Oblivion
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Seronis

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seronis

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About this mod

Non immersion breaking mark recall that has actual cost for using (stamina/mana/time) but features expand with repeated use.

Permissions and credits
*** About
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I made SNxMarkers because I love the convienence of Mark/Recall functionality in games but I hadnt found a mod made by someone else that didnt feel like I was just using console cheats to teleport freely.

When you aquire the initial pair of Mark and Jump (think of it as wormhole jumping) spells you will have access to setting a single Mark in any location in the game that you can then later Jump to. At the beginning setting a Mark will take your character 20 seconds during which time it is assumed you are establishing a mental link with your current location by atuning yourself to the location and memorizing important details. The more time you spend setting Marks the better you are assumed at doing so and you can atune to your environment quicker and learn to memorize fewer more important details.

When you attempt a Jump you are merely recalling those details to help you establish a link to a Mark and building up enough Magicka to slip thru a wormhole to that marks location. This is faster than setting a mark (initially 9 seconds and will speed up with experience) but also more draining costing 26 magicka instead of the 13 required for a mark. Making a jump leaves the character with a residual link to where they jumped from and with moderate use, the character will learn an ability to use that link to travel back to that location. Taking advantage of this link is both faster and less draining on the character than jumping to other marks (13 magicka and 3 seconds).

Also with continued experience at both Marking and Jumping (and adequate Mysticism skill) the character will learn how to maintain multiple links to locations without losing previous marks. You can gain 8 additional mark slots above your Home slot at each of Novice, Apprentice, Journeyman, Expert and Master training levels in Mysticism.


*** Requirements
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OBSE 18 or later (http://obse.silverlock.org/beta/obse_0018_beta_4.zip)
7-Zip utility (http://7-zip.org)


*** Installation
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1. download archive from tesnexus at http://www.tesnexus.com/downloads/file.php?id=29282.
2. unzip archive and drag Data folder into your main Oblivion folder.
3. choose 'yes' if asked to overwrite anything. This should be safe as the only files are the main esp and its *.ini config file.
4. activate SNxMarkers.esp in Oblivion Launcher, OBMM or WryeBash
5. play and enjoy


*** Un-Installation
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1. de-activate SNxMarkers.esp in Oblivion Launcher, OBMM or WreyBash
2. locate and delete SNxMarkers.esp and SNxMarkers.ini in your Oblivion/Data folder
3. play and feel sad (hey why should you be happy uninstalling my mod? =-)


*** Configuration
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Just open the INI file in your favorite text editor (I recommend Notepad++) and modify the values to suit your taste. I tried to make the variable names and comments as self explanitory as possible. If you still have problems leave a message at the tesnexus comment page and I'll try to respond promptly. If you completely screw up the INI file just grab a new copy out of the archive.


*** Change Log
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* Current Version 1.2 (20Jan 2010, tweak release )
- "Mark succesfully cast." message added to initial mark spell to help avoid confusion
- 1-time popup info box displayed upon aquiring initial spells (or upon using spells if not aquired automatically)
- NOTE: no main functional differences to version 1.1


* Version 1.1 (19 Jan 2010, updated release )
- quest script now uses GameMode instead of MenuMode execution block (fixes arbitrary delay in recieving unlocked spells)
- Mod now uses an INI file for configurable options.
- Experience requirements and Mysticism requirements are now configurable
- Can now choose how initial spells are obtained thru INI setting. (at new game, after tutorial finished, not automatically)
- Mysticism ranks are no longer assigned to spells but instead mysticism skill just determines when you unlock advanced spells. This is so players who want to just have full access to all spells can do so if desired.
- Casting Time counters should now disappear once spell is complete instead of remaining visible for entire 'base' duration.


* Previous Version 1.0 (17 Jan 2010, first complete release)
- Bugfix: quest script error from 0.9 fixed
- All spells now automatically given at appropriate times based on Mark/Jump/Mysticism experience
- Mark I thru Mark V updated to have full access to 8 unique slots each plus Home slot


* Previous Version 0.9 (15 Jan 2010, Work-In-Progress build)
- Jump 1 thru Jump V updated to have access to 8 unique slots each, plus Home slot
- Mark and Jumping to Home slot has accelerated experience gains
- All Jumps properly use experience to determine casting time
- BUG: found bug in this version preventing quest script from awarding player spell sets II thru V. Update to v1.0 will fix this issue without having to restore previous save game.


* Previous Version 0.8 (14 Jan 2010, Work-In-Progress build)
- Had to scrap my work trying to update spell sets I thru V to have 8 slots instead of 1 so while working on that I updated those spells to use a Unique slot instead of duplicate the Home slot.


* Previous Version 0.7 (13 Jan 2010, Work-In-Progress build)
- Interupted spells changed to still award partial experience
- Bugfix: interupted Mark spells will not accidentaly clear experience in the slot you were about to reMark.
- Initial Mark/Jump spells able to use experience to reduce casting time


* Previous Version 0.6 (13 Jan 2010, Work-In-Progress build)
- Quest script now used to automatically give you initial Mark/Jump spells. New method will work with alternate start mods.
- All experience properly -saved- though not yet used for calculations.
- GateBack will be granted automatically upon gaining enough experience
- Infrastructure in place so experience can award the Mark/Jump I thru V spells though current implimentation of these spells only accesses Home slot for now.
- Changing a Mark slot to a new location will erase your location specific jump experience for that slot. Does NOT erase general experience at jumping.
- Attempting a Jump or Mark while the casting time is still counting down will count as interupting the first attempt and you wont gain experience for it.


* Previous Version 0.5 (11 Jan 2010, initial release)
- spell 'GateMark' capable of setting single mark for later jumps (useful for Home location).
- spell 'GateJump' capable of moving player to home mark.
- spell 'GateBack' that will move player to last location you Jumped FROM.
- all 3 spells can only be added via console currently using Player.addspell with form IDs XX00160C, XX00160D and XX001CFB respectively. As always replace XX with the load order of the mod. This information is easily available in OBMM or WryeBash.



*** Future Plans
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1. have alternate means of aquiring the initial spells. Purchasable, findable, quest etc.
2. have a fatigue cost associated with the strain of making a Jump.
3. have location specific experience able to reduce fatigue cost. (not general experience)
4. 'Gate Pull' spell able to target a single NPC in touch range to drag them thru wormhole with you. Would be unavialable till Expert or Master mysticism and require massive experience.
5. 'Gate Rip' spell able to open a 2way portal from current location to your current 'Gate Back' location. Would have much higher magicka costs and casting time and portal would last a limited time based on experience.
6. Multi tiered menu version of the spells for players who want a smaller footprint in their spellbook.



*** Progress notes for v1.2 (will be updated as progress is made)
- (todo) Confirmation when attempting to set a mark in an already used slot (incase of mis clicks)
- (todo) Confirmation menu contain option to disable itself until next time game is loaded (till INI is reloaded)
- (done) INI file include setting to disable confirmation


*** Legalesse
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I've been fond of Creative Commons Share-Alike as a means of encouraging evolution of technology so release this mod under that lisence. Basically you can read, borrow or steal any piece of this mod for personal use but if you distribute your changes you have to grant everyone else the same rights to further evolve your derivitives and release their changes. If you feel compelled i wont complain about crediting me with any UNCHANGED portions of derivitives and wont complain if you insist on linking back to this as the original. But the attributions are not required as long as you also dont require them on changes you release.