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This page was last updated on 16 February 2024, 7:02PM
- Changelogs
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Version 1.25
- Added Bound Shortsword spell, as this was the last major weapon type not having a bound version.
- Slightly buffed base damage of slow two-handed bound weapons.
- Changed weapon enchantment shader for Curse Health Regeneration to vanilla one.
- Fixed Amulet of Disintegration not working.
- Fixed an issue where Fortify Spell Power effect could be stacked under certain circumstances.
- Fixed an issue where weapons with Expose enchantment would increase attacker's armor rating if used against enemies with Reflect Damage.
- Fixed an issue where re-casting the same spell before duration expired would apply spell effect cap incorrectly.
- Fixed an issue where info text in magic menu was sometimes put into second line with vanilla, or similar UI.
- Summon limit and magicka regeneration/spell power info is now displayed with NorthernUI.
- Effect resistance notifications can now only be displayed for player-casted spells.
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Version 1.24
- Fixed an issue with Alteration spells gradually decreasing their duration if they were re-cast in combat, after being cast out of combat for double duration.
- Fixed an issue with Expert Mysticism perk decreasing player Magicka if killed actor somehow had their Magicka in negative values.
- Fixed wrong model path for Bound Battleaxe.
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Version 1.23
- Fixed wrong damage calculations on non-default difficulties between 40-60%.
- OBME Difficulty fix now also works for enchantments.
- Adjusted progressive Magicka formula, making it less powerful with Intelligence over 100 and adding "soft caps". It is now also the default option for calculating Magicka.
- Updated Advanced ini file, removed deprecated settings and added new ones. Damage multiplier setting for elemental shields moved to main configuration options.
- Model replacement for DLC Spell Tomes will now only apply if default models are used.
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Version 1.22
- xOBSE v22.6+ is now a hard requirement.
- Removed Alchemy-related features - new skill perks and potion limit control - will be released as part of a standalone Alchemy overhaul.
- Added AutoPatcher script, that scans spell from all loaded mods, making sure all ALM features will work right (for example, Reanimation spells having a magnitude).
- Added a new mode of calculating total Magicka based on Intelligence only, independent from class and skills.
- Added an alternative form of penalty for wearing armor, which decreases Magicka regeneration rate, instead of spell power.
- Added an option to dispel all Light spells from player when sneaking.
- Added some new spells, including circular frost explosions and resist paralysis in spell form.
- Base costs for all magic effects are now enforced, to avoid discrepancies if other mods also change them.
- Added a fix for OBME issue where magic damage was not affected by game difficulty setting.
- All damage from mod's special spell effects is now also affected by game difficulty.
- Fixed damage calculation with Fortify Attack Damage for bow and arrow on non-default game difficulty.
- Fixed Night Eye, Water Breathing and Water Walking effects being free for constant effect enchantments.
- Fixed a 'divide by zero' error in script, happening if Telekinesis spells are cast too quickly.
- Fixed being able to loot bound arrows from dead enemies.
- Fixed Expose effect doing nothing on custom melee weapon enchantments.
- Fixed messages for resisting Turn Undead, Banish and Unbind effects displaying <no name> if effect came from enchantment.
- Fixed an issue where tutorial message for concentration effects was displayed for every new spell.
- Fixed an issue where enemies pretty much always ignored phantom creatures. Enemies are more likely to be distracted by phantoms if their intelligence is low.
- Removed "Detect Life Dialogue Fade" configuration option, because it wasn't working at all.
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Version 1.21
- Added an option to select preferred visual effect between Fire, Frost and Shock Weapons if multiple buffs are active.
- Journeyman and Master Conjuration perks will no longer work if summoned creature is in combat with the summoner.
- Fixed an issue where summoned creatures killed by the effect of Master Conjuration perk sometimes weren't dying and with OBSE 21 could cause savegame bloating.
- Fixed an issue where some array variables were not cleaned properly.
- Fixed an issue where ALM would revert blood texture settings to defaults even if they were changed by other mods.
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Version 1.20
- New Summon Spriggan magic effect with full integration.
- 2 new spell combos to discover.
- Some QoL improvements to Telekinesis:
objects are now automatically pulled close to player on initial cast;
movement is faster and held objects are more stable; - New visual effect for Telekinesis.
- Elemental Weapons spells now have a visual effect on weapon swings.
- Changed Poison Damage to use cut sound effects from base game.
- Unique items from Shivering Isles and some items from Morroblivion are now excluded from Alchemy perks effects.
- Tweaked Frenzy effect to make sure target will attack the closest actor, instead of occasionally going for the player instead.
- Fixed a CTD issue when an actor was killed by Elemental Shields under certain conditions.
- Fixed a console error when activating flora object with no ingredient defined.
- Fixed an issue where creatures summoned from leveled list were sometimes not recognized as summons.
- Fixed an issue where costs of all concentration effects was mistakenly calculated from Restoration skill.
- A couple of small fixes in Rebalance module.
- Added support for an item with Reanimate effect from 'Unique Artifacts for Unique People' mod.
- Added support for spell vendors from 'Glenmoril Covens' mod.
- Improved compatibility with 'Gather Ye Rosebuds', 'Area Harvest' and 'Harvest While Waiting" mods - all of them now benefit from Alchemy perks.
- If 'Oblivion Reloaded' mod is installed, new VFX for Restore Health effect is turned off automatically.
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Version 1.19
- New Apprentice Destruction perk: Fire, Frost and Shock spells can deal up to 20% more damage based an target's missing Health, Fatigue or Magicka percentage.
- Several changes to Dispel effect:
Dispel now works on all temporary effects (instead of just spells) - including lesser/greater powers, scrolls and weapon enchantments.
Dispel is no longer "all or nothing" - if an effect cannot be dispelled fully, its duration will still be shortened.
To compensate for the above buffs, relative strength of Dispel effect has been reduced from 5x magnitude to 3x. - New design for spell tomes text, now showing images for magic schools.
- Added tutorial message when first using any concentration spell.
(this update will reset all tutorial messages on existing saves) - Default healing spell is no longer concentration type.
- Added ALM spells for sale to unnamed Dark Brotherhood vendor (which appears after DB questline).
- Fixed an issue with "Active Invisibility" feature breaking Night Eye toggle key.
- Fixed an issue where all script effects (SEFF) were erroneously affected by Journeyman Alteration perk.
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Version 1.18.2
- Fixed an issue where spells which combined Target/Touch and Self effects weren't processed properly.
- Disabled Apprentice Destruction perk for now, as it was causing some issues.
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Version 1.18.1
- Removed error message popping up when casting Open spells.
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Version 1.18
- Added redundancy checks to prevent potential situation where a temporary variable was not reset on a character, leading to some mod functions not working properly - including, but not limited to Journeyman Alteration perk effect not reverting.
- Added an error message that would pop up, if the above situation was to happen again somehow.
- Fixed a minor issue in active potion count calculation, which could previously miscalculate multi-effect potions with various durations.
- Fixed an issue where some vanilla spells effects were not properly replaced when starting a new game.
- Improved compatibility with 'Unofficial Oblivion Patch' - UOP fix for enchanted items with "Fortify Alchemy" effect will now have correct magnitudes.
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Version 1.17
- Concentration spells come to Cyrodiil - hold cast key for continuous effect.
(Restore Health and Water Walking effects are currently available in concentration forms) - New feature: Moving while having Invisibility effect will stop natural Magicka regeneration [configurable].
- Moderately increased base cost of Invisibility spells.
- New visual effect for Water Walking spells, visible when on water surface.
- Reverted a change to Frenzy from previous update - as it turns out, it was unnecessary.
- Fixed an issue where using Absorb Health and magic damage multiplier could halt one of the mod's scripts.
- Fixed an issue where having "Cast" control set to LMB could leave user unable to interact with game menus.
- Fixed an issue where some elemental damage could heal the targets with over 100% resistance to this element.
- Tweaked the Journeyman Alteration perk implementation, which might fix the issue with it becoming stuck for some users.
- Improved compatibility with 'Interact Animations' - flora harvesting animations will now function.
- Improved compatibility with 'Maskar's Oblivion Overhaul' - damage dealt by some spells (weapon buffs, elemental shields) will scale with MOO damage multiplier.
- Concentration spells come to Cyrodiil - hold cast key for continuous effect.
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Version 1.16
- Added Flaming Familiar spell.
- 3 new perks for Alchemy - check description for details.
- Replaced Master Illusion perk: when target under your Frenzy spell is slain, their killer becomes frenzied instead.
(Part of planned replacement of all perks with constant abilities). - Replaced Expert Mysticism perk: killing an enemy absorbs all its Magicka.
(Part of planned replacement of all perks with constant abilities). - Changed Journeyman Alteration perk: beneficial Alteration spells now last twice as long if cast outside of combat.
(This is how I always wanted this perk to be, but thought it impossible to implement cleanly. Finally found what seems to be a good way to do it.) - Duration of Master Destruction perk buffed to 10 seconds. It can be stacked up to 3 times.
- Changed method with which Master Destruction and Journeyman Illusion perks are applied, should now work cleaner and less prone to bugs.
- Tweaked the formula for custom constant effect enchantments. There is now more difference between enchantments made with large and small souls, especially for expensive magic effects.
- All new spells added by the mod now have at least one guaranteed location (either added to a spell vendor or spell tome placed in the world).
- Removed the feature of summoned creatures turning against the caster.
(It required using "scripted token" method, which I highly dislike; it was RNG, which I also dislike; and NPC AI had no way of recognizing this, leading to unintended behavior.) - Removed change to healing potions rarity.
(This was a bit of a "feature creep" and best be handled by loot overhauls.) - Made spell tomes more common as loot.
- Fortify Attack Damage effect now works for Hand to Hand attacks.
- Petrification no longer works on skeletons in the same way it does on other enemies.
- Frenzied targets will no longer flee in combat.
- Reanimation will no longer change target's factions, as this can have unintended side effects. Added alternative way of stopping reanimated targets from fighting the player.
- Tweaked VFX colors for all Absorb effects.
- Fixed an issue with changes to base effect costs not being recognized properly.
- Fixed a typo in 'Superior Poison Resistance' spell name.
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Version 1.15
- Fixed Charm not working properly after 1.13 update.
- Added a configurable key to toggle any active Night Eye effect.
- Brand new set of icons for all "Bound Item" magic effects.
- New staffs from ALM now copy their appearance from vanilla items, meaning that if a mod like 'Diversified Staves' is installed, they'll match.
- Removed new item "Staff of Banishing" and moved it's enchantment to vanilla item "Staff of Banishment".
- Allowed Petrification to be used for custom enchantments.
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Version 1.14
- Added a fix for vanilla game issue that would cause CTD when loading a save with OBME.dll installed.
NOTE: this will not fix the saves that are already affected, but only prevent the bug from happening on working saves. - Added on option to disable Restore Health VFX (try this if you experience CTD when casting Restore Health).
- Added a fix for vanilla game issue that would cause CTD when loading a save with OBME.dll installed.
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Version 1.13
- Changed Expert Restoration perk: now makes all spells 25% more effective against Undead.
Reason: part of planned replacement of all passive perks with dynamic ones. - Added minimal durations for certain effects when spellmaking.
- Removed the option to toggle Charm and Fortify Skill effects for spellmaking. They are now always available, but with limitation on minimal duration, as mentioned above.
- Changed summon limit formula to (Willpower + Conjuration)/60 instead of (Willpower + Conjuration)/50.
This is a balance change, as the ability to have 4 summons was too powerful. Now the maximum number of summons is 3 (without using uncappers). - Changed Journeyman Mysticism perk to absorb 2.5% of enemy soul instead of 5%.
- Corrected "Barter Factor" values on some of the new magic effects, so enchanting with them is no longer stupidly cheap.
- Effect list in enchanting menu is now less cluttered - negative effects are hidden when enchanting apparel, and positive effects hidden when enchanting weapons.
- Spell tomes from official DLC will now have the same appearance and naming convention as ALM spell tomes.
- Magicka Vortex spell from Spell Tomes DLC now uses real Stunted Magicka effect, instead of the scripted one.
- Improved visual and sound effects when opponent is unfrozen or unpetrified.
- Petrifying or freezing an opponent will now interrupt spoken dialogue lines.
- Fired Bound Arrows are now unaffected by gravity. Additionally, skill-based projectile speed will now affect bound arrows as well.
- Scripted effects on some vanilla magic items now have customized icons.
(this includes: Mora's Soul Trap, Namira's Shroud, Sanguine Rose, Turpentine, Reverse Invisibility scroll). - Fixed a vanilla issue where holding block caused casting animation to be cut off too early.
- Fixed a wrong texture path in Restore Health visual effect (I am unsure, whether or not this will fix the crashes some people have been reporting).
- Fixed an issue where reloading a different save while paralyzed will leave the player unable to access inventory (and an issue of similar nature with projectile control feature).
- Fixed an issue where firing a bow didn't dispel Ethereal Form effect.
- Fixed an issue where Charm effect didn't reset properly if player left the cell with affected actor before the spell expired.
- Fixed an issue where Turn Undead could sometimes work even if target was too high level for a particular spell.
- Fixed an issue where Journeyman Mysticism perk could increase enchanted weapon charge beyond it's maximum.
- Removed GMST edit that could prevent mods that enable Fatigue effects on spell power from working as intended.
- Added internal support for Reanimation spell from 'Cyrodiil Upgrade Resource Pack'.
- Improved compatibility with 'Spell Renamer Basic' mod.
- Removed name checks when determining if actor is undead or daedra. They only worked for English language, were mostly unnecessary and could result in false positives.
- Removed old compatibility code for Supreme Magicka, since it's no longer relevant after SM new update.
- Removed hard edits to magic effects from Rebalance module, replaced completely with scripted edits for better compatibility.
- Changed Expert Restoration perk: now makes all spells 25% more effective against Undead.
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Version 1.12
- Added an option to disallow soultrapping of summoned creatures [off by default].
- Fixed an issue which could cause the game to crash if an NPC with bow equipped was reanimated.
- Fixed an issue with inventory key (Tab) not reenabling after Paralysis wears off (if Player Paralysis feature is used).
- Fixed an issue with Fortify Attack Damage effect being twice as strong when using bow and arrows.
- Added Bash Tags to Rebalance file description.
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Version 1.11
- Main archive now contains only full rebalance module for easier installation. Modular rebalance will now be available as an optional download.
- New "Projectile Control" feature: continue holding cast key after releasing a spell to have (limited) control over the projectile during flight (requires a skill of 25 in respective spell school).
- New "Ethereal Form" magic effect is available, which makes the caster impervious to damage, but is dispelled on any action.
- Added configurable caps for Resist Magic (Default: 85), Reflect Damage and Reflect Spell effects (Default: 80, for both).
- Changed Apprentice Alteration perk: protective Alteration spells you cast are 20% stronger if not wearing any armor.
Reason: part of planned replacement of passive perks (that only give an ability) with something more dynamic. In this case the base idea behind the perk is unchanged. - Changed Master Restoration perk: healing and protective spells from restoration school now have the ability to dispel continuous damage effects and certain debuffs.
Reason: old perk was reported to cause crashes under certain circumstances, and there's no way to cleanly implement it's functionality with current tools. - Added settings to change upper limits of magnitude, area and duration for effects when spellmaking and enchanting. Default upper limits for these were also raised.
Changed lower limits of magnitude to 1 and duration to 0 when spellmaking and enchanting.
Spellmaking menu will now respect individual effect caps.
(All above changes to spellmaking menu support vanilla, Darnified and NorthernUI). - Fortify Health will no longer decrease health below maximum when it expires, preventing this effect from potentially killing the player.
- Added an option to cap the max number of summons, when Dynamic Summon Limit is enabled.
- Changed effects of Ayleid Well to fortify spell power as well as restore Magicka, and increased it's duration.
- Restored cut unique icons for "Summon Haskill", "Sheogorath's Protection" and "Control Weather" spells (thanks to misteralter for his mod that brought this to my attention).
- New visual effect for Restore Health effect.
- Added an option to disable refraction shader for Chameleon magic effect.
- Shortened ingame description of Mysticism skill, so it fits fully in various UI mods.
- Disabling certain features in LINK menu, will now revert game settings to their current values, instead of game defaults - improves compatibility.
- Better compatibility with controller when using NorthernUI, supporting Player Paralysis feature, summoning Bound Arrows and Projectile Control.
- Fixed an issue where caster and target were not properly switched when certain ALM spells were reflected.
- Fixed an issue where Fortify Spell Power effect would multiply itself with repeated casts.
- Added a workaround for the crash when using Bound Bow effect on horseback with 'Enhanced Mounted Combat' mod installed.
(Note that unless 'Enhanced Camera' mod is also installed, this fix will cause camera to switch between first/third person, when casting Bound Bow on horseback.)
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Version 1.10a
- Fixed an issue with player character sliding if hit with frost damage critical effect when moving.
- Made Alteration Master perk work when using NorthernUI with controller.
- [Birthsigns Module] Added missing Fortify Attack Damage effect to Warrior sign.
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Version 1.10
- Changed Master Alteration perk: it now allows the user to hover in the air while Slowfall effect is active using Jump key. The reason for this is twofold:
- Previously 3 out of 4 Alteration perks were related to Shield spells, which I think is rather one-sided.
- Old perk could've potentially had unintended interactions with combat overhauls, which I'd like to avoid. - Slowfall effect will now play a visual effect beneath player's feet when active.
- Changed Apprentice Illusion perk: targets under the effects of Frenzy, Command and Rally deal 15% more damage and targets under the effects of Frenzy, Demoralize and Calm receive 15% more damage. Reason: old perk didn't work as intended, and there wasn't really a way to make it work.
- Fixed absurdly low cost of Frenzy spells.
- Added higher level variants of Calm and Frenzy spells.
- Distributed Silence resistance of varying magnitudes among enemy mages, vampires, ghosts, liches and certain boss NPCs.
- Added configurable cap for Chameleon effect (Default: 75%).
- Added fixes for 2 vanilla bugs with Telekinesis: Telekinesis scrolls will now actually work and Telekinesis spells will not erroneously increase their range if cast without a target multiple times.
- Illegal Magic: Casting Open and Telekinesis spells on owned objects is now considered a crime (configurable).
- Added Welkynd Essenses, which can be found in select Ayleid Ruins - using this item allows creation of one custom spell for free.
- Added over 100 spell tomes for ALM spells, which can be found in random loot, shops and hand-placed in the world.
- Added a second set of master spells, available for purchase from master trainers of each School.
- Potions are now also processed by Av Latta Magicka, with changes applied if necessary.
- Effects that come from constant abilities are no longer available for player during spellmaking.
- Now only creatures summoned by spells (but not powers or scrolls) can turn against the summoner.
- Tweaked Detect Life script to hopefully be more compatible with other mods that change Detect Life dynamically.
- Updated icon of Fortify Attack Damage effect to be in line with other "Fortify" effects.
- Added support for reanimation magic items from Maskar's Oblivion Overhaul and Fleshed Out Necromancers.
- Changed Master Alteration perk: it now allows the user to hover in the air while Slowfall effect is active using Jump key. The reason for this is twofold:
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Version 1.09
- Summoning a creature beyond the Conjuration skill now has a chance of it turning against the summoner (configurable).
- Added LINK customization support for all settings from main INI file.
- Removed support for character-specific INI files, use LINK instead.
- Moved global spell cost and damage multipliers to main INI file.
- Added setting to enable Charm and Fortify Skill for spellmaking, by request.
- Added setting to toggle magic effect combos on or off.
- Added setting to toggle skill-based projectile speeds.
- Skill-based projectile speeds now work only for the player character (when used on NPCs, this feature disrupted their aim at a moving target).
- Moved setting for Elemental Shields Rebalance to Advanced INI file.
- Removed setting to toggle Frenzy working on creatures, it is now always active.
- Revised some of the enchant factors of magic effects (settings that determine the power of custom enchantments).
- Av Latta Magicka now enforces its changes to base effect costs and enchant factors via script. Added a setting to optionally disable that to Advanced INI file.
- All mechanics not related to caster's magic skill now correctly apply to effects from enchantments (scrolls, staves, weapons).
- Fixed an error where Restore Magicka effect was enabled for custom enchanting, instead of Reflect Magic.
- Corrected Frost Resistance spells to be named similar to other resistances.
- Fixed incorrect model path for Bound Arrows.
- Fixed an issue where player was able to fire Bound Arrow from a regular bow, if spell wore off while Bound Bow was drawn.
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Version 1.08
- Spell projectile speed now scales with skill level in corresponding school of magic.
- Restored cut "Wabba Summon" magic effect, spell can be bought from vendor in Shivering Isles.
- Added global multiplier for magic damage to advanced INI file.
- Weakness to Magic can no longer multiply itself with continuous applications.
- Alternative Spell Absorption will now only work on hostile effects.
- Chance of special effects from elemental spells now scales with Destruction skill.
- Spell mastery levels are now temporarily re-enabled during spellmaking.
- Fixed a visual glitch occurring when an enemy was killed while frozen by frost spell special effect.
- When using vanilla UI, text about summon limit will no longer clip beyond menu boundaries.
- Some internal changes for future compatibility.
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Version 1.07a
- Fixed an issue with global spell cost multiplier not being set when the mod is loaded for the first time.
- Forwarded UOP changes to Absorb Magicka effect.
- Removed some development leftovers and test items from the mod.
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Version 1.07
- Expanded the Rebalance module which is now available as a single esp file, affecting spells, potions and enchantments. Optional esp files can be used, which affect only one category of items.
- Added an INI option to adjust global magic projectile speed.
- Added a second "Advanced" INI file, which has options to adjust some internal modifiers, affecting game balance. This should only be used by people who know what they are doing.
- Changed Journeyman Mysticism perk to absorb 5% of every slain enemy soul, restoring some charge to equipped enchanted weapon. This will fix CTD issues with old perk some people were having and makes INI option to disable it unnecessary.
- Fixed Apprentice Mysticism perk to correctly reduce spell costs by 15%.
- Introduced Bound Battle Axe, Bound Claymore and Bound Warhammer magic effects, distributed among enemy mages and spell merchants.
- Restored cut Summon Wraith magic effect, distributed among enemy mages and spell merchants.
- Restored previously unused spells which summon multiple pieces of bound armor at once.
- Casting Restore Health on wounded actor will give a minor increase of disposition.
- Resistances to individual magic effects now work for self-targeted spells.
- Attacks from Spider Daedra, Spriggans and Elytras now use Poison Damage instead of generic Damage Health effect, with increased strength to compensate.
- Added Poison Damage to Spiddal Stick and Spore Pod traps, on top of existing effects.
- Petrification spells are now cheaper.
- Petrified targets can no longer be affected by other spells and are very resistant to physical damage.
- Knights of Order (and Jyggalag) are now immune to Petrification.
- All Daedra are now 25% resistant to Petrification.
- Option to change bound weapons to use default daedric visuals will now also remove extra VFX, include inventory icons and respect potential model replacers.
- Fixed an issue with new spells not being properly distributed into enemy leveled lists.
- Damage dealt by Fire/Frost/Shock Weapons spells is now subject to Reflect Magic effect.
- Risen Flesh power now correctly has a magnitude.
- Expert Alteration perk now works with Poison Shield/Poison Damage effect combination.
- Frostguard now has the same magnitude as other Expert-level resistance spells.
- Fixed Fortify Spell Power effect not persisting in saved game.
- Added built-in support for 'Lost Sorceries of the Ayleids' mod - Reanimation spell from that mod will correctly have a magnitude.
- Added built-in support for "Potion Naming" mod - ALM potions will be correctly renamed.
- Removed "Unknown Enchantment Effects" feature. It was pretty useless and could be circumvented by looking at active effects menu.
- Removed the feature to display effects from a spell tome in UI popup (it was moved to a different mod).
- Removed Av Latta Magicka's user-defined OBSE events. They have been reported to potentially cause crashes when used with very specific combination of mods. Since there were no practical use for them, it's best to be safe.
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Version 1.06
- Feather effects are now considered "neutral" and not "beneficial", meaning they can be stacked like in vanilla game.
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Version 1.05
- Introduced alternative mode for Spell Absorbtion, in which it will always absorb a percentage of Magicka from incoming spells, but will not protect from their effects.
- Greater Powers are now always immune to Silence effect (affects all Greater Powers, including ones added by mods).
- Greater Powers will now stack with spells.
- Special properties from elemental damage effects and stagger from Burden effect will now only trigger for most powerful effect of a multi-effect spells.
- Journeyman Illusion perk will now only trigger if target is not in combat, preventing the ability to infinitely chain magic sneak attacks.
- Multiple balance tweaks to existing and new spells.
- Adjusted AI data of all ALM summons, so they can follow player through load doors.
- Fixed a bug where creatures would sometimes not play their death animations when killed by Destruction spells.
- Added a workaround for OBME issue, where constant Damage Magicka effects would put Magicka into infinite negative values.
- Fixed ingame perk descriptions, which displayed incorrect information, as well as some typos.
- Fixed an issue where different Fortify Attribute or Fortify Skill effects couldn't be used together.
- [Birthsigns Module] Included UOP changes to birthsign powers, where necessary.
- [Birthsigns Module] Fixed Lover's Personality bonus to correctly have a magnitude of 10 points.
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Version 1.04
- Introduced Poison Shield effect, with the same mechanics as Fire/Frost/Shock Shield effects.
- Fixed a bug where actors which were previously killed by some ALM effects would spawn with zero Health.
- If Knights of the Nine expansion is installed, spell vendors from it will sell ALM spells, same as vanilla vendors they are meant to replace.
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Version 1.03
- Introduced Magic Sneak Attack bonuses, toggelable in the INI file.
- Introduced "Drain Health doesn't kill" option - targets, whose current Health is below Drain Health effect magnitude, will instead be left with 1 HP.
- If 'Soulgem Magic' mod is installed, Journeyman Mysticism perk will automatically be disabled, because of a mod conflict.
- In addition to the above, introduced an INI option to manually disable Journeyman Mysticism perk if some other conflicting mod is used.
- Corrected pre-made Resist Petrification spells to be self-targeted.
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Version 1.02
- Added an option to change Shock Damage bolt effect to yellow color.
- Fixed an issue with Fortify <Effect> Power effects applying a higher bonus than they should.
- Fixed an issue with Disable Spell Levels option not working with non-autocalculated spells.
- Removed Potion Sorting and Potion Icons features, because they stopped player-created potions from stacking in inventory (and potion icons didn't even work properly for vanilla potion creation).
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Version 1.01
- Fixed a critical initialization bug with Detect Life Overhaul, Turn Undead Expanded, Frenzy Expanded and Charm, which could potentially lead to crashes on loading a save.
- Detect Life will no longer show it's shaders if effect is not applied to the player.
- Added an error check for presense of CustomSpellIcons.dll (and its variations).
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- Author's activity
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February 2024
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16 Feb 2024, 7:02PM | Action by: qwertyasdfgh
Primary image changed
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16 Feb 2024, 7:02PM | Action by: qwertyasdfgh
Mod image added
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16 Feb 2024, 7:01PM | Action by: qwertyasdfgh
Changelog added
'Change log added for version 1.25'
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16 Feb 2024, 7:00PM | Action by: qwertyasdfgh
File added
'Av Latta Magicka [version 1.25]'
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16 Feb 2024, 6:59PM | Action by: qwertyasdfgh
Attribute change
'Description changed.'
November 2023
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01 Nov 2023, 8:40PM | Action by: qwertyasdfgh
Changelog added
'Change log added for version 1.24'
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01 Nov 2023, 8:40PM | Action by: qwertyasdfgh
File added
'Av Latta Magicka [version 1.24]'
September 2023
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13 Sep 2023, 8:34PM | Action by: qwertyasdfgh
Attribute change
'File \'Magic Visuals Overhaul - OBME Patch\' category changed to Old versions.'
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10 Sep 2023, 7:45PM | Action by: qwertyasdfgh
Attribute change
'Description changed.'
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10 Sep 2023, 7:37PM | Action by: qwertyasdfgh
Changelog added
'Change log added for version 1.23'
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10 Sep 2023, 7:36PM | Action by: qwertyasdfgh
File added
'Av Latta Magicka [version 1.23]'
July 2023
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09 Jul 2023, 3:01PM | Action by: qwertyasdfgh
Attribute change
'Description changed.'
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09 Jul 2023, 3:00PM | Action by: qwertyasdfgh
Attribute change
'Description changed.'
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09 Jul 2023, 2:59PM | Action by: qwertyasdfgh
Attribute change
'Description changed.'
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09 Jul 2023, 2:54PM | Action by: qwertyasdfgh
Attribute change
'Description changed.'
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09 Jul 2023, 2:48PM | Action by: qwertyasdfgh
Attribute change
'Description changed.'
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09 Jul 2023, 1:45PM | Action by: qwertyasdfgh
Attribute change
'File \'OBME Savegame Fixer\' description changed.'
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09 Jul 2023, 1:43PM | Action by: qwertyasdfgh
Mod edited
'OBME and Savegame CTD'
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09 Jul 2023, 1:39PM | Action by: qwertyasdfgh
Attribute change
'File \'OBME Savegame Fixer\' description changed.'
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09 Jul 2023, 1:33PM | Action by: qwertyasdfgh
File added
'OBME Savegame Fixer [version 2.0]'
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- Mod page activity
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May 2024
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09 May 2024, 3:56AM | Action by: LordCalvariam
Tracked
'Av Latta Magicka - Oblivion Magic Overhaul'
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08 May 2024, 9:28PM | Action by: SirRosstifer
Tracked
'Av Latta Magicka - Oblivion Magic Overhaul'
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07 May 2024, 12:35AM | Action by: cbgreely
Tracked
'Av Latta Magicka - Oblivion Magic Overhaul'
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06 May 2024, 9:38PM | Action by: tcolahan
Endorsed
'Av Latta Magicka - Oblivion Magic Overhaul'
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06 May 2024, 2:23PM | Action by: tasmonex
Endorsed
'Av Latta Magicka - Oblivion Magic Overhaul'
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05 May 2024, 9:15PM | Action by: JollytheJitterbug
Endorsed
'Av Latta Magicka - Oblivion Magic Overhaul'
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05 May 2024, 6:06AM | Action by: TheCarnivoresMaster
Tracked
'Av Latta Magicka - Oblivion Magic Overhaul'
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04 May 2024, 10:20PM | Action by: J0513dog
Endorsed
'Av Latta Magicka - Oblivion Magic Overhaul'
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04 May 2024, 3:10PM | Action by: Zenguard128
Endorsed
'Av Latta Magicka - Oblivion Magic Overhaul'
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03 May 2024, 2:20PM | Action by: MajesticLem0n
Endorsed
'Av Latta Magicka - Oblivion Magic Overhaul'
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01 May 2024, 7:30AM | Action by: KrispyKrem
Tracked
'Av Latta Magicka - Oblivion Magic Overhaul'
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01 May 2024, 2:27AM | Action by: JunkyardLazyGhoul
Endorsed
'Av Latta Magicka - Oblivion Magic Overhaul'
April 2024
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30 Apr 2024, 12:58AM | Action by: Zusk
Endorsed
'Av Latta Magicka - Oblivion Magic Overhaul'
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27 Apr 2024, 6:48PM | Action by: Deleted209003032User
Tracked
'Av Latta Magicka - Oblivion Magic Overhaul'
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27 Apr 2024, 5:53PM | Action by: jace14
Endorsed
'Av Latta Magicka - Oblivion Magic Overhaul'
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26 Apr 2024, 9:56AM | Action by: DaggerXsky
Tracked
'Av Latta Magicka - Oblivion Magic Overhaul'
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26 Apr 2024, 5:40AM | Action by: Zzayash
Endorsed
'Av Latta Magicka - Oblivion Magic Overhaul'
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26 Apr 2024, 2:27AM | Action by: Jobothehobo2006
Endorsed
'Av Latta Magicka - Oblivion Magic Overhaul'
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25 Apr 2024, 4:58PM | Action by: lokithebrave
Tracked
'Av Latta Magicka - Oblivion Magic Overhaul'
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24 Apr 2024, 8:14PM | Action by: Joell412
Endorsed
'Av Latta Magicka - Oblivion Magic Overhaul'
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