Oblivion
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DocRob

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DocRob

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48 comments

  1. 45AARP
    45AARP
    • member
    • 59 kudos
    The magic skill perks nerfed really feels like something that should've been in the base game. The only issue I've seen is when you die you get messages spamming about adding/removing the perks, which was easily fixed by adding a GetDead check in the script that adds the perks.
    1. RavenMind
      RavenMind
      • supporter
      • 44 kudos
      I get that too, but it's never caused any problems that I'm aware of.
      There is an easy workaround though; don't die.
    2. Mercer Meka
      Mercer Meka
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      • 61 kudos
      Can someone please tell how to edit the script to stop the message spam upon death?
    3. Nibenon76
      Nibenon76
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      • 14 kudos
      The message spam happens also when any of your magic skills has been changed. This is because the mod adds the invisible rings into the PC's inventory upon loading the game for the first time with the mod active. Those rings have the attached to them scripts that add/remove spells with different Fortify Magicka spell boosts according to the current magic skill mastery levels (so any change of any magic skill level forces removing/adding the spells once again). There is also a condition that the PC must be playable, so apparently when they die they are not playable anymore so the mod keeps removing/adding the spells. The only way to get rid of the annoying message spam is to disable the messages on adding spells in general.

      EDIT: Here is a solution to the message spam problem when the script adds something to the player.
      EDIT2: There is even better solution to the problem: change all AddSpell commands in the mod's scripts to AddSpellNS - a spamless version of the same command that was added with OBSE 15.
      EDIT3: Here is an edited Magic Skill Perks Nerfed.esp with no spamming messages, if you're interesed. Besides all the AddSpell commands there I've also changed all RemoveSpell commands to their messageless RemoveSpellNS counterparts in order to get rid of their possible messages too.
      @DocRob
      Feel free to upload it here in the Files section if you wish.
    4. andreasadi
      andreasadi
      • member
      • 0 kudos
      are this problem only belong to nerfed version? i want to install godlike version, cause i want to become like god. XD XD XD XD XD 
  2. mordymion
    mordymion
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    • 0 kudos
    Not sure anyone's still here, but I'm having issues getting this to work. I have tried a couple of the ESP's, but none of them work. I get the "remove all perks" skill, but no perks ever show up. I have journeyman or higher in everything, but still no perks. Any advice?
  3. Cadances
    Cadances
    • member
    • 1 kudos
    Bump this great mod for mage players!
  4. RavenMind
    RavenMind
    • supporter
    • 44 kudos
    Great idea! I always thought gaining a magicka pool based solely off of 1 attribute with 3 skills never made any sense, in a role-playing way. Now I have some control & the ability to add some realism (the way I see it) to the game. Kudos!!
  5. Kolagon
    Kolagon
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    • 16 kudos
    If there is ever a chance you return to this mod, I think you seriously need to nerf this, I'm getting WAY to much magicka.
    1. DocRob
      DocRob
      • supporter
      • 24 kudos
      I've added a nerfed .esp in the latest version; reduces the fortification dramatically while still remaining a "perk" and enough to provide a small boost while not flooding your magicka pool. Follow the instructions in the readme for replacing the .esp and you should get results (I hope) closer to what you're looking for.
  6. AllenMaruchi
    AllenMaruchi
    • member
    • 6 kudos
    Very nice idea! Thank you for this!


    I know i'm leaving the comment 2 years and a half after the last comment, but.... um... anyways...

  7. Eolhin
    Eolhin
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    • 145 kudos
    I need to do some playing myself.
  8. DocRob
    DocRob
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    • 24 kudos
    I will definitely give this a try--probably Friday, my day off and the only real time I have to "dig in" on my projects lately. Already got the silent MP3s (Silent Tracks Extended, I think it's called) in place so good to go there. At this moment though, it's time to play. :-)
  9. Eolhin
    Eolhin
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    • 145 kudos
    Well, the way I set it up, it just plays the MP3 once, then kicks back to the normal music. I just made sure that the MP3 was the length that I wanted. If you want the music to loop, then stop because of some action of the player, etc, you can tell it to play the normal cell music, and that will override the MP3 that you had playing. Or, if you want, for instance, silence after the MP3 you had going, then tell it to play an MP3 of silence, and that will turn off the other MP3, and when it finishes, should revert to normal room music. If you need the link of where to download the silences of various lengths, I have it. And you are quite welcome.
  10. DocRob
    DocRob
    • supporter
    • 24 kudos
    Ah, thanks--not sure what happened there with the file. Maybe a glitch in the Nexus system, given it was supposed to replace the old with the new. Ah well, easily fixed. :-)

    Thanks for the tip! I'd followed those tutorials at CS Wiki and while I got the music to play, it was getting it to stop that was the issue--I used OnTrigger instead of OnLoad. Come to think of it I'll also have to check and see if I set the music type properly (overlooking the obvious is a fault of mine. LOL) Going to give that a shot soon as I get a chance, thanks again.