Oblivion

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Galejro

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Galejro

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About this mod

Clan Tremere is recruiting and available to play, quests, spells, guild and faction, and some more.

Permissions and credits
For your Information I kind of give up the project. I'm switching to Skyrim soon so If you get any ideas go ahead and re-release.

Requirments: Oblivion V 1.2 and Shivering Isles DLC

Update 2.0

-Adds 6 new quests leading up to reaching the Regent rank.
-New Chantry that may belong to you that is PIMPED out ( much better looking, much better furniture, more intelligent and less static NPC's, daycicle based house lightning that will finally make you differ night from day inside the interior).

Update 1.0
-adds 4 quests for the apprentice rank
-adds spell Feral Claws

Installation Guide:
Extract the file content into the game directory.

Description: this is a simple mod that I have been working on just to make myself in shape before skyrim.

-Adds a Guild, a faction into the game, Clan Tremere, a bloodline of vampire mages with extraordinary skills and spells.
-A guildhouse In Skingrad next to the chapel as well as a couple other locations thruought the world.
-The Guild allows you to have a new house in the game, also inbuilt in the Guild house.
-The mod takes on the idea of the Clan Tremere as lorefriendly as I could built it (that is in terms of the game Vampire: the masquerade). As you
become a member of the Guild you will loose the ability to use any human magic PERMANENTLY! by which I just mean you suffer a permanent loss of
mana :p Instead you will have a chance to learn the arts of "Thaumaturgy" a type of Blood magic learned through reading proper books.

About thaumaturgy spells:

-They cost health not mana.
-Healing spells in Thaumaturgy cost fatigue (fear not those who suck at alchemy).
-There is a nice safety swich I used in these spells, normal spells cost mana no matter if they hit or not. Thaumaturgy spell costs health only
if it hits (when it is a target spell). If you use it on yourself it will cost health over a period of time.

Except for Thaumatugry you will be able to learn other blood magic "Disciplines" which have the same features as those I presented earlier. Only
they do different things that you will miss after loosing ability to use human magic such as paralysis, invisibility, night eye etc.

Compatability:

What I believe is that it is compatable with all that there's out there with vampires
-I build some locations in Skingrad so it may not be compatable with any city enhancing mod.
-There is practically no change as far as vampires go, little tweak in the Vampire script yet I removed all changes there so it has a * next to
it, but is as if it was brand new.

Bugs and issues:

Name me a mod that has none :(.
1.There might be an issue with the very joining the guild. Mainly you have to click the "join guild" text before you click "I am Vampire" if
you have it. It shouldn't appear if you load the mod from a save at which you already are a vampire, but if it does, do as I say or you may end
up stuck in the very second quest update forever

The quest updating after you gathered what you required is a bit lazy, I don't know whether my scripting sucks or my client of the game
is broken. Anyways just give it a moment it loads eventually.

Copyrights:

Do all you want with that mod it's for the people, although I'm working on it still.
Thanks to:
-Ceano for some textures.
-Azraphon for resources from his Tremere powers mod.
-Stample Ninja
-Stroti

Future plans:

This is a beta version, much is done a whole lot more is left to do :( so stay tuned for patches

-So far the mod includes advances to the second rank in the guild the two left are unfinished and I'm working on it.
-If you think I should do all other 12 clans think again, this one took me 1 month so far, I don't wanna go through all that again and again.