Oblivion

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Elderblade

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Elderblade74

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About this mod

This mod enables Dremora, Golden Saints, and Dark Seducers as playable races, however the Saints and Seducers have their voices enabled, they all have racial powers, and more! Please Rate and Comment at least...

Permissions and credits
Races of Oblivion 1.2 (SOME FILES REQUIRE SHIVERING ISLES)



Races of Oblivion 1.2


SUMMARY:
This mod, along with making Golden Saints, Dark Seducers, and Dremora playable, gives them racial abilities and balances their stats to be fair.
I have also succesfully enabled the Golden Saint and Dark Seducer voices (they will make sounds when power attacking, but for some reason their damage sound doesn't always work)
The voice addition is modular because there is a hypothetical issue that could occur if another mod changes the priority of SE01NQGeneric (somthing like that).
I also added 2 companions for you to recruit. There is currently no companion system included for them, so you must have a companion mod to use them. In future
Versions the companions will be quest linked and given an order system.

USAGE:
Simply activate SaintAndSeducerVoice.esp, either PlayableSeRaces.esp (companion version) or
PlayableSeRacesNoCompanions.esp (the no companion version), EBPlayableDremora, and EBDaedraRaceDialogue (Custom Custom Race fix for the races included here, load it after
KTsCustomRaceFix.)


Upcoming: Daedric Immortality (respawn after Death)


TECHNICAL DETAILS:

Golden Saints-
MF
STR6060
INT4040
WPR3030
AGI4030
SPD4040
END4050
PER3030
LCK4040

Saint's Lightning: Shock Damage 20 on target, cannot be absorbed or reflected, Costs 25 magicka (lesser Power)

Aureal Frost Weakness: Weakness to frost 50% on self (ability)

Daedric Disease Immunity- Resistance to disease 100% on self (ability)

Paralysis Resistance- Resist Paralysis 35% on self (ability)

Dark Seducers-
MF
STR4030
INT4040
WPR3040
AGI5060
SPD4040
END4030
PER4040
LCK4040

Seduction- Command Humanoid up to level 50 for 30 secconds on touch (greater power, no magicka)

Charming Visage (name will be changed)- Charm 60 points for 20 secconds in 15 feet on
target, weakness to magic 100% on self, weakness to normal weapons 100% on self (20 secconds for both) (lesser power, 30 magicka)
Note- The weaknesses added by the charm (and the magicka cost) was added to prevent this from being
somthing you'd always use all the time, this adds risk to an ability that was otherwise very overpowered.

Daedric Shock Vunerability- Weakness to shock 35% on self (constant)

Daedric Disease Immunity- Resistance to disease 100% on self (ability)


Dremora-
MF
STR5550
INT5050
WPR3545
AGI4040
SPD5050
END5045
PER2020
LCK2020

Dremora Fire Resistance- Resist fire 85% on self (ability)

Dremora Shock Weakness- Weakness to Shock 50% on self (ability)

Wrath of Dagon- Fire Damage 3 for 10 secconds on target in 15 feet, sends everyone within 15 feet flying SCRIPTED (Power)

Daedric Disease Immunity- Resist Disease 100% on self (ability)

Companions-
Golden Saint located in Wawnwet Inn
Dark Seducer Located in Tiber Septim Hotel, quest upcoming, there is currently no Dremora companion.

INSTALLATION:
Place all desired ESP files into the Data folder (default path is C:\Program Files\Bethesda Softworks\Oblivion),
if you for some reason have another mod with the same name, change the name of one of them,
(It is safer to change the names of the files in this mod than mods you already have.)


UNINSTALLATION:
Delete all Esp files from this mod


Note that you will probably have to wait for your
Shivering Isles and Oblivion cells to respawn so all Golden Saints and Dark Seducers will regain their original stats. (default is 3 days, leave the Isles,
go to any Cyrodill cell other than the Wawnwet Inn or Tiber Septim Hotel and wait for the respawn time your game is set to.)


KNOWN ISSUES/CONFLICTS:
The companion version (PlayableSeRaces.esp) will conflict with mods that uses a different cell as the
Tiber Septim Hotel or the Wawnwet Inn than the default cell. This issue was been resolved as of 1.1 (companions were made modular).
And of course it will conflict will any mod that makes changes to the default Golden Saint or Dark Seducer race.

Hypothetically (in theory), because of changes made to the generic Shivering Isles dialogue, a mod that changed the priority of the dialogue could possibly cause Vanilla NPC's to use generic SE dialogue.
I have, however never witnessed this.
By current plans all of these issues will be resolved by version 1.8 (maybe even earlier)

FUTURE VERSIONS*:

1.3- The companions will be linked to a quest, continued balancing.
1.4- Daedric Immortality: Respawn after Death as one of these races...
1.5- I will look into why Golden Saint and Dark Seducer characters don't always use the injury sounds when hit for a
large amount of damage or taking falling damage.
1.6- ???
1.7- A new cell for all my future and current custom companions will be created,
this area will be some sort of tavern frequented by adventurers.
(I might even add a script randomizing which companions are present on any given week.)
1.8- I will do everything in my power to balance and clean up the mod before final version
(Whatever that is, currently I plan for 2.1 to be final).
1.9- I will make the companions independent of any companion mod (there will be versions of the plugin for some of the more popular of these mods.)
2.0-more balancing. A larger array of companions.
2.1- Balancing in hindsight of the effects of all previous versions, maybe even voiceovers!

*This is only speculation and is subject to change, there may be any number of smaller changes in between patches listed here.


USAGE: Please do not re-upload this mod without giving credit. Please do not, under any circumstances,
re-upload a modified version of this mod, though I do not mind tweaking it for personal use.


Version History-

Alpha 01- All I did was check playable, so obviously the mod wasn't all that good.
Alpha 02- Changed a few stats, added a short description.
Alpha 03- The Golden Saint companion was created.
Beta 01- Fixed the AI of the Golden Saint Companion.
Beta 02- Added racials**
Beta 03- Changed Racials to current (as of 1.0) status.
Version 1.0 (first release)- Added the Dark Seducer companion, fixed AI again.
Version 1.1- Fixed the readme to be correct, made companions modular, changed name of Dark Seducer
Lesser power and balanced it, added disease resistance to Dark Seducers, increased damage of Golden Saint
Lightning lesser power.
Version 1.2- Added Dremora, added a custom Race Fix...
1.2.1- Hotfix that fixed a accidental change made to Dark Elf race description, download this insted of 1.2
1.2.2- Added Exnem Textures (either version).



**Original Racials- (if you care to know)

Golden Saint-

Charge of the Saints (greater power)- summon golden saint on self for 30 secconds, fortify strength 30 for 30 seccond on self
Saint's Lightning (lesser power)- Shock damage 20 on target, immune to silence.

Dark Seducer-

Seduction (greater power)- Command humanoid up to level 50 on touch for 60 secconds.




CREDIT- Give Credit to Elderblade74 if rehosting this mod, I did this on my own (currently at least). EDIT: The exnem textures were all made by Oreyn Andarys.


==Spoiler== (The companion quest and info)


Kiran- Golden Saint spellsword min level 8, no level cap, +2 offset to player level, comes with various stock spells of all
learnable schools, has leveled golden saint armor and shield, and a golden saint longsword (will be made magical in future releases)

Tylri- Dark Seducer Illusionist (custom class: Illusion, Light Armor, conjuration, Speechcraft, Mercantile, Mysticism, Alteration.
Has a unique staff (staff of Terror) that damages willpower and demorilizes up to level 15. Has several powerfull illusion spells.

Quest: In version 1.2 I will be adding a quest to the companions to be able to recruit them.

Storyline: Kiran is a Golden Saint who left the Shivering Isles due to his resentment of his races matriarical culture,
On his way to the Shivering Isles portal, he encountered a group of Dark Seducers led by Tylri, who had been sent to bring
the renegade Golden Saint to justice. Kiran defeated the entire group of Dark Seducers, banishing them back to the waters of
Oblivion, and then departed from the Shivering Isles. he now spends his time drinking (though he cannot get drunk) ale in small town
outside of the Imperial city. Unwilling to admit defeat, Tylri left the Isles to track down and capture Kiran, rubbing out what
she sees as a blight on her honor. You get to choose to help one of them, either defeating Tylri for Kiran, or helping Tylri capture
Kiran. Your going solo for the Kiran version of the quest, but it is absolutely neccesary to help Tylri for her quest, as Kiran is
much tougher in open combat than Tylri, who has a tremendous array of utility spells at her disposal.



I'm very sorry if this read me has bored you, but I hope you enjoy this mod.



I'm very sorry if this read me has bored you, but I hope you enjoy this mod.







I'm very sorry if this read me has bored you, but I hope you enjoy this mod.