Oblivion

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Chosen One 41

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ChosenOne41

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About this mod

This a mod that changes how the starting spells are determined. Instead of always being given the same two spells no matter what race you pick you get spells more appropriate to what the race has innate skill bonuses in. Class major skills choices still gives spells normally.

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Intro

Ever find it strange that no matter what race you pick at the start of the game you always start with the exact same two spells? Shouldn't a High Elf start with some basic spells in most magic schools and a Redguard start with nothing? That is the way I have always seen it so I decided to take that idea on as my introduction to mod making.


Description

The way that this mod works is that upon creating a new character and picking a race you get spells added to your spell list based on what magic schools your race has innate skill bonuses in. +5 gives you at least 1 extra spell and +10 gives you at least two extra spells. You also get the extra spells from your class' major skill selection as you would in vanilla Oblivion. This means that if you create a Breton Warrior you would still have a decent number of spells from the get go or if you created a Orc Thief you would have the basic illusion spells but you wouldn't have the standard Flare and Heal Minor Wounds (Depending on your major skills chosen of course).


Conflicts/Compatibility/Issues

First of all this was made with the latest official patches and the shivering isles version of the Oblivion master file. If you've got Shivering Isles and the latest patches you should be fine but anything less than that I have no idea about. This should work just fine with any mod so long as it doesn't do anything with the basic heal spell or mucks with the PC Start spells. That being said Alternative Start Arrive by Ship (by Robert Evrae, v1.66) does both of these so I included a compatibility patch that makes my mod agree with his. This mod should theoretically work with custom races, it just grabs the players current skills to determine which spells to add. Other than that so long as you don't level up or drastically change your skills before you pick your class and/or change race at the very start of the game everything should work just fine. This mod should be perfectly safe for old characters, the worst that would happen is taking away the default two spells if your applicable skills are under 10.


Installation/Uninstallation

Included is an omod file which is to be used with Oblivion Mod Manager (OBMM). Install OBMM if you don't already have it and run it. Click Load and select my omod file. It should appear in a list above the load button, double click it and follow the basic instructions that should pop-up. Uninstalling is as simple as double clicking the same mod again. That being said if you are missing your basic heal and/or flare spells and want them back then after uninstalling the mod use the console commands:

player.addspell 000A97DF
player.addspell 00000136

(please note that I was using DarNified UI in the screenshots above so that you can see more spells at once)