Oblivion

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Created by

Mentalor

Uploaded by

Mentalor

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About this mod

Its all very well collecting every ingredient you come across, but without something to do with them it gets kind of pointless...and potions only get rid of so many. This mod is an attempt to make more use of glut of ingredients in the game.

Permissions and credits
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1. REQUIREMENTS
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Oblivion v1.1.0.511 or higher
Oblivion Script Extender 0015 or higher (Get the latest version at http://obse.silverlock.org)
COBL v1.36 or Higher (Get the latest version at http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3508)
Pluggy v73 or higher (Get the latest version at http://cs.elderscrolls.com/constwiki/index.php/Category:Pluggy)


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2. INSTALLATION
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For new users:

1. Extract the files into your Oblivion\Data folder.
2. Start Oblivion.
3. Select the Spell Components plugin in the Data Files section.
4. Start Oblivion...have fun.


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3. PLAYING THE MOD
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Should work by itself.


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4. SAVED GAMES
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The mod should be fully compatible with old save games.


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5. DESCRIPTION
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Its all very well collecting every ingredient you come across, but without something to do with them it gets kind of pointless...and potions only get rid of so many. This mod is an attempt to make more use of glut of ingredients in the game.

When the mod is first activated you will be given a Spell Components pouch...this is used to store the components you want to use for your spell casting.

Each component placed in the pouch will have a certain number of charges (to the tune of 5 times the component's gold value) allowing you to use the same component several times...so obviously, the more expensive a component is, the more times you can use it. A component will allow you to cast any spell that has an effect that the component also has. e.g. An apple will allow you to cast Restore Fatigue, Fortify Fatigue and Damage Health (Damage Attribute hasn't been allowed for yet...coming up in a future version).

When a spell is cast it uses up charges dependant upon its mastery level (1 charge for a Novice spell, all the way upto 5 charges for a Master level spell). Once a component's charges have been used up, it will be removed. If you have more of that component, or another component with the same effect you can carry on casting. When the components run out, the casting stops.

Only spells are affected by this mod...powers, abilities, etc will cast as normal without the requirement for a component. Spells and ingredients added by other mods should work fine without causing problems.


Caveats
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* DON'T place the Spell Component pouch inside itself...it won't like it and will throw a fit.
* You can cast spells using components for which you cannot see all of the magic effects (e.g. if you are a Novice alchemist, you can still cast Damage Health with an apple)...this will be fixed in a future version (awaiting an OBSE function).
* If you lose your Spell Component pouch, you can get another one by typing 'StartQuest scInitQuest' in the console (without the quotes).


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6. Change Log
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v1.01
* Corrected error in detection of multiple spell effects

v1.0
* Initial release


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7. Future Plans
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- Add support for more spells (summons', attribute / skill spells, bound armour & weapons)
- Only use ingredient effects that the player's alchaemy skill allows them to see (awaiting an OBSE function)

- If someone gives me good ideas on how to balance this or otherwise make it even better, I'll be glad to improve it.

- Let me know at: http://www.bethsoft.com/bgsforums/index.php?showtopic=864822


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8. CONFLICTS / KNOWN ERRORS
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None that I know of.


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9. CREDITS
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All work by Mentalor.

v1.0 Many thanks to haama for all his help and the excellent scripting tutorial that is Potion Equipper.