OBLIVION
BadderSpellFX by
Oblivion » Gameplay Effects and Changes
Added: 09/04/2006 - 10:47AM
Updated: 24/03/2009 - 12:35AM

51 Endorsements

1.0 Latest version

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Uploaded by alan0n

Description

Last updated at 0:35, 24 Mar 2009 Uploaded at 10:47, 9 Apr 2006

*** VERSION: Version 1.0
*** AUTHOR: alan0n


[--- WHATS NEW ---]

1. Went to a modular system so that users could select individual element effects to be replaced as opposed to just replacing all of them.

2. As a consequence of #1 there should no longer be any conflicts at all with VE 2.1. Even scanning should no longer produce any negative hits.

3. By request I re-added the nuclear blast flame effect as a seperate .esp. You MUST choose either "BadderFlameFX.esp", "BadderNuclearFire.esp" or neither if you dont like the fire effects ^^

4. Again, ***DONT ENABLE BOTH FLAME EFFECTS AT ONCE***

[--- WHY MAKE THIS MOD ---]

I got sick of seeing the weak ass magic effects while playing my mage character, made him feel like he was pathetic. So I turned up the flames on fire damage, added an aftershock for shock damage, and made the frost damage effect slightly less crappy looking. Eventually I will get around to doing the drain spells, make them not so weak looking.

[--- INSTALLATION ---]

1. Unrar the files into your Oblivion/Data directory. If you can't unrar, go get winRar, its free and it takes like 5 seconds to download.

2. After you have unrar'd, run Oblivion and click "Data Files" and select the Badder plugins for the effects you wish to use.

[--- VERSION HISTORY ---]

0.1b - initial release
0.2b - toned down the nuclear blast on the flame effect
0.3b - fixed a conflict bug with DarkTyrian's VE mod (aka nuetered sword flame bug)
0.3b - dropped flame effect another notch.
1.0 - Modular Design Implemented, a few small changes. Re-did flame effect... again... ...and I still hate it. Will keep working on it.

[--- KNOWN ISSUES ---]

No Known Bugs at this time.