Hey, I'm trying to get this to work with the remaster. This should work seeing as how the remaster uses all the same code afaik.
For me, the files seem to be located at: C:\myGamepassGames\The Elder Scrolls IV- Oblivion Remastered\Content\OblivionRemastered\Content\Dev\ObvData\Data\Menus\Prefabs
I cannot find any other files matching the names of the modded files in any other folders.
I tried: -adding a space to the end of a line and saving, for both files, to update the "date modified" to today. -moving any backups I made out of the folders. -saving and loading the game, after installing/editing the files. -renaming horiz_floating_scroll2 to horiz_floating_scroll, and updating the enchantmenu_setting to use horiz_floating_scroll on lines 475, 642, and 750.
nothing seems to work though, and i am not using any other mods. I am using the gamepass version of the game, but i dont think that matters for this.
anyone else have any luck using this with the remaster, or the original? I just want to make spells like feather with a magnitude higher than 100.
sadly will not work, there is another mod that is the exactly the same of this one "NorthernUi Away Spellmaking and Enchanting Tweaks" but that one says that depends on "NorthernUI" that depends on "Oblivion Script Extender (OBSE)"
so probably this is a hardcoded value and/or limit, the xml it self on vanilla did not work, will need OBSE and some mod that alter this code/give access to alter like NorthernUi for the oblivion classic
and just instaling the OBSE remaster did not work
and i even try to use the NorthernUi but is 32bit and will not work with OBSE 64x from remaster, i even tried download to compile the NorthernUi, but the github project is a total mess i cound even locate what is the project, much less compile...
It appears this IS possible to change, but I don't have the modding/XML knowledge to do it right. In the "horiz_floating_scroll.xml" file, the original mod inserts some information near the end of the file, adding <mul> 10 </mul> to one of the lines. I added similar changes to the same named file in the remastered folder and it basically multiplied everything by 10, including the minimum and area of affect values, basically making it impossible to create a "normal" value spell.
Ideally, I'd like to just raise the maximum possible without just multiplying everything, but like I said, I don't have the knowledge.
after trying again, i was able to get the magnitude higher as cloudchaser stated, sadly it does not at all act as expected. I have been playing with it for an hour or so, but i dont really understand the xml files, so im just shooting in the dark.
if anyone has any luck please let us know. I would love to get this to work.
I'm kind of waiting to play until i can get this to work, since i played so much of the OG oblivion and I really just want the freedom to make spells of any magnitude.
Has anyone tried changing line 19 where it says "<!-- maximum range value -->" from 100 to 1000? I'd like to try it myself, but I'm still trying to get into the Mages Guild and don't have access to the spellmaking altar yet.
I too tried to get it to work. It's definitely possible. You can use Cheat Engine, scan for "Float" type and do a few scans while changing the magnitude value. Then you can change all of those values at once to whatever you want. You can even find just the values responsible for the stats to completely avoid mana and gold calculations.
But you have to redo all of this every single time you re-select a spell :/
-Select a random magnitude on the spellmaking screen (like 88). Ingame stay on the spellmaking screen with the sliders, do NOT click confirm. Search the same value on cheatengine (first scan, value type: float!). Many lines will pop up.
-Change the magnitude to another random value (like 66), search for it in cheatengine (next scan). Now less lines remain.
-Keep doing this with random values until the number of lines no longer decreases. This means cheatengine has found all the values that control the magnitude. There should be like 10-12.
-Select ALL the lines. Right click on any, "change value of selected adresses" to your desired number (like 200). The magnitude on the spellmaking slider screen doesnt change because of the 100 limit, but you can see it worked because the spell costs have changed accordingly!
-Name your spell and click confirm. Once you are back on the main spellmaking screen without the sliders, you see that it now displays the correct magnitude (like 200) with the correct costs! You are done.
You can do the same thing with spell costs and duration too (over 120 or set to 0 for instant spells). The trick is not to leave the screen with sliders and do not click confirm until you made all the changes you wanted.
So after some testing and messing around it would seem as though we're going to have to be patient and wait for OBSE to fully release and for a plugin to be made. The XML files no longer seem to dictate these things in the game, and there may be a hard coded limit inside of the UE5 portion of the game. I tried editing numerous variables found within the xml files, none of them seemed to do anything (including trying to adjust width and height) except for one edit that I am not entirely sure what exactly I did but increased the magicka cost, and gold cost, of a spell to insane amounts.
In case someone uses DarnUI and wants to use this mod: DarnUI has built-in settings for this.
Edit the file \menus\prefabs\darn\enchantmentsetting_config.xml in your data folder (or in the mod folder itself, depending on your mod manager), and edit the last three values, e.g. to replicate this mod exactly use:
Thanks for the post it has been very helpful. Do you know of a what to set the duration number to in order to get 0 second and create an instant effect spell? I set the number to zero and it change anything,
You are probably looking for Instant Effects for Spellmaking and Enchantment (https://www.nexusmods.com/oblivion/mods/49018?tab=description).
However if you would rather want something to convert existing spells with 1 second time to be instant effect, you can try this mod over here: https://www.nexusmods.com/oblivion/mods/31732 It is intended for DeadlyReflex combat mod, but it should work fine as stand alone mod iirc...
Ive tried changing the horiz_floating_scroll2 to horiz_floating-scroll, ive tried opening the enchantmentsetting_menu in notepad, saving it, then closing it and even opened it again and completely replaced the file with an exact replica(save as file replacement) but im using the showspellmaking command and its not working to i have to actually go to a spell making podium in the Arcane University?
It didn't work for me at first, but it worked for me after I changed one of the colors in enchantmentsetting_menu.xml while trying to debug it. I believe the game is loading the newest file, by file timestamp, my change to enchantmentsetting_menu.xml caused it to update its timestamp from 2006 to today, which caused the game to start loading it.
Maybe this will help others who are having trouble getting this to work.
I was having the game crash as soon as I tried to open a spell-making/enchanting table. 10/10 just open "enchantmentsetting_menu.xml" in notepad and and save and close it. <3 thanks!
Can the mod let you use the same effect multiple times as well? Like restore attribute but allow me to make a spell that restores all attributes at once per (insert seconds here)?
Drain health 1000 pts on touch for 1 second will instant kill a level 50 guard(or any enemy in the game) and only costs 124 magicka at 100 destruction.
Just copy the Data folder into the Oblivion folder and it will automagically merge the two folders. Basically it's like moving every folder inside the Data folder into the Oblivion/Data folder, but faster.
I think you will disappoint yourself to presume it's dying, because there are some amazing mods that are still in development, making oblivion better than it ever was. If you want to summon multiple creatures, you can do that with Supreme Magicka, it is configurable in the ini. https://www.nexusmods.com/oblivion/mods/12466
I'm trying to get this to work on my steam installation, and I've checked multiple times to make sure it's in the right place, I've tried changing "horiz_floating_scroll2" to "horiz_floating_scroll" I've even tried turning it all into a .bsa file to see if that would help, and none of it has worked. Does anyone have any other ideas?
56 comments
For me, the files seem to be located at: C:\myGamepassGames\The Elder Scrolls IV- Oblivion Remastered\Content\OblivionRemastered\Content\Dev\ObvData\Data\Menus\Prefabs
I cannot find any other files matching the names of the modded files in any other folders.
I tried:
-adding a space to the end of a line and saving, for both files, to update the "date modified" to today.
-moving any backups I made out of the folders.
-saving and loading the game, after installing/editing the files.
-renaming horiz_floating_scroll2 to horiz_floating_scroll, and updating the enchantmenu_setting to use horiz_floating_scroll on lines 475, 642, and 750.
nothing seems to work though, and i am not using any other mods. I am using the gamepass version of the game, but i dont think that matters for this.
anyone else have any luck using this with the remaster, or the original? I just want to make spells like feather with a magnitude higher than 100.
so probably this is a hardcoded value and/or limit, the xml it self on vanilla did not work, will need OBSE and some mod that alter this code/give access to alter like NorthernUi for the oblivion classic
and just instaling the OBSE remaster did not work
and i even try to use the NorthernUi but is 32bit and will not work with OBSE 64x from remaster, i even tried download to compile the NorthernUi, but the github project is a total mess i cound even locate what is the project, much less compile...
so we wait a kind soul create a mod lime that....
Ideally, I'd like to just raise the maximum possible without just multiplying everything, but like I said, I don't have the knowledge.
if anyone has any luck please let us know. I would love to get this to work.
I'm kind of waiting to play until i can get this to work, since i played so much of the OG oblivion and I really just want the freedom to make spells of any magnitude.
It's definitely possible. You can use Cheat Engine, scan for "Float" type and do a few scans while changing the magnitude value.
Then you can change all of those values at once to whatever you want. You can even find just the values responsible for the stats to completely avoid mana and gold calculations.
But you have to redo all of this every single time you re-select a spell :/
-Select a random magnitude on the spellmaking screen (like 88). Ingame stay on the spellmaking screen with the sliders, do NOT click confirm. Search the same value on cheatengine (first scan, value type: float!). Many lines will pop up.
-Change the magnitude to another random value (like 66), search for it in cheatengine (next scan). Now less lines remain.
-Keep doing this with random values until the number of lines no longer decreases. This means cheatengine has found all the values that control the magnitude. There should be like 10-12.
-Select ALL the lines. Right click on any, "change value of selected adresses" to your desired number (like 200). The magnitude on the spellmaking slider screen doesnt change because of the 100 limit, but you can see it worked because the spell costs have changed accordingly!
-Name your spell and click confirm. Once you are back on the main spellmaking screen without the sliders, you see that it now displays the correct magnitude (like 200) with the correct costs! You are done.
You can do the same thing with spell costs and duration too (over 120 or set to 0 for instant spells). The trick is not to leave the screen with sliders and do not click confirm until you made all the changes you wanted.
Edit the file \menus\prefabs\darn\enchantmentsetting_config.xml in your data folder (or in the mod folder itself, depending on your mod manager), and edit the last three values, e.g. to replicate this mod exactly use:
<_esmagnitudelimit> 1000 </_esmagnitudelimit>
<_esarealimit> 1000 </_esarealimit>
<_esdurationlimit> 1200 </_esdurationlimit>
However if you would rather want something to convert existing spells with 1 second time to be instant effect, you can try this mod over here: https://www.nexusmods.com/oblivion/mods/31732
It is intended for DeadlyReflex combat mod, but it should work fine as stand alone mod iirc...
God bless you, I'd never have found it on my own, thank you!
Maybe this will help others who are having trouble getting this to work.
Like restore attribute but allow me to make a spell that restores all attributes at once per (insert seconds here)?
Drain health 1000 pts on touch for 1 second will instant kill a level 50 guard(or any enemy in the game) and only costs 124 magicka at 100 destruction.
What if the "menus" folder (or other requisite folders) don't exist?