Oblivion

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Zantheros

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Zantheros

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About this mod

This is a simple add-on to Immersive Weapons. They are weapons of my own design, and they are stupidly OP. Their sole purpose is to screw around.
Note that they have not been placed in the game world, and need to be added to your inventory via the console, which is accessed via the tilde key ( ~ ).

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This is a simple add-on to Immersive Weapons. They are weapons of my own design, and they are stupidly OP. Their sole purpose is to screw around.
Note that they have not been placed in the game world, and need to be added to your inventory via the console, which is accessed via the tilde key ( ~ ).


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So for my first mod, have something basic that anyone with a rudimentary understanding of the Oblivion CS can create.
I'm no modder, I just wanted to make something fun for both myself and a couple friends of mine. So I came up with some overpowered weapons with obscenely powerful enchantments. If that wasn't enough, there's unlimited charge on every one of them.

FIRST AND FOREMOST, though two of the weapons use models and textures from the vanilla game, the other four all use ones provided by the Immersive Weapons mod created by Ironman5000. It is a huge mod that takes half a gig of storage, so make sure you have room for it before attempting to install it.
https://www.nexusmods.com/oblivion/mods/43879

To add these weapons to your inventory, use the console command "player.additem <ID> <#>", where the <ID> is the weapon's unique identifier, and <#> is how many of them you want to add. Make sure to NOT include the brackets!
NOTE: Because they are not in the game world, you must use this command to obtain them.

The weapons added are thusly. Included is the name, model used, enchantment, and in-game ID. Take note that the first two characters in the ID correspond with the mod's location in the load order.
For example, if this is the 28th mod/plugin loaded, the first two characters would be "1B".


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APOCALYPSE - xx000EDD
Dragonhunter's Longsword (IW)
Fire, frost, and shock damage 100 pts each in 100 ft

GREATSWORD OF FORCE - xx000EDF
Black Ebony (IW - script removed)
Drain fatigue 1000 pts for 1 sec

HADES' SOUL - xx000EE0
Elven Kodachi (IW)
Damage all attributes 10 pts

SHATTERSPIKE - xx000EDE
Corralnium Nail (IW, script removed, speed and reach slightly increased)
Disintegrate weapon and armor 1000 pts each

WTF ARROW - xx000EE1
Rose of Sithis (vanilla)
No enchantments, but insane damage and knockback, with brief "spaghetti" effect on ragdolls

ZAN'S SWORD - xx000EDB
Goldbrand (vanilla)
Fire, frost, shock, damage health, absorb health, 5 pts each
Only overpowered because the enchantment is infinite


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NOTES ABOUT THESE WEAPONS

They all show a charge of 0/0, and 0 uses. This is because the enchantments themselves actually use 0 charge per use. In order to make them work in-game, I also set the maximum charge to 0. What this does is essentially trick the game into allowing an unlimited number of uses, so you never need to recharge the weapons. All you need is 50 Armorer skill to make sure you can keep them in good repair.

The Greatsword of Force's enchantment causes enemies to fall over and ragdoll with every hit, hence its name. However, high-level Breton enemies with equipment that offers magic resistance may not be affected by this, and Xivilai of course have a 50% spell absorb chance so it'll only work half the time on them.

Hades' Soul only shows 7 of the 8 attributes, but that's because only 8 "tabs" can be displayed at once, and one is taken up by the weapon's type. It DOES damage all 8 attributes though. Create a "reflect spell" spell on touch/target of at least 10% magnitude, use it on an NPC, then hit them with the sword... and you will see, hehe.

The core stats of every weapon have been altered slightly (weight, base attack, etc.), and the value has been skyrocketed to reflect their overpowered nature.


INSTALLATION INSTRUCTIONS

Quite simple really. Just copy-paste the .esp into Oblivion's data folder, wherever it may be stored on your computer. Once you've done that, open up OMM and enable it from there (and see find out the load order to get the first two numbers of the IDs), or enable it from the Oblivion launcher's "Data Files" section. If you do the latter, you might need to experiment to find which first two numbers are going to work.


INCOMPATIBILITIES

None. This isn't a replacement or retexture or recoding of anything in the game or any other mods.


SERVICE/REPORTS

Due to the mod being so simple and small, there shouldn't be any bugs or anything to worry about. However, if you do have issues, or other questions about the mod, then by all means, ask away in the posts section. I log on often, and will be able to get back to you quickly.

And by the Nine, read all I've posted here before you ask something. Odds are pretty good that this mod description can answer a good percentage of questions before you even ask them.