OBLIVION
Smite of Order - SMO by Trademark
Oblivion » Magic - Spells & Enchantments
Added: 12/08/2008 - 02:11PM
Updated: 23/05/2013 - 01:24PM

120 Endorsements

v2.0Beta Latest version

6,262 Unique D/Ls

8,970 Total D/Ls

46,260 Total Views

Uploaded by Trademark

Description

Last updated at 13:24, 23 May 2013 Uploaded at 14:11, 12 Aug 2008


Now also available at TESAlliance!


Dear Elderscrolls community,

This is the revamped and hopefully bugfree version of Smite of Order, originally released by Jackmix69. This spell was his idea and he made the base spell and the base scripts for this modification. Unfortunately they had various bugs in them which I have attempted to fix. I have permission from Jackmix69 to release this modification.

(From the readme:) This modification adds a very powerful Greater Power to the player's spell book called Smite of Order. The spell will be added to the player automatically when the modification has been properly installed.

The spell can be cast only once per day. This has been done for balancing reasons as the spell is insanely powerful.

The spell itself will freeze the target in place. A magical beam will appear above the targets head which will launch a very powerful attack on the target and his or her direct surroundings. The targeted enemy will be killed and anyone caught in the blast will be eradicated. Keep in mind that the weather might get a bit nasty when you cast Smite of Order on an unfortunate victim of your spell casting practices.

The spell cannot be used on dead bodies, essential NPCs, inanimate objects and/or inside.

The modification has a beta status because I haven't had the time to test it in various locations and settings throughout the game. Don't worry, it's not going to break your game, there may just be some oddities or bugs with the spell that I missed seeing as it is built from scratch. Therefore it's a beta.

If you have not yet seen the spell in action, but would like to before you install the modification, please watch the following video:
http://www.youtube.com/watch?v=X3jNRDR3zfc


In order for this modification to work you need the following:

v2.0:
- The Shivering Isles v1.2.0.416
- Oblivion Script Extender (OBSE) v0020 or later

This modification will not work on outdated versions of the game!


This modification should be compatible with pretty much every modification out there. No vanilla entries have been touched at all. The only possible incompatibility I can see is with scripted weather modifications that may override this modification's weather controls, but this won't break the spell in any way. Not really much of an incompatibility.

The modification will fit anywhere in your load order. BOSS places both v1.0 and v2.0 at the correct place as well.

If you find any more compatibility problems, please report them in the official thread!


: : Multiple SpellBeams and matching Weather and Shaders : :
- Original Smite of Order SpellBeam
- Rainbow Colored SpellBeam
- Mania (Yellow) SpellBeam
- Oblivion SpellBeam

: : Configurable Settings: :
- SpellBeam settings
- Weather settings
- Shader settings
- SoundEffect settings
- Extra settings (Power of the blast and Hitshader effects)

: : Misc. : :
- Easy to configure (ini configuration file)
- Mix and Match (You can have the Oblivion SpellBeam with Mania Weather and Rainbow shaders if you want!)


Extract all the contents of the archive to the Oblivion data directory. The default location is C:\Program Files\Bethesda Softworks\Oblivion\Data. After this you must use the Oblivion launcher, the Oblivion Mod Manager (OBMM) or Wrye Bash to activate the modification.

In order for this modification to work, make sure Oblivion is started via the OBSE loader executable or the modification will NOT work. I personally recommend Wrye Bash for this.

Make sure you set the correct values in the Smite of Order.ini file (The modification will notify you if you haven't done so correctly)!

a1SMOConfigurationQuest.SpellBeamNumber: This option sets which SpellBeam should be used. There are currently four settings available: 1, 2, 3 or 4. Each setting is explained in the ini file. Setting this option to any other number (Ex: 5 or 0) will generate an error and the spell will not work properly! ( Default = 1 )

a1SMOConfigurationQuest.WeatherNumber: This option sets which Weather should be used. There are currently four settings available: 1, 2, 3 or 4. Each setting is explained in the ini file. Setting this option to any other number (Ex: 5 or 0) will generate an error and the spell will not work properly! ( Default = 1 )

a1SMOConfigurationQuest.ShaderNumber: This option sets which Shader should be used. There are currently four settings available: 1, 2, 3 or 4. Each setting is explained in the ini file. Setting this option to any other number (Ex: 5 or 0) will generate an error and the spell will not work properly! ( Default = 1 )

a1SMOConfigurationQuest.SoundEffectNumber: This option sets which SoundEffect should be used. There are currently three settings available: 0, 1 or 2. Each setting is explained in the ini file. Setting this option to any other number (Ex: 3 or 4) will generate an error and the spell will not work properly! ( Default = 1 )

a1SMOConfigurationQuest.PuawStrength: This option sets the power of the blast at the end of the spell. In other words, with how much power should be blow all victims away? You can set this value to anywhere between 0 and 1000. Personally, I recommend 100. Negative values are allowed as well, but instead of creating a push effect, there will be a pull effect instead (Would look rather silly, but hey! Whatever you prefer!). ( Default = 100 )

a1SMOConfigurationQuest. HitShaderEffects: This option enables or disables Hitshader effects. The Hitshader is played every time your character gets hit by an opponent, but it can also be called via scripts and can be used for extra effects. This is what I have done as well. It doesn't add that much other than a bit of immersion. If you don't like the small effects you can turn them off. ( 1 = Enabled / 0 = Disabled / Default = 1 )

De-installation is easy. Just remove the Smite of Order.esp file, Smite of Order.ini file and the Smite of Order.bsa file from your Oblivion data directory. If you have also extracted the readme to the Docs or Data directory, delete it as well.


Q: Is this modification compatible with OOO/Fran's/MMM/FCOM?
A: Yes, this modification is compatible with a FULL FCOM installation.

Q: Is there any way to be able to cast the spell more than once per day?
A: Yes, there is, but I personally do not recommend it for obvious balancing reasons. The spell is insanely powerful and spamming it would quite likely ruin the experience totally. But if you insist, open the modification with the Elderscrolls Construction Set and change the properties of "a1SMOSmiteSpell" from Power to Lesser Power or Spell. It will no longer break the spell like the old version.

Q: Can I safely cast this spell with god mode?
A: Yes, the previous version of the spell would break if the spell was cast in rapid succession. 2.0 does not have this problem.

Q: Are there any known issues with the modification?
A: Yes, there are some minor issues:
- Weather Modifications may override some of Smite of Order's weather controls
- Scripted vanilla weather (like at the Kvatch gate) may override Smite of Order's weather controls
- When the spell is cast on Argonians or Kajhiits their tail will still look normal whereas their body will be turned into a skeleton
- Exterior/Interior switching issue (See next F.A.Q. Question)

Q: When I cast the spell and then quickly go into an interior cell and shortly after go back outside the spell doesn't seem to work properly anymore! Why is that?
A: This issue has plagued the modification from day one and it has been the major cause of all the timer issues previously suffered by the modification. The old version essentially had two timers controlling the spell. The problem is that these timers stop running as soon as you are no longer in the same world space (Player is in interior, Victim is outside) as the unfortunate victim. This caused all sorts of oddities. This version completely fixes that since there's only one timer now and it's controlled by a quest script instead of both an object and spell script. So why does the spell animation not play when you're switching from exterior to interior and thereafter exterior again? That is a limitation of the game engine I'm afraid. The PlayGroup command to start the animation doesn't seem to work when the player is not in the same world space as the victim of the spell. That can't be fixed, but at least the scripts won't break anymore when this happens (i.e. the animation won't randomly start playing anymore or any of those weird oddities).

Q: My favourite colour is , could you make a SpellBeam and matching weathers and shaders for me?
A: Maybe, post a request in the thread designated for my modification. It can be found on the official Bethesda Softworks forums: http://www.bethsoft.com/bgsforums/

Q: This mod causes my game to crash. You might want to check if it's stable enough next time maybe?
A: Highly unlikely, but if you insist: Report it in the thread designated for my modification. It can be found on the official Bethesda Softworks forums: http://www.bethsoft.com/bgsforums/

Q: I think this mod is totally "teh suckage". Can I insult you for it?
A: No.

Q: I think this mod is totally "teh pwnage". Can I worship you like the Adoring fan?
A: No and it will likely result in me having to use Smite of Order on you...

Q: Can I contact you via MSN/Yahoo/ICQ/E-mail?
A: I see no reason why not, but I check the REL thread often enough, you will most likely get a much quicker response there.


Jackmix69 - Original base spell, scripts, idea, meshes etc.
The OBSE team - Functions used in the modification and script debugging.
ElminsterAU - For creating TES4Edit
The community - For providing feedback
Everybody I forgot - I am sorry, you know who you are, want me to add you? PM me!


From the F.A.Q.:
Q: Can I contact you via MSN/Yahoo/ICQ/E-mail?
A: I see no reason why not, but I check the REL thread often enough, you will most likely get a much quicker response there.


v2.0 Beta
- Rebuilt from scratch
- Requires OBSE
- Fixed majority of the bugs
- Better Weather handling
- Added multiple SpellBeams
- Added matching Weather
- Added matching Shaders
- Customizable with the use of an ini file

v1.0
- Original version


Do not upload my modification anywhere without my permission
Do not use this modification or parts of it in your modification unless you received permission from me
Do not re-release this modification under your name
Do not sell this modification
Do not translate without permission

I am not responsible for your hard disk suffering from a head crash when WinRAR is extracting the modification to the Oblivion data directory, nor am I responsible for any other damage caused directly and/or indirectly by this modification.

I hope you enjoy my modification!

: : Trademark : :