Oblivion

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About this mod

***OBSE v0015 or higher required!*** Starting at level ten, the player will be able to learn one of many trees of abilities depending on their class\' specialization.

Permissions and credits
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Skill Specialization
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This plugin adds three "Paths" per Class Specialization, selectable at Level 10. As the player continues to level up, depending on their choice of Path, they receive and improve unique abilities, with as much flavour text as could be wanted. An eye for balance was used in their creation, but they can also significantly change the way you approach most any situation.

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Installation:
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*OBSE v0015 Required!*
Extract the archive to your Oblivion/Data folder, and activate SkillSpecialization.esp in the Oblivion launcher's "Data Files" section, or using OBMM. If you experience annoying lights and thumps while certain abilities this plugin gives are active, they can be fixed by also activating the attached ScriptEffectSubduer.esp. Note that, while this mod uses four unimportant sentences divided between four unimportant dialogues that only Manipulators see at all, they will scurry by quite fast unless you use Elys' Universal Silent Voice.

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Details:
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The nine Paths all have different foci in their abilities, and are restricted to a certain Class Specialization.

Combat:
-Gladiator: Focuses on knocking opponents off-balance, damaging their Fatigue, and developing endurance.
-Duelist: Focuses on using the opponent's movements against them through quick reaction and finesse.
-Guardian: Focuses on a sturdy defense, and striking back at opponents stopped by it.

Magic:
-Warmage: Focuses on new offensive magic, and Metamagic that can alter the effects of any spells you cast.
-Diviner: Focuses on displacement and bending reality through Magicka.
-Illusionist: Focuses on altering the minds of others.

Stealth:
-Spy: Focuses on remaining undetected and harming others from hiding.
-Scout: Focuses on movement and perception.
-Manipulator: Focuses on using behavior and appearance to gain advantages.

Every five levels regardless of which Path you select, from level 10 to level 40, the player recieves a new ability or has an old one upgraded. It would probably take up too much space to list all the abilities here, but here's a taste of them.

-Diehard: Guardian togglable Power. Gives a huge Fortify Health effect while draining Fatigue, and the effect automatically ends if Fatigue gets too low. If this happens while the Fortify effect is the only thing keeping the player alive, they can die anyways.
-Parry: Duelist Touch Power. Casting it on an opponent in mid-attack will knock them off balance.
-Solid Defense: Guardian passive ability. Standing still for a few seconds allows the player to dig in, making them more durable in every way.
-Metamagic Fire: Warmage togglable Spell. Any Fire Damage effects the player casts (Traditional Spells only. No Powers or Scrolls) cost more Magicka, but can knock targets to the ground depending on the effect's Magnitude and the target's Agility.
-Arcane Turret: Warmage togglable Spell. Conjures a spellcasting turret similar to those found in the plane of Oblivion, but smaller and quicker. It draws from the player's Magicka pool, casting a spell (chosen from any of the player's On Target ones) at any enemies who get too close.
-Blink: Diviner Spell. Causes the caster to wink in and out of a physical state at random. While non-physical, the caster can't be hit. They will always be physical for the duration of any attacks or spells they perform themselves, however.
-Disorientation: Illusionist Spell. Garbles the immediate memory of the target, making it hard for them to react properly in melee combat. Better Illusionists will recieve greater effect from this, and intelligent and adaptible targets will suffer less from it.
-Trapmaking: Spy togglable Power. Drives a series of two-sided spikes into the ground, spaced far apart enough to be avoided by anyone who knows they're there. Anyone who steps into them without knowing they're there will experience sharp pain and extreme caution when moving.
-High Jump: Scout passive ability. The player jumps significantly higher when starting from a crouching (sneaking) position.
-Helping Hand: Manipulator passive ability. When in combat, friends of the Manipulator are more likely to come to their aid.

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Special Thanks:
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Macmert for the original suggestion.
The group behind OBSE, for continuing to update it whenever possible and for a great program in general.
Definitely not Bethesda. Stupid maximum script length... Stupid MoveTo and PlayGroup weirdness... :P
Mundane for his Binoculars mod. I had to look at the scripts to see how it was possible to zoom in the camera.
The entire community of the Construction Set Wiki, who I continue to rely on for all but the most basic of scripting.
Kidwithafro, tyreil829, and especially Ihateregisteringeverywhere of the Nexus Forums, for advice, encouragement, and suggestions.
Handbasket for pointing out a problem with the Scout.

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Changelog:
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v1.0a: December 14, 2008. Previously, the Scout's High Jump ability didn't actually improve until five levels after the old one goes away. Fixed.
v1.0: August 4, 2008. I accidentally had the Guardian ability Knockback as a spell when it should have been a Lesser Power. Fixed now.
v0.9: August 1, 2008. Initial release.

Aside from a standalone plugin, please feel free to consider this a Modder's Resource. Anyone may use anything in this plugin for any non-commercial purposes.