Oblivion

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Inari

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InariKettu

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Inari's Skills Tweaks
v0.9b
by Inari

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Requirements & Technical issues

Morrowind, Tribunal, Bloodmoon.
Morrowind Code Patch with "Swift Casting" activated.

This mod tries to avoid conflicts as much as possible, not creating anything else than scripts and spells. However, it changes a couple GMSTs, so make sure there are no mods loaded after IST which change/contaminate GMSTs.

It is advised to have some mod which delays the spawning of Tribunal's assassins, in case you start a new game. They are way too deadly with that mod.

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Why?

Morrowind's fights are, in my opinion, lacking dynamism and reactivity. This mod tries to rework skills and some values in order to have more intense and technical fights.

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How?

Inari's Skills Tweaks tries to reconsider skills and statistics into the game system :

*Perks :

- Reaching a given level in a skill gives you a special perk. For example, all weapons skills give you a passive Fortify Attack 30pts when above 20, and when using that type of weapon. The perks list is available below.

- Perks that allow you to turn an item into an other, or to summon any, won't have their whole effects written in the spells list, because of the game system. However, their names will be explicit enough.

- Combat Stance perk which is obtained at lvl 70 of weapons skills is stackable. You'll get twice the effects if you've got two weapons skills at 70+.

*Statistics :

- Fatigue has a different behaviour. You don't loose it anymore when running, but you loose more when fighting. Being exhausted has a much worse effect than before, meaning that players require a more careful use of their Fatigue bar. Also, there are many perks that allows you to drain your own Fatigue to raise your effectivness.

- As a counterpart for new skills, Health is 5 times less efficient, meaning that any health loss is 5 times greater, forcing you to use a more technical approach during fights.

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Tips

- The game difficulty should increase from a little harder to much harder depending on your class. However, there's still nothing impossible if you change the way you play, relying for example on the potions and scrolls you never used to consider before.

- Enemies who bare a native reflect effect are especially deadly since they know send back to you 5 times the damages of your spell. Try to use spells which you'd resist to (Poison for Argonians, Frost for Nords, etc), or add to your spell some "100% resist element/1 sec" on cast.

- Every character should try to be more versatile, making use of at least one kind of magic and one kind of weapon, to counter various foes' behaviour. Also, every character should be able to attack from a distance, since close range combat can be deadly for an unprepared character.

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Perks

*Acrobatics
20 : Grants a natural Feather ability
40 : Grants the Troll Blood ability, which gives a natural Health and Fatigue regeneration
70 : Allows you to use Winds Rider, which increases your jumping abilities at the extent of your own Fatigue
100 : Learns Word of Equilibrium, which allows you to levitate

*Alchemy
20 : Allows you to turn Bargain potions into Standard counterparts
40 : Allows you to turn Cheap potions into Quality counterparts
70 : Allows you to turn Standard potions into Exclusive counterparts
100 : Learns Word of Nature, negating magic, then poisoning targeted foes

*Alteration
20 : Allows to use Concentration, increasing the spellcasting chance while slowly draining Magicka
40 : Grants the ability to drain Alteration and Magicka from nearby foes
70 : Grants the Magic Denial ability, allowing you to use your Fatigue to become more resilient to magic attacks
100 : Learns Word of Chaos, which knocks down nearby foes

*Armorer
20 : Allows you to turn an Iron weapon into a Silver counterpart
40 : Grants the Armorer's Knowledge, giving you Accuracy, Dodge and Armor bonuses.
70 : Allows you to turn an Ebony weapon into a Daedric counterpart
100 : Learns Word of Stone, heavily slowing and blinding Enemies

*Athletics
20 : Allows you to use Forced Rest, restoring Fatigue while making you immobilized
40 : Grants the Wind Move ability, making you harder to hit while not fighting
70 : Allows you to use Quick Step, dramatically increasing your Speed while slowly draining your Fatigue
100 : Learns Word of Light, absorbing surrounding Enemies Speed

*Axe
20 : Makes your hits land much more while using an Axe
40 : Allows you to use Mages Hunter's Strike, reducing nearby foes magic potential
70 : Grants the Combat Stance ability, giving you a Strength and Accuracy bonus with any close-range weapon
100 : Learns Word of Claws, which greatly decreases targeted foes' ability to combat

*Block
20 : Grants the Fortress ability, increasing your armor rating while your Health is low, if a shield is equipped.
40 : Grants the Spell Eating ability, letting you absorb Enemies' spells Magicka when a shield is equipped.
70 : Grants the Spell Denying ability, letting you reflect Enemies' spells when a shield is equipped.
100 : Learns Word of Protection, dramatically raising your resistance to magic and elements for a short duration

*Blunt Weapon
20 : Makes your hits land much more while using a Blunt Weapon
40 : Allows you to use Mages Hunter's Strike, reducing nearby foes magic potential
70 : Grants the Combat Stance ability, giving you a Strength and Accuracy bonus with any close-range weapon
100 : Learns Word of Silence, which allows you to shutdown magic users

*Conjuration
20 : Allows to use Concentration, increasing the spellcasting chance while slowly draining Magicka
40 : Grants the ability to drain Conjuration and Magicka from nearby foes
70 : Grants the Guardian Spirit ability, automatically draining Fatigue to restore your Health if low
100 : Learns Word of Control, which allows you to get control over a targeted foe

*Destruction
20 : Allows to use Concentration, increasing the spellcasting chance while slowly draining Magicka
40 : Grants the ability to drain Destruction and Magicka from nearby foes
70 : Grants the Troll Skin ability, allowing you to regenerate your Health when taking fire damage
100 : Learns Word of Elements, which unleashes a powerful elemental blast

*Enchant
20 : Allows you to create a soul which fills a Common Soulgem, at the extent of your own Magicka and Fatigue
40 : Grants the Savior ability, increasing your Magicka reserve
70 : Allows you to ccreate a soul which fills a Grand Soulgem, at the extent of your own Magicka and Fatigue
100 : Learns Word of Knowledge, which grants extra Magicka and Magicka regeneration

*Hand-to-Hand
20 : Makes your hits land much more while using no weapon
40 : Allows you to use Earthquake while fighting, greatly damaging nearby foes' Fatigue at the price of your own
70 : Allows you to use Punch of Doom while fighting, knocking down a touched foe at the extent of your own Fatigue
100 : Learns Word of Power, which damages targeted foes Health and Magicka

*Heavy Armor
20 : Makes you more resilient to magic attacks while wearing Heavy Armor
40 : When you receive damage, your Strength increases for a short duration
70 : Grants you an innate 30% damage reduction when you're wearing Heavy Armor
100 : Learns Word of Dust, which greatly damages targeted foes' equipment

*Illusion
20 : Allows to use Concentration, increasing the spellcasting chance while slowly draining Magicka
40 : Grants the ability to drain Illusion and Magicka from nearby foes
70 : Grants the Injured Shadow ability, making you harder to see as your Health gets low
100 : Learns Word of Ice, which freezes foes while slowly damaging them with shards of ice

*Light Armor
20 : Makes you more resilient to Paralysis while wearing Light Armor
40 : When you receive damage, your Speed increases for a short duration
70 : Grants you an innate 30% damage reduction when you're wearing Light Armor
100 : Learns Word of the Scout, unleashing a blinding poison to targeted foes

*Long Blade
20 : Makes your hits land much more while using a Long Blade
40 : Allows you to use Knights Hunter's Blow, reducing nearby foes combat efficiency
70 : Grants the Combat Stance ability, giving you a Strength and Accuracy bonus with any close-range weapon
100 : Learns Word of Cries, which deeply annoys magic casters for a short period

*Marksman
20 : Makes your hits land much more while using a Ranged Weapon
40 : Grants the Sniper ability, making you unable to move, while increasing the damage you deliver
70 : Allows you to summon Daedric Arrows at the price of your own Fatigue
100 : Learns Word of the Winds, granting yourself a strong elemental defense

*Medium Armor
20 : Makes you more resilient to elements while wearing Medium Armor
40 : When you receive damage, your Agility increases for a short duration
70 : Grants you an innate 30% damage reduction when you're wearing Medium Armor
100 : Learns Word of Fear, which demoralize targeted foes

*Mercantile
20 : Allows you to use "Friendly Talk", which allows you to raise your Disposition towards people by touching them
40 : Allows you to use "No Small Talk", negating magic from yourself and surrounding foes
70 : Allows you to summon Mark & Recall Potions at the extent of your own Fatigue
100 : Learns Word of the Noble, calming targeted foes

*Mysticism
20 : Allows to use Concentration, increasing the spellcasting chance while slowly draining Magicka
40 : Grants the ability to drain Mysticism and Magicka from nearby foes
70 : Grants the Body to Mind ability, draining your own Health to quickly restore your Magicka
100 : Learns Word of Wisdom, allowing you to reflect spells back to their casters during a short moment

*Restoration
20 : Allows to use Concentration, increasing the spellcasting chance while slowly draining Magicka
40 : Grants the ability to drain Restoration and Magicka from nearby foes
70 : Grants the Blind Heal ability, allowing you to quickly regenerate your own Health while getting blinded
100 : Learns Word of the Wild, allowing you to recover a great amount of Health and Magicka

*Security
20 : Allows you to summon Apprentice's Lockpicks at the extent of your own Fatigue
40 : Allows you to use Trap's Eater, making you absorb Magicka from trap's spell instead of taking damage
70 : Allows you to summon Grandmaster's Picks at the extent of your own Fatigue
100 : Learns Word of Safety, increasing your armor rating

*Short Blade
20 : Makes your hits land much more while using a Short Blade
40 : Allows you to use Knights Hunter's Blow, reducing nearby foes combat efficiency
70 : Grants the Combat Stance ability, giving you a Strength and Accuracy bonus with any close-range weapon
100 : Learns Word of Scars, slowly absorbing targeted foes' Health and souls

*Sneak
20 : Allows you to benefit from a Chameleon effect while slowly draining Fatigue
40 : Grants you the Light Eye ability, which makes you benefit from a Feather and Night-Eye effect while undetected
70 : Grants the Assassination ability, which makes your hits way more deadly while undetected
100 : Learns Word of Shadows, which allows you to get invisible
*Spear
20 : Makes your hits land much more while using a Spear
40 : Allows you to use Knights Hunter's Blow, reducing nearby foes combat efficiency
70 : Grants the Combat Stance ability, giving you a Strength and Accuracy bonus with any close-range weapon
100 : Learns Word of Thunder, which delivers a powerful lightning forward

*Speechcraft
20 : Allows you to use Peace, to calm surrouding aggressive beings at the extent of your own Fatigue
40 : Allows you to use Demoralize, to make surrounding foes escape at the extent of your own Fatigue
70 : Allows you to use Lord Speech, to command a foe at the extent of your own Fatigue
100 : Learns Word of the Lord, which absorbs targeted foes Intelligence and Willpower

*Unarmored
20 : Grants the Swift Move ability, making you harder to hit while wearing no armor at all
40 : Grants the Body Freedom ability, giving you a natural Magicka regeneration while wearing no armor at all
70 : Grants you an innate 30% damage reduction when you're wearing no armor at all
100 : Learns Word of Ether, negating magic from Enemies and draining their Magicka

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