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Rad666a

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rad666a

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About this mod

This is for players who wish to play a Mage-type character, but don\'t want to play an ex-felon (and don\'t want to slog through the tutorial dungeon).

Permissions and credits
Changelogs
Name: Mages Alternate Start
Version: 1.1
Date: 08/28/2011
Category: Gameplay Effects and Changes
Requirements: Oblivion Patch 1.2.0.214
Author(s): Rad666a
Source: www.tesnexus.com


History
=======
Version 1.1
* Tweak: Changed the Enchanting and Spellmaking Alters to not function until you make it to the Arcane University.
* Tweak: Return spell added by the transport globe is removed from your spellbook if you go in through the front door (you have returned, so you no longer need it).
* Bug fix: Shader effect used by the transport globe is actually removed after it runs (I forgot to remove it from the player, so it never went away).
* Bug fix: Adjusted the location of the chargen marker so it no longer sticks up through the floor in some cases.
* New Feature: Added three magical charms that give the player useful abilities. While not really hidden, they are not in plain sight, you'll have to look for them.


Version 1.0:
* Initial release.


Description
===========
A Mage themed alternated start, including a themed house.


Details
=======
This is for players who wish to play a Mage-type character, but don't want to play an ex-felon (and don't want to slog through the tutorial dungeon).

Featuring a fully furished home for Mages. It includes all the things you would expect: Static Alchemy, Ingredient storage, Spellmaking and Enchanting alters, etc. It also has the following:

The Master's Spellbooks: This pile of spellbooks allows you to "train" (it isn't really training, and does not count toward the training limit) your magic skills. You can train any combination of three skills per level. Novice skills get 2 points; Apprentice, Jouneyman, and Expert skills get 1 point. Skill points gained count towards leveling. Master level skills get a special, probably overpowered spell, and I'll leave it to you to discover them.

Globe of Tamriel: A Globe of Tamriel that will allow you to teleport to the various Mages Guilds. When you use it to travel, the Globe adds a recall spell that will teleport you back to the globe. The recall spell is removed from you spellbook once cast.

There are three types of alternate start to choose from:

1. MagesAlternateStart - NoMQ
No Main Quest. Go out and do what you will, without worrying about Oblivion Gates, the "fate of the world", etc.

2. MagesAlternateStart - NoMQwGates
No Main Quest. Go out and do what you will, however, random Oblivion Gates will open (15% chance for each gate). This is what I call the "Midas Magic" version, allowing you to get the Sigil Stones you need for Midas, without the hassle of the Main Quest. All 90 random gates can open, but will not re-open. I highly recommend using Quarn's Oblivion Gate Map Marker Remover. Not only does it remove the markers from your map when you close the gates, it tells you when one or more open in your cell.

3. MagesAlternateStart - WithMQ
Exactly what it says. When you leave the house, a little scenario will play out, and the main quest will begin. Those who have used my "Vampires Alternate Start" mod will know what that is. Hopefully, this new version will work better than the old (ie, the dead guy will actually be there). I think I figured out what I did wrong that time, so this should be ok. It worked fine for me, but then again, so did the other one...

If you find yourself wanting to see what the house looks like, refer to my mod The Mages House. Same house, same images. I added nothing.


Install
=======
PLEASE READ THIS. It will make things easier on both of us.

1. Extract the files to a temporary location.
2. Choose which alternate start ESP you wish to use:
3. Extract the Meshes and Textures from the BSA (using OBMM or other tool)

>>>>> OR

Rename BSA file to the same as the ESP you have chosen. In other words:
If you choose "MagesAlternateStart - NoMQ.esp", rename the BSA "MagesAlternateStart - NoMQ.bsa"

Either method will work. There is no prtformace issue from using a BSA.

>>>>> OR

Download the OMOD version, extract the OMOD. Activate it via Oblivion Mod Manager. When prompted, choose
the version you want to install. Skip to step 5.

4. Copy files to (install folder)\Oblivion\Data\
5. Start Oblivion Launcher (or OBMM, or whatever), and place a checkmark beside the .esp file(s).


Uninstall
=========
1. Delete the ESP
2. Delete the BSA


Future Plans
============
I may, and I emphasize MAY, do a version where the Mage Guild initiation quests are complete and you can go directly to the Arcane University. But it's going to be a lot of work and I have not decided if I want to commit to it.


Incompatibility
===============
This mod changes three cells in the Hearland. Any other mod that changes them will cause problems

Overlapping Files:
I used MANY resources in the production of this mod. If this mod and another use the exact same modders resources files, go ahead and note that conflict reports will show a problem but to ignore the errors since it will not cause this mod or the other to stop working.


Contact
=======
You can find me on TESNexus as 'Rad666a'


Credits
=======
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.


Resources Used - Thanks to all of you!
======================================
DarkJester's Ingredient Jars
Dominick Cryomonde's Argonian & Khajiit Skulls
Hel Bourne's Filled Bookcase and Orc Skull Resource
JDFan & Pacific Morrowind's Vampire Skulls
Lunaes' Vitoria Frances Paintings
Meos Booksets, Globes, and Open Books
Metallicow's Book Resource
Omegacron's Static Scroll Sets
Puff's Invisible Activator
Stroti's New Alchemy, New Clutter, Rustic Pieces, and Telescope
Wormheart's Lowerclass Cellar
Zinni 8's Book Stacks

If you use this in any way, you must credit me and the authors of the resources I used.