Oblivion

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Strategy Master

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Strategy Master

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About this mod

This is a very basic mod that attempts to improve the urge to actually level by making some spells level automatically in a similar way to how the quest award levelling mods worked. This idea sort of formed after playing Quest leveling mod by Namegduf where i wanted my quest spells to increase in power based on my skill in destruction, not o

Permissions and credits
This is a very basic mod that attempts to improve the urge to actually level by making some
spells increase in power automatically.

The following are the different categories of spells addressed and other notes:

Quest Spell Levelling
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- As you increase in level your finger of the mountain spells and wizard fury spells will get stronger

- Better detection of when player gets wizard fury and finger of the mountain to try and prevent
people circumventing the leveling system compared to previous quest levelling mods.

- Fully possible to delete the spells if you wish unlike what was in the original quest levelling mod.

- Implemented support for Quarns Unofficial patch so that it levels correctly for the
changes.

SM Racial Levelling
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Racial powers and abilities now increase in strength based on your level

Argonion
Resist Disease (Min 75% scales up to 100% at level 50)
Resist Poison (100%)
Water Breathing
Resist Normal Weapons (Min 0% scales up to 20% at level 50)

Breton
Fortify Magicka (Min 0 scales up to 100 based on both your level and base intelligence)
Resist Magicka (Min 20% scales up to 50% at level 50)
Shield Power(Min 50 for 60sec scales up to 85 for 360 sec at level 50)

Dark Elf
Resist Fire (Min 50% scales up to 100% at level 50)
Summon Ancestral Guardian (ini has option to disable this)
- Ancestor guardian (1 - 5)
- Greater guardian (6-10)
- Distant guardian (11-15)
- Nether guardian (16-20)
- Ancient guardian (21-25)
- Forgotten guardian (26+)

High Elf
Fortify Magicka (Min 50 scales to 150 based on both your level and base intelligence)
Resist Disease (Min 50% scales up to 75% at level 50)
Weakness to fire, frost, shock (25%)

Imperial
Absorb Fatigue Power (Min 100 scales up to 400 at level 50)
Voice of the emporer CIRCLE Power(Min charm 30, 35ft for 30secs, Calm Lvl10, 35ft scales up to lvl50)

Khajiit
Demoralize Power (100 for 30sec)
Night Eye Lesser Power(6 magicka per second, scales to 0 magicka per second at level 50, Sustained spell-requires more than 10 magicka to stay active indefinately (Always lasts a minimum of 30 seconds), Cast spell again to turn night eye off)

Nord
Frost Damage Power (Min 50 scales up to 100 damage at level 50)
Shield Power (Min 30 for 60sec scales up to 50 for 360sec at level 50)
Resist Frost (Min 50% scales up to 100% at level 50)

Orc
Resist Magic (Min 0% scales up to 25% at level 50)
Berserk (Drain Agility 100, Fortify Strength 50, Fortify fatigue 200, Fortify Health 20, scales up to Fortify Strength 75, Fortify fatigue 300, Fortify Health 100 at level 50)

Redguard
Resist Disease (50%)
Resist Poison (50%)
Adrenaline Rush Power (Fortify Strength, Agility, Speed, Endurance 50, Fortify Health 25, scales up to Fortify Strength,Agility,Speed,Endurance 75, Fortify Health 100 at level 50)

Wood Elf
Resist Disease (Min 50% scales up to 75% at level 50)
Command Creature Power (Min lvl10 control scales up to lvl50 control)

Birthsign Spell Leveling
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Birthsign powers and abilities now increase in strength as you level

Apprentice
Fortify Magicka (Min 0 scales to 150 based on your level and base intelligence)
Weakness to Magicka (Max 125% scales to 75% at level 50)

Atronach
Fortify Magicka (Min 50 scales to 200 based on your level and base intelligence)
Spell Absorb (Min 3% scales to 50% at level 50)
Stunted Magicka

Lady (No changes yet)

Lord
Weakness to Fire (Max 50% scales to 0% at level 50)
Restore Health Lesser Power (Min 6 for 15sec scales to 6 for 40sec at level 50)

Lover
Lovers Kiss Power (Max Damage Fatigue 120, Paralyze 10secs scales to Damage fatigue 80 at level 50)

Mage
Fortify Magicka (Min 50 scales to 100 based on your level and base intelligence)

Ritual
Blessed Word (Min Turn Undead 100 for 30sec, Light 5ft for 30sec scales up to Light 200ft for 30sec at level 50)
Instant Healing Power (Min 200 scales up to 350 based on your level)

Serpent
Serpent Spell ( Min Cure Poison, Damage Fatigue 100, Dispel 90, Poison Damage 3 for 20 sec, scales up to Poison Damage 5 for 60 sec, Resist Normal Weapons 30% at level 50)

Shadow (No changes yet)

Steed (No changes yet)

Thief (No changes yet)

Tower
Open Power (Min open easy lock scales up to open very hard lock at level 50)
Tower Warden Power (Min Reflect Damage 5% for 120sec, Fortify Health 50 scales up to Reflect 15%, Fortify 100 at level 50)

Warrior
Fortify strength and endurance 10

GENERAL NOTES
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- I've tried to keep the balance of all the leveling and in general it succeeds as well as
make the powers more useful at later levels.
- Vampire abilities are not touched as it uses its own leveling system (and vampire mods exist to improve these)
- Yeah i pretty much spelled 'leveling' incorrectly throughout entire mod. Live with it :D
- Should have full support for race switching.
- Start spell levelling will return in a future version.

Compatability
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Supreme Magicka - Use this mod if you use supreme magicka v0.89 or v0.90 beta builds, rather than
its own spell levelling system. Later versions of supreme magicka will be bundled with this version.

Avoid using with mods that modify racial/birthsign spells.

Installation
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Requirements - OBSE 18
Install - Just extract files in oblivions data folder and select all esps in the data files.

Included Files:
SM Spell Leveling.esp
SM Spell Leveling.txt
sM Spell Leveling.ini

You cannot upgrade from the old unsupported previous versions of this mod.

The ini can be used for customizeability

Release History
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v2.00
- Brought back from the dead, porting over from supreme magicka with OBSE 18 support
- Removed all the item leveller functionality, now only levels spells as its name suggests
- Start spell leveling does not exist at present.

v1.32
- Removed some junk entries left over from quarns quest award item levelling in certain
esps.
- For your major magic skills if you reach master level, then subsequent levelling
afterwards can make you learn new spells as well as using the trainers. This only
affects major spell skills. Minor spell skills still require learning the spells
from the trainers or buying from shops.
- Fixed the start spell configuration menu not doing anything and fixed the
missing option to turn off and on the starting spell levelling system.
- Adding the missing fortify spells for the supreme magicka plugin.

v1.31
- Added a supreme magicka v0.66 optional plugin to use the same format as supreme magicka.
- Added a plugin for compatability with Oscuro's Oblivion Overhaul mod v1.32 RC2
- Increase the chance of learning spells from trainers to 0 - 40% for minors and
50 - 100 % for major skills.
- Fixed a possible bug that could enable you to miss out learning the novice spells
if it is a minor spell skill.

v1.30
- Starting spells will now only improve if you visit the respectful trainer who will
teach you the way to improve your strength in the spells. Of course you can only
learn for example the master versions of the spells from the master trainers
so now you have more of a reason to look for them. This is not going to affect
finger of the mountain or wizards fury levelling as these a rare powers that you
must improve yourself.
- Fixed issue with Finger of the mountain and wizards fury where it doesn't give
you the correct level of spell until you run the level now or you have leveled up
when you first get given the spell.
- Reccomend to use this mod with Supreme Magicka (SM Spells has been discontinued)
- Fixed the corrupt Knights of the nine plugin


v1.21
- Implemented Quarns 2.1.0 item levelling fixes
- Fixed the apprentice touch calm spell being added to the starter spells of illusion
- Drain health, Fire Shield Master, Silence spells have been modified in the spells.esp
- Added min level limits to journeyman and expert spells in start spell levelling.
This is to ensure people level up otherwise a level 1 character could weild expert
level magic.
- Major fix to balancing of shield spells. Just noticed that the spells are not
relative based but absolute based so 150 has no effect as maximum sheild is 85
Breton shields will now provide max shield at level 50 great for characters who
dont wear any armor. Nords shield will be 55% at level 50 which can be pretty useful
for light armoured nords to top up to 85%.
- Wood elfs ability will rightly go up to level 20 instead of just level 15 as its not
exactly the most useful ability at higher levels unless you use a creature levelling
mod.
- Ritual will not longer heal more than 700 health being that 700 is the maximum possible
health a character starting with 100 endurance and levelling to 50 could have.
- Serpent once again been rebalanced into a much more progressive improvement system.
Now does 960 damage at level 50 over 120 seconds down from the over 1280 in 180 secs.
This means new spell delivers damage at a faster rate that the old spell but does less
overall. Still pretty much a kill a character spell at higher levels.

v1.20
- Greatly rebalanced the lord spell. It was way too overpowerful at level 50, especially
when player can cast it multiple times so its power has been greatly diminished.
- Implemented Quarns 2.0.0 to implement leveling of items in shivering isles expansion.
This is a plugin though unlike quarns which had the content built in.
- All Spell modifications are now in a new plugin called SM Spells that will make tweaks
to the spells to progress better when using start spell levelling.
- Made some improvements to the upgrade process so it can re-evaluate what spells
it should currently have.
- Khajitt night eye toggle is now only in the SM Spells part of the mod.

v1.15
- Fixed the racial spell levelling of custom races (Again)

v1.14
- When you turn off the racial spell levelling it correctly resets you back to the
vanilla racial and birthsign abilities ( Cannot implement into start and fotm levelling
due to cannot remember which spell you originally started with )
- Tower warden spell is now a power again to fix some bugs with quests and been rebalanced.
- Updated Quarns Item levelling to 1.2.1

v1.13
- Fixed issue with racial spell levelling and new custom races and/or new birthsigns
where they would be removed.

v1.12
-Implemented 1.2.0 of Quarns Quest Leveller and also merged quarns official mod plugins
that allows levelling of those items from the official mods.

v1.11
- Fixed an issue where item levelling was not on by default even though it displays on
in the config menu.
- Implemented 1.1.0 of Quarns Quest Leveller.
- Fixed a few misc errors.
- Fixed an issue where racial spell levelling imediatly runs if you set it to on and auto
levelling is off.

v1.10
-Massive overhaul to implement into Quarns Quest Leveller to improve cpu usage and
provides easier customisability.
-Easier to uninstall just by turning off the modules leaving you with no hassle or fuss.

SM Quest Spell Levelling
- The module has been fully integrated into the finger of mountain and wizard fury controls
by Quarn.
- Now Fully Cheat compatible.
- Finger of mountain control now supports the unofficial patch changes.

SM Start Spell Levelling
- The menu no longer needed as the spells now calculate automatically no matter how far you are
into the game. Check out the config menu to modify these yourself if your not happy.
- Hopefully fixed a bug in start spell levelling where it could become active earlier before
exiting sewers. So changing class at sewer exit would mess up your game.

SM Racial Spell Levelling
- Shield spells now get stronger by 200% but time they last has been reduced to the fixed 60
seconds

Quarns Award Leveller
- Added option to turn off the levelling of items

v1.03
SM Spell Quest Levelling
- Updated the finger of mountain check to better reflect when player gets the finger of mountain
spell.

Quest Award Levelling - Compatability
- Missed many wizard fury code sections that i had not properly removed (shame on me :P)
- Have added sean_ix 's missing items to this version
- Fixed the mind and body ring, and shield ring incorrect levelling scripts. The ids on these
rings do not match the levels they are actually given in the quests.
- These fixes are if you dont want to use the new quest award leveller by Quarn and rather keep
using the original namegduf's mod but have all the fixed stuff.

SM Start Spell Levelling
- An auto option added to menu that appears later on so you can just automatically calculate
your skills. Yup thats right the system can automatically try to calculate your skills.
- Added some checks to decrease cpu usage per run.

v1.02
SM Racial Levelling
- Rewrite of script to decrease cpu usage per run.
- If you de-level with cheats your spells will automatically be calculated.
- Some powers and birthsigns now level every 5 levels instead of every 10. This is only for
powers that change noticeably over 10 levels.
- Nord sheild was increasing by 100% instead of by 50% over the 50 levels.
- Wood Elf Command creature was too weak at higher levels so now at level 50 you should be
able to command creatures up to level 60 (in other words any creature can be controlled)
- More Serpent and Lord Spell balancing.
- Kajiit Demoralize spell now levels by increasing the area of effect every 10 levels.

SM Start Spell Levelling
- The menu to choose your major skills now appears 30 seconds from moment you load the save.
And only if you are not in combat.
- Fixed an issue where you had to wait noticeable periods of time before menu reappeared to
continue choice selection.
- You major skills are now listed in the menu where you make your choices so its easier to
see what skills you selected to be your majors.

v1.01
SM Quest Spell Levelling
- Now compatible with mods that modify the skill level required to be classed as apprentice
, journeyman, expert or master.

SM Racial Spell Levelling
- Shadow chameleon percentage greatly reduced over all levels so that by level 50
player has 75% chameleon. (down from 100%)
- Shadow chameleon length is now 60 seconds at level 10 down from 90 and increases
respectivly up to 90 seconds once you reach level 50.
- Fixed issue where khajiit night eye and Tower Warden abilities could be silenced.
- Racial Spell Levelling is now compatible with other mods that modify the original birthsign
/racial powers and lesser powers.
- Fixed an issue where changing your race or starsign would leave behind some powers from
your old sign or race.
- Reduced magnitude of Lord and serpent spells but to compensate increased length. This change
was done as serpent basically became the instant kill spell when it should be more of a death
over time spell. Also lord spell was healing player too fast. Both spells overall
damage/ health healed has stayed the same.

SM Start Spell Levelling
- Now compatible with mods that modify the skill level required to be classed as journeyman,
expert or master.
- If you use cheats to lower your level and then use the levelreset command, it now will remove
the spells you shouldn't have or didn't buy.
- Massive script rework to optimize the script and increase effeciency.
- You can now have your spells level earlier depending on your level. See information in the
readme
- Fixed some issues where certain spells were available too early for your spell skill.
- Now compatable to start anywhere you want. If you start later than the sewer a dialog will
appear to ask you for your major skills.

SM Ancestral Guardian
- Made the guardians spells level in similar manner to the other scripts.

Readme Errata
- Updated compatability information, cheat information.
- Bundled the Quest Award Levelling Readme file.

V1.00
Public Release