Oblivion

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Link1228

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PURIST SAFE RATING: 7/10 to 10/10 -----Upgrade #1, May 12th A Warlock\'s Luck\'s chests were unpickable before. Also, I added \"Vampire Fix\". -----Upgrade #2, May 13th The vampire glitch WAS my fault. If anybody\'s games are ruined, I\'m sorry...It may work, now, if you grab the plugin again, but I\'m not sure. Sorry again.

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PURIST SAFE RATING: 7/10 to 10/10

-----Upgrade #1, May 12th
A Warlock's Luck's chests were unpickable before. Also, I added "Vampire Fix".
-----Upgrade #2, May 13th
The vampire glitch WAS my fault. If anybody's games are ruined, I'm sorry...It may work, now, if you grab the plugin again, but I'm not sure. Sorry again.
-----Upgrade #3, May 14th
I've added Highwayman Fix and Illegal Magic Fixes, though the latter is more of your average plugin than a fix, it doesn't deserve its own plugin. And it's, like, 2 KB, so it won't affect download time even for dial-up users like myself.
-----Upgrade #5, May 14th
Ugh...I made 2 idiotic mistakes. First, I forgot to test the Illegal Magic Fix, second I forgot to add a "GetActivate" equivalent...Anyways...Anyone who can find me an equivalent to the "GetActivate" function in Morrowind, please do so. It will be greatly appreciated.
-----Upgrade #6, May 16th
All minor updates, but...First, Borba's Goods and Stores in Cheydinhal was not fixed by the Shop Fix. Second, I found the equivalent of OnActivate (which apparently is a script block type) and how to use it efficiently. However, the black market stones are buggy - they won't take money from you. If anyone knows how to fix the, please look at it - the script ID is ILMShadySamStone, or soemthing like that. Third, I've added OBF to the beginning of the fix file names (so, while nothing SHOULD go wrong, the game will whine alot when you activate the plugins) so they are together in the Data Files menu. Fourth and last, I have deleted Summon Spell Cost fix. Until recently, I didn't know that your skill level in a certain magic college helped determined spell cost, so, it was a mistake on my part that I made it.
-----Upgrade #7, May 17th
I forgot to mention when I renamed the plugins that if you're actively using the Vampire Fix (as in, currently a vampire) you should take the OBF off the file name after you copy it...I figured most people wouldn't be vampires, so I forgot. :( And...I added Fortify Skills fix. I think I might've changed one of the other plugins ever so slightly, but I'm not sure. Oh, and Highwaymen Fix isn't working for the same reason the Illegal Magic fix isn't. V_V
-----Upgrade #8, June 9th
Finally fixed Illegal Magic and Highwaymen! Also, I forgot to mention in the Unique Items Fix's writeup that you have to go to the Shrine of Uniqueness and activate the corresponding altar with the item in your inventory to level up the items. Oh, and I added Mercantile Fix.
-----Upgrade #9, June 16th
fixed a few things...Also, I found that I had left the half-completed, half-forgotten Quest Fix in there, so I took the initiative to complete it. I delete the description for the now-gone Summon Spell Cost Fix. I believe I left out the DB spellmaking and enchanting last time. I touched up the text messages in Illegal Magic. I doubled the speed of everything in Doubled Magic, save the mind-affecting ones which are bumped up to almost instant (I found it appropriate). I checked everything to make sure it should work right. Finally, I added the Creature Fix.
-----Uprgrade #10, Jun 20th
Made a tweak to the Creature Fix, so that the leveled creatures (for instance, ogres) have a minimum level. Incentive to level up. Also, I made the Guard Fix (below).
EDIT: Not big enough to warrant an actual "update", and I made it within the same day, but...I compiled Resist Spell Fix and Fortify Skill Fix into one, because there was compatibility issues. Funny that, apparently, I forgot to add a write-up for Resist Spell Fix...
EDIT, June 21: Guard Fix is broken. I didn't notice this while originally testing it, but the "Pay Gold" option is gone. While I never actually use this option, some might. Really, I didn't see much of a difference, anyway, and apparently the riders and forestors can, still, report crimes. It sucks. V_V
-----Upgrade #11, July 5th
Added three new fixes, 2-Hand Weapon fix, Dremora fix, and Trap fix. Also, I must've been in a hurry writing up Unobtainable Spells fix's writeup, because I left out a bit. And, Creature fix now adds a max level to all creatures. That is, ALL creatures. There are only a few creatures that are no longer touched (more details below). Also, with the Arena fix, there is no leveling in the combatants at all (also more details below). In the Shop fix, you can now loots Rindir's Staves. However, I haven't tested that, so quicksave before getting into the counters. Beware, the Daedra fix is not compatible with either the Creature fix or the Dremora fix.
-----Upgrade #12, July 6th
I ironically fixed the Creature fix. The creatures had waaaay too much health. Also, I added the as-of-yet untested Zombie fix.
-----Update #13, November 14th
Small update, merely asethetic. I found that the names of some of the unique items were too big when the Leveled Unique Item fix was activated, so now it's gone when it's max level. And I think it looks better, even when the names still fit.
-----Update #14, November 20th
A few small ones and a biggy. The Dividing Line and Northern Trades And Goods are now effected by the Shop Fix, I found a couple bugs in the Zombie fix (the Motierre bug I fixed, though apparently zombies will occasionally appear but be stuck halfway through their walk cycle and you can walk through them. I can't fix this, sadly.) I lowered the price of Wolf Pelts from 10 to 3. And I actually fixed the Vampire Fix this time. Don't worry, I tested it. It works.
-----Note added November 22nd
Forgot to mention the two new fixes: Magic Penalty fix and Greeting fix.
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Like it says. In many, many games I play there are alot of bugs, and this attemtps to fix some of the ones in this game.

Arena: Allows you to pick up the equipment of fallen combatants (quote from one of my brother's transformers: "Lad, by my philosiphy, the dead don't need their shinies."). Also, you don't have to wear that cruddy raiment...Well, put it on once, then take it off, and you will never have to wear it. And, combatants are set to attack you once the battles starts like normal, but I removed the StartCombat, Player function, so you can use stealth. Invisibility, for instance. Finally, noone is leveled anymore. The enemies gradually rise in level, starting with 3 (yellow team pit dog) and ending with 28 (yellow team champion). Agronak is level 35. 8/10

Bandit: Bandits, necromancers, vampires, and marauders no longer have idioticly powerful weaponry. No more highwaymen in full daedric armor asking for 100 gold. 10/10

Clutter: Makes all worthless clutter worth a piddly amount of money, to help starting-out thives. 10/10

Creature: A general fixer-upper for creatures, this removes the random items from them, makes Spriggans have the three lives they should have, makes wolves hunt in packs (ranging from 3 to 5), and upgrades how creatures treat each other. I.E., wolves will kill deer, rats will fish, Minotaurs and other more mythical beasts will crush lesser beings...Etc. Fixed so that bears hate everyone. And, almost all creatures are now leveled - READ! All creatures have a minimum and maximum level. So, for example, trolls will never be under level 6, but never over 15. No creature can excede level 35, so once you get there every level up is good, instead of bad. Though, it's not as bad as it used to be. I haven't tested it yet, but it should work out fine (if anyone finds enemies that have alot of health, let me know). 10/10

Daedra: Decreases the HP, MP, and attack power of all daedra. They were way too powerful before. Not compatible with the Creature or Dremora fixes. I left this just in case someone wants killable daedra but doesn't want the other two plugins. 8/10

DB: Adds altar of enchanting and spellmaking to the DB sanctuary. It goes along real well, as many DB are spell-slinging assassins, and stops you from having to be in the Mages' Guild to have enchatned stuff. 8/10

Dremora: This makes it so that dremora level up thoughout the ranks (previously, every Caitiff, for instance, was the same level. Now, they are leveled). Don't worry, it doesn't effect gameplay much because each rank stops leveling about where the next rank starts. The main thing is that the Dremora Valkynaz (strongest ones) now have a full suit of daedric, and can use just about any daedric weapon. Also, starting level 30, there is a 1/10 chance for each piece of armor that you can keep it. This means that you can get a full suit of daedric from Dremora, like you should be able to.

Enchant: Many spells effects couldn't be put on enchanted items for no reason whatsoever (many were on items you could find, too), this fixes that. 8/10

Enchantment Cost: The enchantments were WAY too hard to recharge, so I doubled the soul charge of all soul gems.

Fathis Aren: One of the Thieves' Guild quests all but forces you to kill Fathis Aren, which will get you kicked out of the Mages' Guild if you happen to be in it. This rectifies that. 9/10

FF Encumbrance: It's an RPG, so you should have an RPG inventory. This gives you nigh-infinite encumbrance.

Greeting: After awhile, it gets old and, in my case, annoying when every other NPC comments about your strengths, be it - literally - strength, or stealth, or blade, or whatever. Especially since most of them they couldn't tell if you're good in whatever unless...*gasp!* They follow you! What's that shadow?! Ahhhhh!...ahem. Anyways, this stops them from commenting unless that skill is greater than 150 (which isn't really possible.)

----(still) Not Working
Highwaymen: A level 23 player and highwaymen ask for 100 gold...What the heck? (Yes, that pun was intended). This changes it so they ask for your level times 50 gold, though it's not like anyone other than those intent on stabbign them in the back when they're asleep is actually gonna give them money... 10/10
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Illegal Magic: "Spellmaking and Enchanting has been deemed unsafe for the public at large, and is now restricted to high-ranking wizards only." or something. The DB enchanting gives it to evil assassins, but...What about those warriors out there who won't join the mages guild and are stuck with the lame stuff they find on bandits?...Which, in all fairness, is nonexistant with the Bandit Fix? This adds the Illegal Magic Stuff by Shady Sam, so that you can get black market stuff for you non-evil or non-magic people out there...Of course, the fact that it's really expensive makes it somewhat balanced. And you still need the supplies (spell effects, items, soul gems) like normal, plus the normal price of making the item. 7/10

Leveled Horses: Horses, at low levels, are invincible. Horses, at high levels, are weak critters who die in two shots. This makes horses' HP leveled, so they have the right amount of health at the right time. 10/10, requires Illusionary Nothing's Better Horses, which is also purist-safe and on MW/TES Source.

Magic Penalty: For those of you who thought it was unfair or downright stupid, like me, that you got a penalty to magic for wearing armor. Rejoice, spellswords who like magic as something more than to heal between battles! Rejoice, mages who want something between them and uncivilized pointy objects! :P

Mercantile: You may have noticed that your Mercantile takes a very, very long time to level up, even with the FF Encumbrance mod to increase the goodies you can bring back to sell by alot. This doubles its skill increase rate.

Palace Guard Armor: Was, originally, unplayable. Now it is. Of course, there's still thr trouble of GETTING the armor...10/10

Quest Item: Many quest items are stuck in your inventory for eternity. Not anymore. This makes all quest items (well, most) marked with a -- at the beginning of their name, and they are no longer quest items, so you can drop them. 7/10

Ranged Magic: Was too slow. This doubles all spells' speeds, save the mind-affecting ones which are bumped up to near-instant. 9/10

Regen: Trolls, Umbra, and Dread Zombies have Regen. THis stops that, because that's just not fair, and it makes no sense. Well, actually, Umbra's cuirass now has her Regen on it, enchanted, so it's fair. 7/10

Shop Fix: I'm not sure if I got all the shops, but anyways...Most, if not ALL, shops have treasure chests holding the store's loot below the floor in unpickable chests. This fixes that, though they are still Very Hard locks. 9/10

Trap Fix: All traps now deal flat amount of damage, not leveled amounts. This way, a mighty warrior doesn't die from a cave-in. This IS a fantasy game, after all.

Two-Handed Weapon Fix: I've found that claymores really aren't as good as a sword and shield (and, usually, they're more expensive). And warhammer and battlesaxes aren't as good as claymores. So, by comparing damage, speed, range, etc., I believe I've balanced the weapons. Claymores now do a bit more damage and are slower, battleaxes and warhammers do even more damage but have decreased range (slightly more range than they should, but they would be absolutely useless if I gave them any less range). I did not touch any pre-enchanted items, because of how many there are.

Vampire Fix: If you are a vampire, you may have realized that your power decrease as you go without feeding. This flips it around. HOWEVER, I'm not sure, I've heard of a bug where someone was stuck at the first stage of vampirism, so while my character in Oblivion seems to have been stuck at the first stage since I made the plugin, it may not be my fault. I won't know for sure 'til I inspect the scripts closer. 7/10

Unique Items: 45 unique items are leveled. LEVELED. This adds the Shrine of Uniqueness to the Cheydinhal chapel, and will level up your unique items when your level is high enough. Note that you have to go to the Shrine of Uniqueness and activate the corresponding altar with the item in your inventory to level up the items. Also, all of the leveled items are now marked with a level after it, and will say "Lvl Maxed" when they are top level. 10/10

Unobtainable Spells: Fortify Skill was, before, not possible to get save if you found the Aetherius Stone (I think) or one of the class stones (warrior, thief and mage, I believe). Now, I added 5 to Edgar Vautrine's spell list. They are all weak and need a Restoration skill level of 25 to be cast, so you need access to the Arcane University to make them useful, anyway...They're not overpowering, really. Combined with Resist Spell Fix so that you can buy resistance to (insert here) spells where were also not obtainable normally. 8/10

Zombie Fix: I hate zombies. Do you hate zombies? If so, you'll want to use this. It removes all zombies from the game.