Oblivion

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Moonshineguy

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Moonshinefae

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72 comments

  1. anithinks
    anithinks
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    Why not add a positive trait to Void, else why would anyone choose it?
    1. Moonshinefae
      Moonshinefae
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      It's literally designed to be a detriment to your character, yes. If you wanna play like that, it's there as an option.
  2. MercerMeka
    MercerMeka
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    Thanks for the update. Still on my top 2 list of best Birthsign mods.
  3. MajorKirrahe89
    MajorKirrahe89
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    I've started a new (modded) game today with your mod and have a problem with Steed birthsign. That +20% max Encumbrance bonus worked well right after I have chosen the birthsign, but after load it doesn't work. I think it lowers my current encumbrance after load but that effect disappears when I change any part of my equipment. Any ideas what might be the culprit / how to fix that?

    EDITED
    I've made further observations:
    - if I start a game exe and choose a birthsign (after Uriel asks about it), it works;
    - if I save and load after that, it works;
    - if I die and load or quit/restart game and load a save with birthsign already chosen, it doesn't work;
    - if I load a game with Steed chosen and then load a save before chosing birthsing, it doesn't work after I choose it;
    So it seems that the script is saved in memory and works as intended after I choose it as long as I don't die/quit the game. But why?

    EDITED ONCE AGAIN
    OK, I have figured out that the variable "once" in the aaaSteedFeather script is the culprit, because once (hehe) it's set to 2, the part of the script with "once != 2" condition won't trigger anymore, hence the Encumbrance won't get a bonus. The problem is, the variable is set to 2 by that very part of the script. And according to cs.elderscrolls.com regarding function SetNumericGameSetting "Changes made to game settings with this function will not be included in the savegame file". So, your script sets EncumbranceMultiplier once when the birthsign is chosen and it works as long as the game isn't restarted or the script ends (for example, when PC dies). But it won't work after restart/death, because the crucial part of the script which changes EncumbranceMultiplier won't fire anymore.
    1. Moonshineguy
      Moonshineguy
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      Thanks for the detailed breakdown of the issue. I'll get right onto patching that next chance I get.
    2. MajorKirrahe89
      MajorKirrahe89
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      No need to thank me. If you'll get into patching, could to take a look at one more thing - Wood Elf Swift Silence (or something like that) script. It checks basic character max health, but when PC is under Fortify Health effect, it still checks basic value. So, let's say PC has 100 points basic health and Fortify Health 50 points - as long his health won't drop under 100, Swift Silence effect will be active. Don't know if it's supposed to work that way, but in my oppinion it should always be current max health, not the basic one.
    3. Moonshinefae
      Moonshinefae
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      oookay, I have put out a new version that (I believe) should fix the issues mentioned, as well as a few other small things (referencing player over self / imperial heart having the same issue as steed). I have not done extensive testing though, and I'm hoping that doesn't inevitably bite me in the ass.
  4. MercerMeka
    MercerMeka
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    Thanks for the update. I've never encountered the bug but thanks anyway.
    1. Moonshineguy
      Moonshineguy
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      Don't thank me, thank all the people who keep informing me of ways my mod is incomplete. It's been a pleasure.
  5. DonProtein
    DonProtein
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    Absolutely brilliant and underrated mod. Thank you!

    P.S. "Just Birthsigns" plugin still has lots of edits left from the all-in-one plugin, which may mess up compatibility for players without them guessing this plugin is the culprit. Just a little suggestion to remove those :)
    P.P.S. This plugin is indeed needed to be cleaned up (or more correctly to say refurbished decently) by you, as there are lots of connections between spells, scripts and effects, and non-author trying to delete the "unneeded" records from it to avoid conflict may end up with borking something. Lastly, scripts often contain data considering both birthsigns and races (aka 1 script for both features in race and birthsign plugins, which makes sense for AIO plugin, but doesn't quite much for a separate ones), making them still apply scripted changes depending on the race (for example, Warrior birthsign health bonus script checks if race is Wood Elf, and then gives additional 25 HP if so, etc).
    1. Moonshineguy
      Moonshineguy
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      Thank you for inspecting the mod. I don't know what I did when I first made those alternate files but yeah, those were a mess. I deleted mercilessly in Construction set, undeleted main game files and cleaned in TES4Edit. Let me know if I messed anything up.
  6. sspalex77
    sspalex77
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    This is an awesome mod, intuitive and adds a little diversity to both races and birthsigns! When I ran it through TES4Edit I got one error, would I be correct in assuming I shouldn't clean the mod?
    1. Moonshineguy
      Moonshineguy
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      using tes4edit you can filter for conflicts and manually check the context of the conflict. that should help you decide whether to address the issue.
  7. XehutL
    XehutL
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    The Apprentice' magicka bonus is not +50% from its base, nor +50% from its maximum.
    You are counting it as follows:
    INT + INT + INT + RaceBonus/2

    Which is neither:
    INT + INT + RaceBonus + INT (aka +50% of base value)
    INT + INT + RaceBonus + INT + RaceBonus/2 (aka +50% of maximum value)

    This is because of balancing issues?

    (I was toying with your stats and I changed some of racial bonuses - only to discover that they are hard scripted as exact values per race and not as their respective variable abilities)

    BTW, the Atronach bonus is the same:
    (INT+INT) + (INT+INT+RaceBonus)*BSignBonus/100

    I would say it's a bug rather than intention, am I right?
    1. Moonshineguy
      Moonshineguy
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      if any code is weird, it's likely because I ran into more bugs with a more standard solution. Everything has tested to my satisfaction in-game last I checked.
  8. Zazzzy
    Zazzzy
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    I found a bug where the Redguard's Power Bash ability is permanented if you block when there's less than 1,5 seconds left of Adrenaline Rush. So then you're stuck with 35% reflect damage indefinitely, or at least until you can cast Adrenaline Rush again. Not a gamebreaking bug but it happens quite frequently.
    1. Moonshineguy
      Moonshineguy
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      Thanks for letting me know, I guess that will have to be patched.
  9. Zazzzy
    Zazzzy
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    Sadly, it's not all that compatible with Balanced Magic :( The multiplier for the mana increase is based on the intelligence attribute, not the base mana. Since BM changes base mana to to 3.5 per intelligence point (and spell costs thereafter), the mana bonus just isn't worth the downsides of the atronach and apprentice. Is there a way for me to change the multiplier myself with the construction set? 
    1. Moonshineguy
      Moonshineguy
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      You should be able to, though you will need to access the construction set through the Oblivion Script Extender. (make a shortcut to obse_loader.exe and add -editor after the shortcut location) Alternatively, you could use TES4EDIT to remedy conflicts between the two mods until they better align to your desired settings.
    2. Zazzzy
      Zazzzy
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      Thanks! I did this and it worked well. I changed the percentages of the Apprentice and Atronach and added a 20% magicka multiplier for the Mage. I also changed a few other things to my liking. Among these small changes was something you might consider implementing: I changed the Tower Key power from 100 magnitude to 99. When the magnitude is 100, the power can open doors that "Need a key", which I assume is not intended. https://en.uesp.net/wiki/Oblivion:Open
  10. Zazzzy
    Zazzzy
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    I really like what I see. I think this is the best birthsign mod I've seen. Lore-friendly, non intrusive while still fun and very well balanced.

    A little concerned about the comment below about how it also made Martin non-essential. Are there any other hidden changes? Before I learn the hard way :) 
    1. Moonshineguy
      Moonshineguy
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      You make a very fair point. I might have an irrational hatred to essential NPCs. Let me remedy this. I'll double check if there were any other changes that I did for my own preference. I know I did mess with their abilities to better represent their updated birthsign, though I'll look back and see how little meddling I can manage.
    2. Zazzzy
      Zazzzy
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      Thanks for the reply. I also dislike the concept of essential NPCs, but I'm also aware that sometimes they just die for quite weird reasons since NPCs are quite fragile. Thanks for the update! Mod endorsed.

      Edit: I see there's only one updated file now. Does that mean that the NPC changes are in the now seperated Doomstone rebalance file? Since the birthsigns file is the one I use and that one is unchanged :)
    3. Moonshineguy
      Moonshineguy
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      the 'just birthsigns' file indicated that it already had the necessary NPCs set to essential, yes. the main mod (with races and birthsigns) was edited, but the 'doomstone' file was a new edition that has been there since last patch.