Oblivion
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Malurth

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Malurth

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Little configurable script-based mod that changes some magic-related game settings.

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Yo. I mostly made this mod for personal use, to tweak some settings slightly so that magic feels more balanced to me, and expose them in an .ini file so I can just edit a text file instead of having to make/edit a mod in the construction set and rerun BOSS. As of now, it just modifies a number of magic related game settings, disables/enables a few effects for spellmaking, optionally disables melee sneak attack bonuses when you have 100% chameleon, and optionally allows for more summoned creatures at higher skills of Conjuration.

The spells up for toggling from spellmaking currently are Charm, Chameleon, Restore Magicka, and Reanimate. In Vanilla, the first 3 are enabled with the latter disabled, and I inverted that. Charm and Chameleon are very exploitable in spellmaking and smart use of them can break the game wide open. Restore Magicka is just lame to have in spellmaking, since it's nearly always magicka-efficient to add it (and when used in conjunction with my more seasoned mod, Customizable Magic Progression, it's always optimal to slap on since more costly spells will give you more EXP). Reanimate is enabled because it's not particularly special or out of the ordinary; granted, there is only one spell in the game with it, Risen Flesh, but it's just a normal spell pretty much, and there's no way allowing it in spellmaking would be very exploitable, so why not.

On the other hand I found that the most easily exploitable spell in the game was Chameleon, even with OOO installed, which raises its cost...this is because it was simple to craft 100% chameleon spells, plus perhaps a fortify strength/blade effect, and just spam sneak attacks on targets that would never detect you. This did significantly more damage than any other simple tactic I found, and made you untargetable/undetectable all the while, so I had to start just ignoring my "win fight" button to keep the game interesting. Now I've enforced it by setting all melee sneak attacks to 1x while under 100% chameleon...but of course you can disable this in the .ini. (And you should if you're using some other mod that modifies sneak bonuses on the fly, like MOO's extra bonuses for daggers/shrouded armor, because at least right now it doesn't play nicely with this option. It's not as big of a deal anyway if you disable it in spellmaking.) I probably would have preferred to just cap the max Chameleon you can have at once, but I wouldn't be able to reflect that in the spellmaking menu, so nah.

Should be easy to install, just extract to the data folder or use Wrye Bash or something. All of the settings are exposed in Data\ini\LightweightMagicBalancer.ini.