From the Wiki: "There is only one guaranteed spell tome; the add-on features a single non-respawning Conjurer who carries a single tome. This conjurer is initially located outside Fort Cedrian, but will seek you out wherever you are in Cyrodiil and attack on sight."
Hi, I've got a question, about something written in your readme:
<<All of this is done swiftly by calling a pair of functions about 15-20 seconds after you start your game, so as to give time for other mods to make their changes to spells and magic effects if necessary, and no further scripts are run by the mod for the remainder of your game session.>>
Is there a way to make the changes permanent, so the scripts don't have to run each time? (Especially for intensively-modded oblivions) Thanks for help
No, not really. Scripted changes to non-cloned forms like the text in a book and such last only for the duration of the game session. I suppose a way to make them permanent would be to clone each tome and apply the changes to the clone, plus scripting the default tomes to get replaced by the correspondent clone, but that's way too much pain for too little gain. If your game is struggling with the load of mods, your chances are better looking elsewhere to gain performance, this mod does very little to affect it.
Thanks again Miguick, your mod works on Polish Oblivion (verified without spell names prefixes for now). I'll write here again when I rebuild Bashed Patch with spell names prefixes.
I know, I solved it by setting a PostLoadGame event handler as soon as the splash screen appears. It was annoying me because of what I said about the text of the book persisting between complete reloads while in-game but not so the name and prize.
So, any feedback about whether it is working fine or not? It feels so lonely around here since Skyrim...
You might want GetGameLoaded instead of GetGameRestarted. GetGameRestarted requires that the player actually exit the game, whereas GetGameLoaded works if the game is just reloaded from a save.
Basically GetGameLoaded might run a little more often, but it does capture stuff that doesn't persist when the player reloads a saved game (from within the game already). GetGameRestarted is only called once - when the player starts Oblivion and loads a saved game or starts a new one. GetGameLoaded runs every time the game is loaded - including at the start of a new game.
And I hope I haven't COMPLETELY confused you now. XD
28 comments
You have to remove this clown!!!
https://www.nexusmods.com/oblivion/mods/47452
I've got a question, about something written in your readme:
<<All of this is done swiftly by calling a pair of functions about 15-20 seconds after you start your game, so as to give time for other mods to make their changes to spells and magic effects if necessary, and no further scripts are run by the mod for the remainder of your game session.>>
Is there a way to make the changes permanent, so the scripts don't have to run each time? (Especially for intensively-modded oblivions)
Thanks for help
If your game is struggling with the load of mods, your chances are better looking elsewhere to gain performance, this mod does very little to affect it.
Thanks for the mod, works just fine.
So, any feedback about whether it is working fine or not? It feels so lonely around here since Skyrim...
Basically GetGameLoaded might run a little more often, but it does capture stuff that doesn't persist when the player reloads a saved game (from within the game already). GetGameRestarted is only called once - when the player starts Oblivion and loads a saved game or starts a new one. GetGameLoaded runs every time the game is loaded - including at the start of a new game.
And I hope I haven't COMPLETELY confused you now. XD