Oblivion

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Colin_man

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Vainamoinen

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About this mod

Telekinesis the way it always should have been. You can now damage creatures, NPCs and even yourself with telekinesis. Small quest included.

Permissions and credits
Note: if you have the most current version of Supreme Magicka, this spell's functionality is incorporated into that mod as well :)

Shameless copy and paste from the readme:

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Telekinetic Damage by Colin_man & Critterman
Version 0.5 [BETA] English
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1. Installation & Requirements
2. Description
3. Compatibility
4. Known Issues
5. Contact Information & Special Notes

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1. INSTALLATION & REQUIREMENTS
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The most recent version of The Elder Scrolls IV: Oblivion is required to install this mod.
The expansions Knights Of The Nine, Shivering Isles or official Plug-Ins do not have to be installed.

This mod does require OBSE, however.

The mod is very small, containing only it's own .esp and voice files. To install unzip the contents of the archive to a temporary location and drag them into your Oblivion/Data folder. Then check TelekineticDamage.esp's box in OBMM or your Data Files tab.

To uninstall uncheck the TelekineticDamage.esp's box in your Data files and delete the TelekineticDamage.esp and the file folder named TelekineticDamage.esp located in Oblivion/Data/Sound/Voice

That's it!

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2. DESCRIPTION
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About the spell:
This mod adds a new spell named Telekinetic Damage to the game. The spell allows for a new type of Telekinesis in-game as well as the benign vanilla spell. The new spell is Telekinesis the way I always thought it should be. Objects picked up with the spell are now able to damage anyone they strike while in the Player's grasp. The damage it deals is directly related to the object's weight and its speed when striking its target. The casting cost is also effected by the wieght if the object. If an object is too heavy, you may not be able to lift it telekinetically due to your mana constraints. If the object is dropped during the duration of the spell, or upon it's finish, the object will emit a harmful blast of magical energy. This is because the object cannot sustain it's magically charged state without the Player's control. Just make sure you don't drop anything at your own feet with this spell. The object can also harm you WHILE you have the spell cast upon it. It will damage you if it get's too close to the Player Character.

How to get it: The spell is added to the game by way of a quest. This quest, however, does not pop up immediately whenyou've loaded the mod into your game. You'll have to find and NPC named Elenara in the Arcane University to start your journey. I've built this in both because it makes sense that a mage at the University might be researching new ways to implement magicka and that it adds a sort of "level requirement" to the spell. you can't just waltz into Edgar's discount spells and do something no NPC can do.

Credits:
Colin_man: Quest and Dungeon creation, Quest script, Vocals
Critterman: Spell Scripting
WhoGuru: Vocals
DarkRider: Scripting and Invaluable Advice/Direction

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3. COMPATIBILITY
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No known conflicts, but this mod does add a cave in the wilderness and a couple NPCs to Leyawiin and the Arcane University. It's very minimal, though, and I can tell you that it for sure does not conflict with OOO, as I am running that as onr of my (over 150 non-conflicting) mods.

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4. KNOWN ISSUES
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None known. Please contact us if you discover something

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5. CHANGE LOG
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v6
Issues fixed:
1: Inverse weight/damage numbers during one stage of the scripting. Items now do proper damage consistent to their weight.
2: Bug that gave the player 2 copies of the spell sheet.
3: Removed line of dialogue that was unneeded.

Added functionality:
1: Items used as weapons now deal damage according to that item's type as well. A weapon weighing the same as a piece of armor will do more damage than the armor and so on.
2: Added a small bit of dialogue describing the creatures in the cave for lore purposes.

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6. CONTACT INFORMATION & SPECIAL NOTES
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contact me as Colin_man on the Bethesda forums for permissions or issues.

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Do not distribute any of my content of this modification (via other modifications) without my explicit permission.

Critterman created the spell itself and witholds the right to his work. His permission is needed to add this spell to any other program or mod.

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Special thanks to Critterman for the wizard-like scripting he did to create this spell. Well done!

Special thanks to DarkRider for all of his help on this project.

Thanks to WhoGuru for the loan of her voice for Elenara.

Thanks to the whole TESA (The Elder Scrolls Alliance) community for their help and support during the creation of this, my first mod!