Weapon Chargers
Oblivion » Magic - Spells & Enchantments
Oblivion » Magic - Spells & Enchantments
Added: 12/11/2010 - 04:44AM
Updated: 12/11/2010 - 05:45AM
Description
Last updated at 5:45, 12 Nov 2010 Uploaded at 4:44, 12 Nov 2010
Weapon Chargers
First mod after taking a crash course in scripting...
Requirements:
~~~~~~~~~~~~
Oblivion and OBSE.
Description:
~~~~~~~~~~~
Adds 10 mysticism spells (2 for each mastery level) and 2 rings that charge enchanted weapons to merchants in the game (from vanilla Oblivion).
The scripts for the spells are configured so you can easily create new spells via the Construction Set (that is, without having to make separate scripts for each spell). See readme for details.
Installation:
~~~~~~~~~~~~
1. It's just a .esp. Download it, activate it.
2. The spells and rings should be added automatically to the merchants at when you start playing.
3. If they're not, find the formID for WeaponChargers.esp (mouseover the .esp in OBMM; in Wyre Bash it's listed under Load Order). Type into the console: startquest [formID]000eed
Wait a bit and check the merchants again.
More Detail:
~~~~~~~~~~~
This mod is meant to be a variation of the mods already out there that also provide spells to charge enchanted weapons. The difference is that these are normal spells (they don't burn out all your magicka), they are only spells (they only burn magicka; nothing else) and making spells is easier (only with CS) since you don't have to make separate scripts for each spell.
The primary purpose of the mod is to provide less overpowered weapon charging spells and a way to easily make new ones.
Each of the 10 spells is sold by 2 different merchants.
The rings are just a bit of fun; they charge your weapon at a slow but steady rate. Since you could probably fully charge an average weapon just by wearing the ring while you do conduct a shopping trip, the rings are quite expensive. The effects stack if wearing both at once.
So, where is everything?
Two spells are found at Discount Spells in the Imperial City. Use that to check whether the mod is working. Otherwise, travel around, check out all the merchants...
Technical Detail for Modifications:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In brief, the power of each spell varies directly with the base magicka cost of the spell. For each mastery level, there is a separate script that specifies the multiplier for charge to magicka.
The defaults are: Novice: x1, Apprentice: x2, Journeyman: x3, Expert: x4, Master: x5. For example, a Journeyman level spell that has a base cost 50 magicka will charge 50*3=150.
For details on what to actually do, see the readme.
Bugs/Issues/Problems/Incompatibilities:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shouldn't be any bugs. Let me know about any you find. If the merchants don't have the spells/rings, try step 3 in installation.
This mod should be compatible with everything.
Nothing is modified; only new spells, rings and a bunch of scripts. Even the spells/rings are added to the merchants via script; no direct modification. So there should be no problems (go ahead and place this at the beginning of your load order), unless for some reason a mod changes the ID's of the merchants (which shouldn't happen).
Credits:
~~~~~~~
Bethesda for a great game!
The Elder Scrolls Construction Set Wiki for a crash course in scripting!
First mod after taking a crash course in scripting...
Requirements:
~~~~~~~~~~~~
Oblivion and OBSE.
Description:
~~~~~~~~~~~
Adds 10 mysticism spells (2 for each mastery level) and 2 rings that charge enchanted weapons to merchants in the game (from vanilla Oblivion).
The scripts for the spells are configured so you can easily create new spells via the Construction Set (that is, without having to make separate scripts for each spell). See readme for details.
Installation:
~~~~~~~~~~~~
1. It's just a .esp. Download it, activate it.
2. The spells and rings should be added automatically to the merchants at when you start playing.
3. If they're not, find the formID for WeaponChargers.esp (mouseover the .esp in OBMM; in Wyre Bash it's listed under Load Order). Type into the console: startquest [formID]000eed
Wait a bit and check the merchants again.
More Detail:
~~~~~~~~~~~
This mod is meant to be a variation of the mods already out there that also provide spells to charge enchanted weapons. The difference is that these are normal spells (they don't burn out all your magicka), they are only spells (they only burn magicka; nothing else) and making spells is easier (only with CS) since you don't have to make separate scripts for each spell.
The primary purpose of the mod is to provide less overpowered weapon charging spells and a way to easily make new ones.
Each of the 10 spells is sold by 2 different merchants.
The rings are just a bit of fun; they charge your weapon at a slow but steady rate. Since you could probably fully charge an average weapon just by wearing the ring while you do conduct a shopping trip, the rings are quite expensive. The effects stack if wearing both at once.
So, where is everything?
Two spells are found at Discount Spells in the Imperial City. Use that to check whether the mod is working. Otherwise, travel around, check out all the merchants...
Technical Detail for Modifications:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In brief, the power of each spell varies directly with the base magicka cost of the spell. For each mastery level, there is a separate script that specifies the multiplier for charge to magicka.
The defaults are: Novice: x1, Apprentice: x2, Journeyman: x3, Expert: x4, Master: x5. For example, a Journeyman level spell that has a base cost 50 magicka will charge 50*3=150.
For details on what to actually do, see the readme.
Bugs/Issues/Problems/Incompatibilities:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shouldn't be any bugs. Let me know about any you find. If the merchants don't have the spells/rings, try step 3 in installation.
This mod should be compatible with everything.
Nothing is modified; only new spells, rings and a bunch of scripts. Even the spells/rings are added to the merchants via script; no direct modification. So there should be no problems (go ahead and place this at the beginning of your load order), unless for some reason a mod changes the ID's of the merchants (which shouldn't happen).
Credits:
~~~~~~~
Bethesda for a great game!
The Elder Scrolls Construction Set Wiki for a crash course in scripting!
