster and lasts for 120 seconds.

Mark:

Allows the player to place one of six marker spots. When the player is ready he/she can use the Recall spell to teleport back to the previously marked spot. Note: I don't know how to display Exterior cell names, hence outside marker names don't appear.

Mark II:

Same as above but with an additional six markers.

Magic Craft:

This spell requires a skill of at least 50 in all spell schools, Alteration, Conjuration, Destruction, Illusion, Restoration and Mysticism. It allows the player to create spells as if they were using a spell making station. The magicka cost is very high.

Magic Pockets:

The spell currently allows you to access the inventory of any non-hostile NPC/Creature. More restrictions will be added in the future. Note the target must have greater than 84 disposition toward you.

Magic Provision:

This spell will double the quantity of any ingredients or arrows in a small radius around the player. It will not work if there are more than 100 items in the stack.

Magical Vault:

This spell is an enhancement of the Magical Storage spell. It allows the player to access one of several chests where items can be categorically placed and retrieved. It is primarily used in conjunction with the Plunder Spell.

Magic Storage:

Originally written by Me.v1 from Adventures Spells. This spell allows the player to access a magical storage chest. No changes have been made to this spell. Access the chest where and when ever you like.

Magic Storage II:

Exactly the same as the Original Magic Storage and is used in conjunction with the Magic Pool and Magic Split spells.

Marksmans Jinx:

Causes the targeted opponent to fail any attempt to fire an arrow.

Petrify: (BETA)

Turns the targetted actor to stone, note this will not function on creatures, ghosts. It will only work if the target is alive. You'll find the petrified individual becomes immune to all harm, this is to prevent them falling down and making the stone effect un-realistic. You can reverse the spell with Un-Petrify. This stone effect shader does not always show on NPC's for some reason....

Plunder:

This spell will process through each corpse in the area and place each individual item into the appropriate chest within Tim's Sanctuary. It is used in conjunction with Magic Vault and the Plunder: Price spell.

Plunder: Price:

This spell will set the minimum value at which the Plunder spell will take items, e.g set it to 500 to only take items equal to or greater than 500 in gold.
The value will persist through out saved games, so you must remember to reset it back to 0 to take all items regardless of price.

Quick Sale:

Sells any object(S) inside a container, e.g chest, cupboard. The target container must be unlocked. It will not sell any scripted or quest related items.

Recall:

Allows the player to Recall to one of six previously designated spots. No restrictions at all, use it where ever and when ever you like. Note: I don't know how to display Exterior cell names, hence outside marker names don't appear.

Recall II:

Same as above but with an additional six markers.

Recall: Weapon:

Allows the player to recall their weapon. Perfect if you've lost it in long grass.

Before you can use this spell you must designate the weapon you wish to recall. Equipping any other weapon and casting it again will re-designate the new weapon and you will lose the previous reference.

Once you have designated your chosen weapon, drop it on the floor and cast the spell to recover it.

This spell seems to remember what you have designated after loading a saved game. All though I would appreciate any comments and further testing.

Note: The designated weapon must be in the same cell/wilderness space as the player.

Recall: Fighters

Allows the player to teleport to one of the Fighters guilds.

Recall: Mages:

Allows the player to teleport to one of the Mages guilds.

Resurrect:

Resurrects the touched corpse. Note this spell has no effect on ghosts.

Resurrect: Area: (BETA)

Resurrects all dead corpses within range. Note that this spell will currently resurrect hostiles.

Set Weather:

Taken from the M.O.E Staffs this spell allows the player to change the weather in his/her current cell. I've added in some extra clauses. Note this spell only works in Cyrodil. It will not work near an Oblivion Gate either.

Sleep Spell:

Another spell copied from Adventures Spells. Allows the player to Sleep anywhere without requiring a bed

Summon Doppleganger:

Summons an allied Doppleganger of the player. He will not cast any of Tim's spells. The Doppleganger is now a little smarter than before, he will draw his/her weapon when the player does. In addition the clone will also equip the same weapon as the player. Perfect if you like to switch between Ranged and Melee.

Summon S Doppleganger

Essentially the same as the previous Dopple Ganger spell with the exception that this summon is Silenced and unable to cast any spells.

Summon Ogre:

Summons an average Ogre to aid the player.

Swap:

Another spell from PJ's, it basically swaps the players and targets positions. I've only removed the hostile action so you can now cast it on anyone with out any repercussions. Note this spell does not work on Giants.

Telekinetic Blast:

This spell will push/throw the target away from the player. It improves with each rank of your alteration skill and can be very effective with a high alteration. Note this spell does not work on ghosts, giants or on anybody who is underwater.

Televanni Lift:

Taken from PJ's this spell allows the player to leap to abnormal heights. Unlike the PJ variant this version reduces the jump height and restores the falling damage.

Televanni Orbit:

An upgrade of Televanni Lift, it lifts the player to an extremely stupid height.

Time: Accelerate:

Accelerate time by a factor of 10.

Time: Reset

Resets the time to the normal default found in Oblivion.

Time: Set:

Allows the player to Set the time to one of several pre-defined values.

Time: Slow:

Slow down time by a factor of 10.

Transfer: Gold:

Transfers all of the players Gold into the target container. It will not work on containers which respawn, i.e in a town or village.

Turbo:

Adds a large bonus to athletics for a limited duration.

Turbo Greater:

This is an upgrade to the Turbo spell, it lasts longer and has a greater effect. Best used with Hoptoad.

Un-Petrify: (BETA)

Reverses any Petrification effect on the touched actor. If you find the stone shader effect still persists cast the spell on the target again. Note: The Respawn Flag is automatically reverted back to what it was originally before Petrification occured.

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*Magical Items*

Potion of All purpose:

This potion will restore any attribute which you are low on, i.e health, magicka, fatigue/stamina.

Potion of Bound:

All of the Daedric Bound Spells in a potion.

Scroll of Mark:

Acts the same as the Mark spell, allowing the player to designate a marked spot to teleport back to.

Scroll of GhostWalk:

Allows the player to temporarily become invisible and levitate for 200 seconds.

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*Magical Orbs*

The orbs allow you to control various aspects of the Oblivion game. The changes will only affect the current game and when you quit they will be restored.

The Red Orb - Allows you to control the spell of the spells.
The Blue Orb - Allows you to determine the cost of magicka and spells.
The Green Orb - Allows you to change the jump height in game to suit your needs.

Remember the Red and Blue Orbs will affect your enemy too.

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*Switches*

There are two new switches in Sanctuary, both of which are to be used with the Magical Storage 2 chest. The first switch will sell all items contained within the chest.

The second switch will duplicate any items in the chest, including weapons, armor and potions. It will work on ingredients and quest items, but not on any alchemy equipment, e.g mortal and pestle, calcinator.

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Other Notes:

As the mod is beta you should use the spells carefully, I wouldn't recommend using Call all items for completing quests.

Mark & Recall should not be used to transition to and forth the Shivering Isles. You should use the gate.

Spells have been marked with (BETA) which I am having problems with. I welcome any feedback or problems you encounter with the spells.

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Contact:

If you have any questions, comments or suggestions then please send a message to SlugWorld on Tes Nexus.

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Assistance/Feedback/Distribution:

I welcome any assistance on the mod.

If you wish to use any part of the mod in yours then go for it, just credit me in the readme :). Also send me a link to your mod, you never know, I might want to play it myself!

Feel free to distribute this mod, just leave the readme in the compressed file.