Oblivion
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Dahveed

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Dahveed

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About this mod

Greatly improves the magnitude and duration of the 8 different Orrery powers, and removes the debuff completely, thus making the Orrery a worthwhile gameplay factor instead of just eye candy.

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Check out my other Oblivion mod - "Nightmarish Oblivion Gates" - http://www.nexusmods.com/oblivion/mods/45609/?

If you're like me, you really loved the look and feel of the Imperial Orrery, and kind of had fun doing the quests to gain access to it; however you were extremely disappointed - nay, baffled - by the utter uselessness of the powers it gives you.  Plus 20 willpower for 60 seconds?  What the f**** could I accomplish that I couldn't before with 20 points of Willpower?  And in exchange I lose 20 intelligence.  Seriously that is just an absolutely retarded reward for an entire DLC.

So I decided to change that by vastly improving these "buffs".  I completely remove the trade-off element, so now they are pure buffs.  I also added some sub-buffs to the principle attribute gains which complement the stat in question, which should fall in line with the same general skillset.  Furthermore, the duration has been increased significantly for each category: from 60 seconds to 5 minutes, so now you can use your power for a longer fight.

Here is a list of each power.  The primary buff is in capital letters, and has a magnitude of 100.  The secondary buffs are the 3 attributes which follow, and have a magnitude of 25 each.


Masser's Might - STRENGTH, Blade, Blunt, Hand to Hand.  A good buff for a melee dps fighter.

Masser's Grace - AGILITY, Acrobatics, Athletics, Marksman.  For rangers.

Secunda's Will - WILLPOWER, Endurance, Fatigue, Light Spell.  Ideally for a dangerous situation, escaping from dark dungeons, hanging in there against tough odds.  One of only two spell effects added (the other is below) which doesn't simply amplify a stat or attribute.

Secunda's Opportunity
- SNEAK, Security, Speed, Luck.  For rogues.  (Duh!)

Masser's Ingenuity (Formerly Alacrity) - MAGICKA, Alteration, Illusion, Mysticism.  For wizards who like to manipulate people with the dark arts.  I replaced the name and theme because I couldn't find a good niche for "alacrity"; go look this word up in the dictionary and you'll probably understand what I mean.

Secunda's Magnetism - PERSONALITY, Mercantile, Speechcraft, Charm Effect on touch.  For smooth talking and swindling.  This is the only power which affects a targetted NPC.

Secunda's Brilliance - INTELLIGENCE, Destruction, Conjuration, Restoration.  Straight up magical prowess for no-nonsense mages.

Masser's Courage - HEALTH, Heavy Armour, Light Armor, Resist Magic.  For tanks.


Q: "Whoa, this is OP!  175 total points with one spell???"

A: You may be right.  However keep in mind that these are greater powers and thus can only be used once per day.  They should be powerful.  Also, in Oblivion (and ES games in general) I really feel like a lot of magic effects and potions are incredibly underpowered - like I said at the start, what the hell is the use of 20 Willpower for sixty seconds?  Or a fear scroll that only works on lvl 3 creatures that you can kill in 1 hit anyways?

I feel like a huge stat buff for a very short time will increase your effectiveness significantly, but the way I play Oblivion (with the mods I use), most fights I get into are potentially lethal for my PC and even with massive buffs I still die on a regular basis.  Also these spells only work once every 24 hours, so you'll really need to use it in desparate times only.



INSTALLATION

First, make a backup of your "DLCOrrery.esp" file in your /data directly, then copy the same file included with this mod to the same directory and overwrite when prompted.  I tried making a separate .esp which modified the original plugin but ran into issues, so I simply replaced the original. 

You still need the original DLC from Bethesda or else this mod will not work; the .bsa file included in the DLC contains all the sounds, textures, scripts etc. needed to make it work. 

Play, and have fun!