Oblivion

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  1. qwertyasdfgh
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    Future Plans

    In addition to regular mod updates there are some things, that I'm thinking of making in the future. There is no ETA on any of those.

    • Birthsigns module will become a standalone mod, with some tweaks and new features
    • An optional addon will be released, which will include some "unbalanced" spells, things like Levitation and various teleportation options

    Latest Update Notes

    01.11.23: Version 1.24. Fixes several reported issues.
    10.09.23: Version 1.23. Fixes wrong calculation for magic damage if difficulty was between 40-60%, but not default (50%).
    09.07.23: Uploaded Version 2.0 of OBME Savegame Fixer. In addition to scanning objects around the player, this new version uses xOBSE to scan all loaded references and teleports the player if any of them contain stuck magic effects. Do not keep this plugin enabled after it has done it's job.
    02.06.23: Version 1.22. Major change is removal of Alchemy mechanics, which will be released a standalone mod. Also added some new minor options and fixed reported bugs. Make sure to check the full changelog.


    Previous Updates Log
    Spoiler:  
    Show

    23.02.22: Version 1.21. This is a bugfix update, dealing with several reported issues.
    30.12.21: Version 1.20. It resolves all reported issues and adds some new features, including: Summon Spriggan effect,
    improvements to Telekinesis and new visuals for elemental weapon buffs.
    17.07.21: Version 1.18.2. Should no longer trigger the errors from 1.18 and 1.18.1. Apologies for frequent updates, but this was needed.
    14.07.21: Version 1.18. Purely a bugfix release, no new content.
    10.07.21: Version 1.17. The main new feature of this release is addition of "concentration" spell effects, which would be familiar to Skyrim players. There aren't many of them so far, but more are planned. Full changelog is available, as always.
    10.05.21: Version 1.16. New Alchemy perks, changes to some old ones (yes, again), as well as some important bugfixes.
    02.05.21: Version 1.15. Had to release this update earlier than planned, because of a serious bug in Charm effect. Should be fixed now + update includes a number of things I've already worked on.
    25.04.21: Version 1.14. Decided to release this update ASAP, because it deals with potentially game-breaking issue with saves becoming unloadable when OBME.dll is present. More details in an article. Also added OBME Savegame Fixer utility plugin.
    23.04.21: Version 1.13. Fixed a number of reported (and some unreported) bugs, made a handful of balance adjustments and added a couple of small features.
    18.01.21: Version 1.12. It's a small update, mainly focusing on fixing reported issues.
    26.10.20: Version 1.11. Check Changelog for new features.
    01.07.20: Updated Birthsigns module to add missing effect to Warrior sign.
    29.06.20: Small update 1.10a released, adding compatibility for NorthernUI (when using a controller) and fixing one other issue.
    21.06.20: Version 1.10. Among other things introducing spell tomes and some needed changes to the school of Illusion. See full changelog for details.
    16.06.20: Uploaded OBME patch for 'Blood Is Everything'.
    30.05.20: Version 1.09 released, among other things adding support for LINK customization menu.
    22.05.20: Version 1.08 released.
    20.05.20: Uploaded OBME patch for 'Magic Visuals Overhaul'.
    19.05.20: Updated the description with most relevant information and made it prettier. Added an article on compatibility.
    09.05.20: Version 1.07 released.
    22.12.19: Uploaded OBME patches for 'Paladin Mod' and 'Druid Mod Remade'.
  2. begren01
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    Hello! I am enjoying this mod greatly and i really appreciate your work!
    I do want to suggest an idea/fix in regards to the spell Slowfall (im not sure if its meant to be like that)
    Slowfall is great and i love to use it, makes exploration very fun, however sometimes it can be very frustrating bc even going down the stairs is impossible with the spell (you just glide above them) Or the moment when you jumped off a very tall building and now you cant get down at all... and you're just stuck mid air and the only way down is to wait for the spell to wear off (which can sometimes take 3 minutes) , and to not die you need to use the spell again...
    I just want to suggest that may be there should be a method of aborting the spell, letting you fall down freely, or maybe allowing to lower yourself while using the spell in case something similar happens.
    That's the only thing!
    Thank you so much for your time!!
    *Written while being stuck mid air in one of the Oblivion gates*
  3. DominatedSquash
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    Hello. I am really enjoying your mod so far, thanks for your hard work. I have a few interesting quirks that are happening in my game. Even though I use LINK, some of my configuration settings aren’t loading correctly. Some do, like changing back to vanilla color for shock effect and changes to spell-making limits. Others don’t seem to stick at all, like changing the color of the light spell or having said light dispel when sneaking. The color can be adjusted correctly on each individual play session, but at the start of the next one it will revert to default white color. This is especially strange as using the LINK menu shows that my settings /are/ saved, they are just not always applied.

    Another thing I have noticed is the way the Journeyman and Expert destruction perks affect my game. Once reaching Journeyman level, it seems that 95% of the time I use destruction magic, enemies get staggered. I can spam flare to keep a single enemy at bay and chip them to death. My character hasn’t reached Expert level destruction yet, but the NPCs I have faced that might have always ragdoll my character when hitting with a destruction spell. This may be because I am playing a Highelf Apprentice build, so I take 125% damage from all elemental sources. If the stagger/expert effect is a calculation that takes damage into consideration then that would explain it. 

    Most other features of your excellent mod work as intended. I was wondering if there might be something up with my install, or if this is the current implementation of these features. Either way, I appreciate you reading my long winded message.

    My modlist is pretty short, so I’ll put that here:
    Northern UI (Vanilla) - I only use for controller support
    Northern UI Hotkeys - For adding hotkeys to controller
    MenuQue
    Oblivion XP Update
    Unofficial Patch
    LINK
    ALM
    There are some others, but they are really minor:
    Fractional Magic Damage, Enchantment cost Multiplier, AddActor Values, etc.

    I use Wrye Bash, and use the bashed patch after installing new stuff and before starting a run. My first idea was to do a clean install of xOBSE, as that has fixed things in the past for me, but some of the other mods are a bit temperamental with their scripting so I don’t want to try that if I don’t have to. Any input?
    1. qwertyasdfgh
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      The color of Light spell resetting might be a bug, I'll check.

      Elemental effects chance scales not with damage, but with resistance, so yes, if you have weakness to fire, then fire spells will stagger or ragdoll you more often.
    2. DominatedSquash
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      The stagger chance for my character makes sense then. What is the stagger chance for an enemy that has no fire resistance?
    3. qwertyasdfgh
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      It scales with destruction skill from 50% at journeyman to 75% at master. 
    4. DominatedSquash
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      Thanks for the info and the replies. Based on your info then enemies nearly always getting staggered is because of the Weakness effects I often cast on them. Some of my custom destruction spells even have weakness built into them, so it all makes sense now.
    5. DominatedSquash
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      An update on the “Dispel Light when sneaking” feature. It still wasn’t dispelling for me, even with the configuration set to “Yes”. It dawned upon me that the issue may be that I am using a controller (with Northern UI’s controller support), so I tried hitting control on my keyboard. It worked and the Light was dispelled. I figured then that the dispel must be associated with L-Ctrl, as is the case with the default Nighteye toggle being “N”. I tried testing this theory by rebinding Sneak to a few different keystrokes: R-Ctrl, R-Shift, +, etc. As you probably know it worked no matter what I rebound Sneak to. Still doesn’t work when I use the controller though. Figured I’d let you know that it wasn’t a bug with the mod, just a weird interaction with Northern UI’s controller support.
    6. qwertyasdfgh
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      Yeah, that is to be expected. Controller doesn't trigger the same script functions, so this feature will only work for keyboard.
  4. Kouenthel
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    Hello .i trulÿ wont to congratulate you for the creation of this masterpiece of a mod, i play the game since the day it was realesed , i ve never seen such an extensive mod cover ,you literaly cover everything concerning magic....period.

    I will dare to make a suggestion though if i may😁.
    To add a little more to the flavor .You can take the books that describe the various school of magic in the game and simply add the description that you have in the description of this mod page to those books . I Think its the best way ti describe what this mod does in a flavorful way, Sry for the length of this and for your time!!!!!.
    1. qwertyasdfgh
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      Actually, the magic school descriptions on mod page are already (partially) based on in-game books, with some minor edits.
      + the mod changes skill descriptions.
  5. MercerMeka
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    Hey,

    I cannot find the explanations for the options in the ini file so I'll ask here:

    In order to turn off the alternative elemental shield effect off do I just edit the ini so:
    set almQ.fElementalShieldDamageMult to 0

    Also what does this do :
    set almQ.bActiveInvisibility to x
    1. qwertyasdfgh
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      All settings are explained in LINK options menu.

      If you set first parameter to 0, shields will stop doing damage, but they will not revert to vanilla behavior.
      Second is for magicka regeneration during invisibility.
    2. MercerMeka
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      Thanks.
      I knew I had seen the explanations somewhere. Unfortunately I don't use LINK.
      If you update the mod again could you consider adding the option back to have vanilla behaviour for elemental shields?
      Perhaps a combo option as well :D
  6. owndpwnd94
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    Does this addon work with MO2? I can't seem to manage it to work because of OBME and AddActorValues not properly being installed via MO2, or am I doing something wrong ? I just want to integrate this well made mod with the heartland modlist from wabbajack
    1. qwertyasdfgh
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      Mod should work regardless of which mod manager you install it with, but I don't use MO2, so I don't know why it isn't installing mods correctly. 
  7. joekool34
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    Hey, love your mod, I've been having so much fun with it! It has actually inspired me to add new perks to the game for other skills. I assume you did that via scripting like with the new spell effects, but I was curious if there was a system you used in OBME.

    Either way, can't wait for more updates! I'd love to see more spell effects from Morrowind brought into Oblivion, and maybe even stuff from DnD. Cheers!
    1. qwertyasdfgh
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      OBME is needed to add new spell effects, which otherwise are hard-coded. Most perk effects are done with scripts. 
  8. RedHateGaming
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    Where would I be able to find the spell for Bound Battle Axe and Bound Warhammer? In the description its said that they've been added but they aren't with the regular conjuration spell vendor
    1. qwertyasdfgh
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      Both can be found at Arcane University.
      And before that, Volanaro and Arentus Falvius.
  9. heheno
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    You said go to interior cell on an existing cell.

    How do I get there?
    1. qwertyasdfgh
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      What do you mean? You can go to any interior, it's not some specific place.
    2. heheno
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      Nevermind, I misunderstood.

      What about ethereal form? How do I get it?

      Is it related to Leyawiin?
    3. qwertyasdfgh
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      If you want to know locations of unique spells, there's a list in articles tab.
  10. Ausarq23
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    i'm glad modders are making magic in Oblivion actually viable first it was Mighty Magicka then MM Reborn and now this (which i'd consider the definitive magic overhaul mod)
  11. TheDragon13
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    So do I just install either the av latta magicka or the rebalanced complete?

    Or if I want it to be rebalanced do I install them both?
    1. qwertyasdfgh
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      Install everything from downloaded archive.