Oblivion
0 of 0

File information

Last updated

Original upload

Created by

Magickman12

Uploaded by

magickman12

Virus scan

Safe to use

19 comments

  1. Kolagon
    Kolagon
    • member
    • 16 kudos
    I had to delete the extra birthsigns via construction kit so that I may go through the birthsign list without the description messing up, I kept the ones Oblivion accepted without trouble. So far, I'm loving the ideas. Especially the burgler, its perfect for those playthroughs where you'll restrict yourself from going into town.
  2. magickman12
    magickman12
    • premium
    • 29 kudos
    Ah yeah, good ol' Oblivion does not like additional birthsigns so sometimes you will get to play them, some times you won't. Unfortunately, there is no sure way to make them work, even on my setup, without going into the CS and messing with the mod. What I had to do is take out one of the vanilla signs that I didn't like and replace it with the new sign I wanted to use, changing out its name and powers. It sucks and that is why I don't do birthsigns anymore.
    If you decide not to use OA, however, be sure to look at the in game horoscopes first. They are funny if I do say so myself!
  3. RAWR18
    RAWR18
    • member
    • 2 kudos
    Yeah, I'm having the same problem as Zinboldo. reaper, paladin, monk and druid don't work for me. And I really wanted to try the monk =/

    And I tried starting a new game, but they are still messing up
  4. Luredreier
    Luredreier
    • member
    • 0 kudos
    Nice work (I think, I've yet to actually try out the mod)
    One thing I'd like to point out though is that the world of Nirn is not Earth and don't share the same astrology.
    More info about Nirn:
    http://www.uesp.net/wiki/Lore:Nirn
    You can read more about the astronomy here:
    http://www.uesp.net/wiki/Lore:Astronomy
  5. Zinboldo
    Zinboldo
    • member
    • 0 kudos
    The reaper,paladin,monk, and druid don't work is there a fix to this.(The game wont let me pick them and it dosn't change the description of the last birthsign I picked when I clicked them.)

    Ok yea I figured out the problem and I don't like it. The new birthsigns wont come up because of deadly reflexes, Cm partners, Jason1 pirate ship and most likly a bunch of others i'm not even gona try to figure out the reaper sign isn't worth it. Please fix this though your mod is cool it's just not worth getting rid of all my other mods.

    Hey if you have a problem like mine I found a solution. When you make a new character turn off all your mods untill you pick your sign then you can turn them all back on and you'll have your sign. Even though it's anouing you can still have the sign you want just don't use the cheat to change your sign with your mods on it will make you choose a different one. Hope this helps.
  6. magickman12
    magickman12
    • premium
    • 29 kudos
    Hi Sleepsleep,
    I've posted an update that fixes the Monk spell cost. The CS automatically determined what the cost should be so all I had to do was uncheck the box. I'm glad you're enjoying it!
  7. sleepsleep
    sleepsleep
    • member
    • 3 kudos
    Just an update.

    Got the Monk sign working and I'm having loads of fun with it. I was worried he'll be overpowered in the beginning, but you seem to have hit the balance perfectly. The Chi Strike makes battles a bit easier, but the knock-out gives you just enough time for one power strike, maybe two if you're very quick and those strikes don't do that much damage anyway (I went for a pure martial arts monk). I'll see how it plays out on higher levels. Just had an encounter with Staada and got into a fist fight. That was fun, felt like a boxing match <img class=">

    One question though. The Feign Death power has a cost of 4000+ magicka. Thats more than I can ever amass. Was this meant to be used with mighty magicka? I'd suggest dropping magicka to 0 in the script instead to make it more compatible with different configurations.

    Cheers
  8. sleepsleep
    sleepsleep
    • member
    • 3 kudos
    Thanks! It's working now.
  9. magickman12
    magickman12
    • premium
    • 29 kudos
    Now I feel silly, sleepsleep. My script for the Burglar's bounty was setting it to 1 and not modifying it to 1. So, I fixed that and I also made it so the bounty occurs only once per week. That way, it shouldn't interfere with any quests, unless someone talks to a guard on Mondas, and in that case, I would advise waiting a day <img class=">
  10. sleepsleep
    sleepsleep
    • member
    • 3 kudos
    Right, I have the vanila UI.

    If no one else reports it, don't worry about the non working signs. It could be the combination of my mods or something. I'll get it working <img class=">

    I really like the concept of your mod. It makes the signs much more interesting and great for roleplaying as well. In vanila your character still felt a bit generic no matter which sign you selected.

    I think I might have found a bug though. Tried the thief/burglar sign and no matter what I do my bounty stays at 1. I can go on a killing spree for the price of 1 septim.
    With your mod disabled the bounty went up as it should. I'm using "Bounty Reduction Over Time" and "Crime has witnesses". Loaded after or before them didn't make a difference.

    EDIT: also I think the constant 1 bounty might be a bit too much. Got arrested and paid my fine. Talked to the guard there and I was arrested again. It would be better I think if instead of a constant bounty, your bounty would increase once per day. The constant bounty could also interfere with quests requiring you to talk with guards. If it's one increase per day you pay that and can then do the quest.