Oblivion

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kuertee

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kuertee

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About this mod

The player\'s Magicka determines the number of magic jewelery they can wear. A penalty will be applied to fatigue, the player\'s highest attribute, and the player\'s highest combat-useful skill for every magic jewelery worn more than the allowed amount. This mod is configurable via an INI file.

Permissions and credits
Name: Magicka-based magic jewelery limits
Version: 0.54
Date: 24 January 2012
Category: Gameplay Effects and Changes
Requirements:
Oblivion.ESM or Nehrim.ESM,
Oblivion Patch 1.2.0.214,
Oblivion Script Extender (OBSE) 0017: http://obse.silverlock.org/
Author(s):
kuertee,
spookyfx.com for inspiration
Source: http://www.tesnexus.com/downloads/file.php?id=23861

Changes since last update (0.54)
================================
0.54, 24 January 2012:
Compatibility: Nehrim. Activate either one ESP. Or when using OBMM, it will choose the appropriate ESP to activate.
Tweak: Now uses GetBipedSlotMask to take into account jewelery that uses other slots on top of the normal 6 (ring), 7 (ring) and 8 (amulet).
For example, in Nehrim, some jewelery (e.g. Ring of the Apprentice 0019CF31 and Stone Band of Hardening 0019CF34) also take-up the Quiver slot.
Bug-fix: Detecting when the player is over his limit happens every 5 seconds in GameMode now.
In previous version, only when check and return from their inventory list was this checked.
Read-me: A concise description of the mod: Gameplay changes, Compatibility, Details.
Rewritten for ease of scanning. (And to get this ready for Skyrim users.)

Gameplay changes
================
Every 25 Magicka allows you to wear 1 magical jewelery.
For every magical jewelery more than allowed:
-10 points distributed across Fatigue, highest Attribute, highest combat Skill.
These penalties are listed in your Active effects screen.
You can set limit to 0, to allow for an unlimited number of equipped magical jewelery.

Compatibility
=============
Requires either Oblivion.ESM or Nehrim.ESM. There is an ESP for Oblivion.ESM and another for Nehrim.ESM.
Optional with LAME: "kuertee bgMagicEVShader default drain effects.esp" to reset Drain Magic effect shader to "effectDrain".
No items were changed so this should be compatible with mods that add or change jewelries.

Details
=======
Configure this mod with its INI file in (game folder)\Data\Ini\.
Penalties are applied as Drain Fatigue effects attached to enchanted and invisible "tokens".
When in the Inventory screen, the Equipment Slots of rings and amulets are set to 255 - to allow you to equip multiple jewelery in their Equipment Slots.
When the Inventory screen is closed, the Equipment Slots are reverted to their original.

Upgrade from previous versions
==============================
OBMM: Deactivate the previous OMOD then follow the OBMM Install instructions with the new ZIP.

OBMM Install
============
1. Click on "Create" to create a new OMOD.
2. Click on "Add archive" and point to the downloaded ZIP file.
3. Click on "Create omod".
4. Activate the newly created OMOD. OBMM will install the appropriate ESP for Oblivion and Nehrim.

OBMM Uninstall
==============
1. Deactivate the OMOD.

Manual Install/Uninstall
========================
Unsupported. If you know what to do, go ahead. Otherwise, use OBMM.

History
=======
0.53, 3 January 2010:
Tweak: The Equipment slot of jewelery are now only set to 255 when the Inventory window is open.
When it is closed, the Equipment slots are reverted.
NPCs are known not to equip apparel with their Equipment slots set to 255.
This tweak will ensure that the Equipment slot of jewelery will revert back from 255 in GameMode.
Bug-fix: The INI file is now read.
Previously, there was a typographical error in the location of the INI file in the mod.
Bug-fix: Previously the Attributes and Skill penalties would revert to Agility and Acrobatics when the game is restarted.
0.52, 28 June 2009:
Bug-fix: Removal of persistent shader. I was incorrect to assume that [gfx]_initial_glow-all.esp removed all persistent effects.
With my fix, the effectDrain shader should never persist.
Just make sure that kuerteeMagickaBasedMagicJeweleryLimits.esp is loaded after any mods that change the effectDrain's shader properties.
And when playing with LAME, make sure that kuertee bgMagicEVShader default drain effects.esp is loaded after bgMagicEVShader.esp.
0.51, 8 June 2009:
Tweak: The INI file is now located in the Data\ini folder.
New feature: LAME shader patch.
LAME (when its bgMagicEVShader.esp optional mod is used) adds long-lasting visual effects to Drain effects.
(Overload penalties are effected as Drains to Attributes and Skills.)
If you do not want to see these visual effects (because they can be quite distracting),
either deactivate bgMagicEVShader.esp
or load "kuertee bgMagicEVShader default drain effects.esp" after bgMagicEVShader.esp.
0.5: 15 April 2009 - Initial release.

Contact
=======
kuertee in http://www.bethsoft.com/bgsforums/

Credits
=======
kuertee
spookyfx.com. His Duke Patrick's semi-unlimited rings and amulets mod was my inspiration for this mod.

Tools Used
==========
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod. I would also like
to know what mods are including my work.