Oblivion
0 of 0

File information

Last updated

Original upload

Created by

Razorpony

Uploaded by

razorpony

Virus scan

Safe to use

Tags for this mod

About this mod

Adds a specially scripted blade to a vampire patriarch in Lipsand Tarn. Defeat him to claim it for your own.

Permissions and credits
V1.2 Released 4/18/2010
Scroll Down To What's New section for Changelog




Author: Razorpony

Description:

This mod is the culmination of my experiments with Blender and OBSE. I've created a sword called Fatalis and it has some rather interesting abilities. Using Adonnay's sword swapping script I've made it so you can wield Fatalis either as a longsword or claymore, but I didn't stop there.
The script as written would summon each version of the blade with 100% health so you never had to repair it at all. It also rendered the blade unenchantable since enchanting an item alters its base ID thus breaking the script. After much tinkering and hair pulling I've solved the issues and present the Vampire Blade- Fatalis!

Requirements:

Latest version of OBSE, I Use V18 Beta4. I've had issues with Beta6 so use caution. OBSE can be found here: http://obse.silverlock.org/

Installation:

Pick a version to download. In the low damage version Fatalis will have the stats of an Elven longsword or claymore depending on how you choose to wield it, just remember the weight and reach don't change, only the damage and speed. If you use Vanilla weapons then get this file.
The high damage version is closely matched to the damage ratings of the Realswords Hi versions. Claymore 60dmg and longsword 40dmg. These are not God weapons as I use several mods that increase difficulty not to mention that my NPCs use these same weapons. If you play with the slider all the way up or use the Realswords Hi version, then get this file.
Next simply unzip to your Data directory and check Fatalis.esp in OBMM or the oblivion loader.

Playing:

Deep within Lipsand Tarn there is a vampire patriarch with a special blade. Kill him and it can be yours. He's leveled at player+10 and wields the Fatalis in claymore form. Once Fatalis is yours a lesser power will become availible called Swap Fatalis Sword. Cast this spell to change the way you wield the sword. The script has been altered to retain the health of Fatalis between forms, no more swapping the blade to restore it to full health.

Additionally, if you are holding a different blade and cast the spell Fatalis will drain it of health and add it to its own. You will have to repair your other weapon to wield it again as its health will be drained to 0.*Changed as of V1.2* Repairing during combat, anyone?

Fatalis also has a useless burden enchantment when you first find it. You will not be able to enchant Fatalis by normal means. Instead, you must equip an enchanted weapon and cast the spell. Fatalis will drain the health AND the enchantment off of the weapon to use as its own. (The original weapon can still be recharged and repaired.) Further use of the spell will simply change Fatalis from 1H to 2H like normal. Anytime you want a different enchantment simply equip a weapon and cast the spell. Using a weapon with an enchantment rating of 0 will result in that charge being transferred to Fatalis, so be careful and don't get greedy. You also need to make sure you're using a melee weapon when you cast the spell. I haven't tested all the bows, etc in the game but I know that ranged spells such as enchanted staffs have WILL NOT transfer, instead Fatalis will (for whatever reason) default to Umbras soul trap enchantment instead. IMPORTANT: DO NOT CAST THE SPELL WITH NO WEAPON SELECTED. The way the script is currently set up it will make Fatalis disappear from your inventory and you'll need to relead the mod. **Fixed as of V1.2**


WHAT'S NEW:

V1.2

*More script optimizations. Casting the swap spell while in hand-to-hand mode will no longer lose the Fatalis, it will simply equip it and set the enchantment to 0.

*Donor weapons are no longer completely drained of health automatically. They will only be set to 0 health if their maximum is less than what Fatalis needs to reach 125% health. For example, if Fatalis has a health of 1600 (100%), then it needs 400 more points to reach 2000 (125%). If you feed it a sword with a health of 800/800, Fatalis will take 400 of that health and leave 400 in the donor sword. So you'd have Fatalis at 125% health and a sword at 50% health.

*IF Fatalis requires more health points than the donor blade has available, these points will be given to Fatalis and the donor blade will be set to 0. Completely consuming a weapons health will weaken that weapon by 50%. ***PLEASE NOTE*** As of V1.2 if your donor weapon had a health of 800/800 and Fatalis consumed all 800 points, the donor sword will now have a health of 0/400. Next time it's set to 0 it will be 0/200 and so on. As I said completely draining a weapon is very hard on it so pay attention.

*Once a weapons max health falls below 100 you will receive a message and its enchantment will be removed permenantly.

*If Fatalis is completely healed (125%) then NO points will be taken from the donor weapon. Enchantments will still behave the same as always.

*Poisons will now transfer between the 1H and 2H versions of Fatalis. If you poison one then switch it will still be there because technically it's supposed to be the same blade, just held differently. Poisons don't transfer to or from other weapons.


V1.1

*Set base cost to 0. It bothered me that some multi-effect enchantments (such as Exnem's Runeskulls) could jack the sword price up over 20k. Since editing the cost of the sword after enchantments are applied isn't possible, this fixes it.

*Attack damage has been reduced for the high damage version. New stats are 26 for longsword and 40 for claymore. This may seem a bit odd but when I get around to releasing Fatalis 2.0 it will be more clear.

*The scripting for 'feeding' on donor blades has now been properly set up. In V1.0 any blade fed to Fatalis would automatically set it's health to 2000/1500 (or 133%) and fully recharge the enchant level. Now, the script will take the current health of the donor blade and add it to the current health of Fatalis, which is how it should have been done from the start. The base health of Fatalis has been raised to 1600 and capped at 2000, or 125%. Feeding on a non-enchanted blade will raise the health of Fatalis to a max of 125 but will now SET THE ENCHANT LEVEL TO 0/0.



Credits/Thanks:

*Kit Rae* fantasy swordsmith-

His Avoloch Mithrodin sword inspired me to create this one, although I changed the design significantly.

*Adonnay*

For the base scripting that made Fatalis possible.

*Nicoroshi*

For the awesome textures, taken from his Talon of Akatosh mod.

*Sinblood*

I used the SoulShade sword mod exclusively for testing, and even though no part of that mod is used here (except for the script) it helped a lot and it's a cool sword so I'm giving it props.

*Blender 3D*

Meshmaking tool of the Gods.

*OBSE*

For scripting magic.

*Bethesda*

For everything else not mentioned here.

*Me*

For the meshes and additional scripting.

License: I don't mind if you use this elsewhere so long as proper credit is given where due.