Oblivion

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Contrathetix

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Surilindur

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22 comments

  1. Contrathetix
    Contrathetix
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    The status of the mod is: feature-complete

    The mod has all the features I had planned for it. Should there be issues, I can try to see if I can fix them. Other than that, there are currently no plans for the mod.
  2. brysonman
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    Hi can you include a more detailed explanation on how to use this mod? I have no idea and I just want to make a Bound One-handed sword spell
    1. Contrathetix
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      Ah, oops, yes, sorry. The ini file is the key here, as it contains the number of each item to add to player and the source items to copy things from. There already is a bound one-handed Dwarven sword in the mod, so you can use it as a starting point.

      So, to make it so that only one sword is added to player, you would need to set, in the ItemCount section, everything else to 0 except for iNumWeapon. Like this:

      [ItemCount]
      iNumHelmet=0
      iNumGreaves=0
      iNumGauntlets=0
      iNumCuirass=0
      iNumShield=0
      iNumBoots=0
      iNumWeapon=1
      iNumAmmo=0

      Then, to change the stats and looks of the weapon (to change the weapon to copy them from), you would first need to find the new source item, then note down its form ID (you can see this in something like TES4Edit or the Construction Set) as well as the name of the .esp or .esm file that the item comes from. By default, the sword is set to copy its stats and visuals from the Dwarven sword (from "Oblivion.esm", with a form ID of "00035DD1" ). You only need to change the source, not the target. The target needs to remain the same. For example if you wanted to copy stuff from a sword that came from "NewSwordMod.esp" with a form ID of "1B0123AB", you would set the BoundSword section to something like this:

      [BoundWeapon]
      kSource=1B0123AB:NewSwordMod.esp
      kTarget=0000CE02:CustomBoundEquipment.esp
      sName=Shiny New Bound One-Handed Sword
      bIgnoreResistance=1
      bCopyEnchant=1

      Hopefully that helps a bit. My skills at explaining things are quite inexistent, so feel free to ask if you have more questions.
    2. Stella1996
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      sorry to bother, you mention an ini? i cant find an ini for this mod, and my edits dont seem to be working as it doesnt summon anything at all, any assistance would be very much appreciated, thank you :)
  3. BuffyKillsVampires
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    is it possible to use this mod to summon items that use the amulet slot?
  4. deleted6503950
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    Mmh, very interesting mod, 'love it. I still see a missed potential tho, the tail slot is missing in the file, and i don't even know if the esp contain maybe something for it. Would have love summonning my Tonas cloak( using tail slot) with my armor.
    Oh well, still a great mod nonetheless.
  5. ChromeBerd
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    Incredibly late reply but I figure I might as well try.

    Why isn't this mod working in general for me? I can add the spell via console and when I cast it I get no change outside of a common particle effect with no bound armor, even when I made no changes to the json file. And when I did edit the file there was no changes even though I made sure to save it in json format.. Is there something I need to do in particular after installing Punchinello? It's like OBSE isn't even acknowledging its existence. I'm genuinely confused.

    Edit: I figured it out. I wasn't aware the load order mattered for this particular mod. The esp has to be directly underneath the Unofficial Oblivion Patch. Or at least it did in my case. Now it accepts the json edits but I'm having trouble enabling custom clothing/armor. Does the Form ID need to be entered with the load order number or is it fine without it? I've done both as well as several other edits to the json to try and get it to work.
    1. cielojarod
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      Hello, I was wondering how to acquire this mod's spell when all the configuration is complete, could you help me out on how exactly you obtained, via console ID or elsewhere?
    2. Contrathetix
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      Hi, also apologies for the late reply. If I remember correctly, the mod should automatically add the spell if the player does not have it. Load order does not matter, either, I think, or at least it should not. One thing that does come in mind is if you loaded a gamesave too fast? The mod registers for an event while the player is within the main menu, and I think loading a gamesave too fast (like, in less that 5 seconds) might sometimes fail the event registration. But I will test it when I find the time and see if the spell is added as it should be.
    3. cielojarod
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      Ah, not only did you answer my first question but you highlighted a second problem I encountered today about it not appearing when starting another save! I was wondering why it wouldn't appear again after my second edit, I'll see if waiting a bit before loading helps. Thanks a bunch for your maintenance
  6. Gumball313
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    Im having a little trouble with the mod right now as in how to change the armor appearance or the weapons. I tried going to the Spell Making, but there was no indication of any HUD showing about changing a weapons appearance, please help me.
    1. Contrathetix
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      There is only one spell in the mod, a scripted one, that can be edited by changing the configuration file "CustomBoundEquipment.json" that should be located right next to the "CustomBoundEquipment.esp" file. The file is JSON, so you need to make sure all the commas and others are exactly as they should be or else the file cannot be read. You can edit the configuration file with Notepad, but if you have some other editor like Atom or Sublime Text 3 then those would be handy. Notepad might work fine, I think.

      To change the appearance of the summoned items, or the count of the items ( "iSummonCount", for example if you want to summon only the weapon, you would set the counts for all the other items to 0), you can change the values in the "Items" section of the config file. Each item has its own subsection, with the name of the section doubling as the name of the item - handy! For example the "Bound Weapon" section under "Items" defines the weapon. The "kSource" value is the source item to copy from - this is where the appearance comes from! You must not change the "kTarget" of any of the predefined items because that one should always point to the bound items from this mod (which they do, by default). If you want to copy the appearance from another item, you will need to find the form ID of the item (this can be done in TES4Edit, or via UESP wiki) as well as the name of the mod file (esp/esm) which it comes from. Replace the "kSource" values ( "kSource": "<form-id>:<esp-filename>" ) with the new item's values and the mod will copy appearance from that other item.

      I have added an image to the images section to illustrate the values that can be changed in the JSON file. That should help. If you have other questions, just ask.
    2. Gumball313
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      Alright nice, I fully understand how you can change the equipment on the file. But the thing is, why couldn't this thing be more simplistic, there could've been an Spell in Spellmaking where you could select any type of generic equipment, or a Script Spell added so you could change the stuff without needing a Spellmaking Alter. I mean, changing the script from outside the game is fine, just as long as it isn't complicated, but im wondering why this wasn't as simplistic as I thought it would be.
    3. Contrathetix
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      Sorry about the delay, I have been very busy lately. I have not looked much into spellmaking, so I do not really know if something like that would be possible. By the looks of it, though, the spellmaking as a system does not seem to offer that level of flexibility in creating new spell effects. It would be great if it did - and if it did, I suppose none of the other bound equipment mods would need scripts, either.

      It would be possible to create a system for changing the summoned items in-game, yes, but that would really actually be just more awkward and not at all straightforward. First selecting the items (currently equipped ones? which ones of the currently equipped? how many? should any items be removed from the list of summoned before adding new? how about custom items like cloaks or misc items?), then selecting things like whether weapons should be tagged to bypass resistance to normal weapons, whether enchantments should be retained, whether armour should be heavy or light, whether items should hide rings, etc. It would be a total mess to both script an in-game menu and to use it! I believe a system built outside the game is both easier and more straightforward to use and to script, keeping the process of changing things simple and straightforward, as well as keeping the mod's internals simple to avoid bugs or other issues. The more complex the system, the more room for error there is. Reducing the number of customisation options is not reasonable, either (although it would be needed for a simple in-game menu) because it would revert the whole mod into another simple inflexible bound armour mod with less customisation options that one would expect.

      If you have any questions or other ideas, though, feel free to ask. My social skills are -20 on a scale from 0 to 10, so if there is anything unclear or otherwise something that sounds odd, apologies in advance!
  7. Manus812
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    I wonder, this made me think of, Is there a way to bind (in-game) items (armor/weapons) to a spell to equip it? Like I bind a full set of Iron Armor & Iron Longsword that is in my inventory to a spell, so t hat when I cast it it will equip the full armor+weapon so I dont have to go into my inventory to manually equip it. Just a thought that I had when I stumbled across this.
    1. Contrathetix
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      Judging by the Event Handlers section of the OBSE Command Documentation, it should be possible, yes. I think. As in, dynamically, bind an item to a spell (or multiple items), so that the items would be equipped when the spell is cast. There are both OnSpellCast (or OnScrollCast) and OnMagicEffectHit event handlers listed there. You can try them, and see which ones register and when. Binding the spell could work by a sort of hotkey-equip-cast sequence, where the player could hold a hotkey, be prompted to equip item, and after equipping an item, would be prompted to cast a spell. The equipment could then be bound to that spell (or effect).

      I do not have the time to make one, though, and I would not need one myself. However it should be possible, judging by the OBSE docs, if someone wants to make it happen. Well... at least in some capacity (the binding process might end up being a bit awkward when done on-the-fly).
  8. Mercer Meka
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    I've just come across this mod. It seems awesome. Can't wait to try it out. Thanks!
    1. Contrathetix
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      Thank you. Do report any bugs or issues you find.
  9. Niev
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    Oh man these armors look sick! Are they part of your mod or is it another mod?
    1. Contrathetix
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      This mod contains no new resources, as it says in the description (and as one might be able to guess from the size of the mod). The armour set in the pictures is the bound armour, but with different vanilla items set as the source to copy appearance and such from. So they are basically just Dwarven, Glass and Ebony sets, but I do have some mods that modify armour, such as the Mass Outfit Redesign by ElAlquimista. And I suspect the textures of the glass armour come from Assorted Protective Female Armor by Nuska (the glass armour replacer, with retexture). In the images, I have disabled helmet in the .ini of this mod, as the helmets do not look quite as good, and without them my character can wear an enchanted hood. The weapon is just a normal Akaviri katana.

      Sorry for the confusion. Demonstrating the bound set is a bit difficult. :)

      Edit: Removed most of the images for being irrelevant.
  10. Maskar
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    I've not yet tested your mod, but in response to your file description, if you set the weight of your bound items to 0 (like all vanilla bound items) MOO skill requirements should be 0.
    1. Contrathetix
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      Oh... thank you. I did not know there was such a condition for the requirements. The items in this mod weigh nothing only when they are set as quest items, otherwise the weight of each item will be copied from the source item.

      Thank you. I will update the description.

      Edit: And I will make some changes to the next version because of this issue. Like making the copying of weight from the source items an optional feature.