Oblivion

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Eldalar

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Eldalar

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About this mod

It changes the Atronach Birthsign so you don\'t get magicka whenever you resist a magic attack but everytime you hit someone with your weapon.

Permissions and credits
Changes:
1. Additional 50 Fortify Magicka (total of 200)
2. No Spellresist
3. Magicka Regeneration whenever you hit someone with your weapon (including bow, excluding fist and staff)
4. Added Bloodletting Spell (-20 % Health +1/2 of lost Health for Magicka)

So I already said most of it, you still have the fortify magicka effect, so you aren't able to regenerate Magicka normaly through waiting/sleeping, but you get now 1% of your total magicka back everytime you hit someone with your Weapon ... well not always to be honest, every enemy that is immune to poison is also immune to this effect, since I used poison as the hit detection, but on the other hand, most of the time those, that are immune to poison (Elemental Atronachs, Skeletons, Zombies) don't have blood or something like this and therefore you wouldn't be able to take it from them.

And before you ask, yes you can still use poisons(vanilla and custom ones) on your weapon like normal, the poison you use will automatically be altered so it contains the scripteffect of mine.

Known Bugs/Problems:
1. Atronach is overwritten
Till now I didn't find any way to make a birthsign without bugging it, perhapse I someday will find one.

2. Ghosts etc. can be hit
It seems through the poisoning you can hit a ghost even if the weapon isn't silver, although I self didn't notice it and only have it from a wiki I might fix it in the future (if there is even a way to fix it).

3. My weapon doesn't seem to be poisoned in the Inventory
That is normal and wanted, the script automatically removes my poison when you enter the inventory so you can apply your own.

4. I have a poison with 8 Effects and your effect isn't added
Oblivion (at least vanilla) can only diplay 8 effects but the other invisible effects are still present.

Future Plans (if I ever feel like changing):
1. Balancing out
Till now I don't know how this sign will perform in high level and even aren't sure how it performs in low level (sometimes feels overpowered and sometimes underpowered) so I might change this. I you could say me how you think it performs it would be a great help

2. Fixing the Ghost Bug
Although I don't have any Idea how I should, since that is Bethesdas "fault".

3. Making it an indipendent Birthsign
Perhapse I will take myself one or two evenings to try to create an indipendent Birthsign, when I finally gather my nerves from my last try.

Incompatibility:
Naturally any Mod, that changes the Atronach Birthsign or its Spell. Beside this, every Mod should be compatible, as long as he doesn't has the same Script, Spell or Questname (unlikely).

Recommendations:
I personally use a health regen Mod together with it, since I can't heal myself and this way I can use some of the non-combat spells by draining my health.

Copyright:
Use the scripts etc. however you like, just give me a mentioning in the credits. Oh and I would like to get a short note, since I have made that Mod to fit my style of play, perhapse your mod would be a nice addition.