Oblivion
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Ryan Paul Fialcowitz

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RyanFialcowitz

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5 comments

  1. Reach2002
    Reach2002
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    Is it possible for multiple weapons to be visable or equipped, like sword on hip and bow on back?
  2. JaideW
    JaideW
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    This looks interesting, however I'm playing a highly modded (potentially precariously stacked XD ) game, so a few quick questions as I'm considering of how I can integrate it (due to a few conflicts explained below). Unfortunately I am unskilled when it comes to the altering of mods, so if I ask "could I do X and how?" it's more me trying to see if I can make it work (thus not meant to be offensive, as some seem to take it that way XD).

    1) All armor/clothing.
    Q) Does this mean things like the Palace Guards in the Imperial City dropping their armor et cetera? And does it add anything to the actual sold items/drops, or merely make it equipable? Also, all items, does that include the Amulet of Kings (and if so does that mess with any quests/do anything?)

    3) Amulets/Rings
    Q) I don't have any issues with rings being hidden I believe (pretty sure, have to recheck to make certain), although I don't know about amulets.... So, can this aspect be disabled (as some mods can through OMOD fromat/ini files (although I don't see any in the archive)), and does it conflict with any custom armors/skeletons et cetera?

    6) Armor sets add faction.
    Q) How does this interact with quests, for example, if I don Mage's equipment can I perform mage guild quests without joining (and thus not being affected by the actions that would ban me from the guild)?
    Q) (How) Does this affect things like trespassing? For example, if I'm dressed up as the Watch, does that give me access to things like the quarters et cetera?

    7) Editing of preexisting factions for capitalization.
    Q) I know until I add it to my game/use Tes that I can't be certain this won't conflict, but in general are things that'd call on the faction (such as a companion mod) case sensitive? More of a general question than one pertaining to this mod.

    10/11) Economy Modifications
    Q) I run Actually Valuable Valuables (think that's the mods name, not looking at my mod list at the moment), Midas, and a few other mods that utilize gems/et all. While I doubt the latter would conflict (if you aren't familiar with the mod, adds spells obtained through the essence of metals/gemstones), I know the former would, and thus was wondering if there is a way to disable this (by creating an OMOD through the archive perhaps?)

    12/13/14) Weaponry not dropped, Transferring, Arrows
    Q) I use a mod that drops equipped swords et all due to the floating glitch when using a custom skeleton, and transferring is already a bit of a hassle, so asking at two is (in my opinion) a bit more so. Finally, I like the 50/50 of arrows, and tend to think of them as breaking et cetera, after all, you are shooting fully armored targets who are wading into combat most the time... So, is there a way to disable these?

    All in all, this looks really intriguing (if I could work it in I'd grab it simply for the "disguise" value of clothing) but I was jut wondering if there was a way to use only certain features (preferably through an Ini, but if I need to figure out the construction set I'd give it a look) due to my mod order. I know a lot of mods it's one or the other, but just figured that if it is highly customizable I'd snag it, as it hits a rather unique niche. In fact working off that concept one could theoretically craft a disguise skill and have them give bonuses (which might end up conflicting with quite a few mods, but I don't use too many rebalancers et cetera at the moment... Slowly tinkering with my game. XD) to it, opposed by perception/etc, in the vein of D&D. That would open all sorts of possibilities, from new factions/quests (Imperial Spies/Blade extensions anyone?) and so on... (Possibly even work in something that disguise at a high enough mastery can help evade bounties).

    Anyhow, I appreciate the work that goes into designing the mod, and was simply wondering a few things, as I'd rather know upfront instead of repeatedly testing it to see where it breaks everything and considering making a bit of a personal patch so it'd work with my things... Apologies for both the wall of text and for any offense that may (or may not) have been caused.
    1. RyanFialcowitz
      RyanFialcowitz
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      1.) All the mod does it make items useable that were previously not. I made the mod years ago, only recently releasing it here. My memory is a tad hazy about how these changes are reflected in game- but I believe that, yes, it would cause enemies to drop their equipment where as they would not previously. The Amulet Of Kings is unaffected by this as it has a script that prevents it from being equipped.

      2.) All changes are made to the items themselves, therefore the only way to reverse a change is to use The Construction Set to undo the change.

      3.) I'm unsure how using armor sets to join factions would affect quests. My guess would be that it probably wouldn't- it would depend on whether the quest scripts check to see if you're in the faction or not prior to giving you the quest. But even if they did check you could simply remove the items as that would remove you from the faction. If you were already in the relevant faction then nothing will happen either way. As to the second part the armor sets put you into the faction, and remove you when you remove them. This means you should be able to do anything a member of that faction can do. This would include taking faction items without it being a crime as you're now an owner.

      4.) I wouldn't think that scripts would be case sensitive- but to be honest I'm unsure.

      5.) Regarding the gems, it would depend entirely how your other mods alter the items. I alter the items directly as I'm not terribly handy with scripting. If your mods alter the items with scripts I'd imagine they would take precedence. If not whichever mod is loaded last would determine the disposition of the gems.

      6.) The setting for recovering arrows is simply a setting in The Construction Set and therefore easily changed.

      7.) Regarding making changes in general with The Construction Set- I THINK, it's been a very long time since I used it, you can select various changes when you load the esp and delete them. Then saving it would get rid of the changes you don't want.

      8.) Lastly, nothing you've said is offensive- I love talking about my work. Sadly, my limited scripting knowledge means that it can potentially conflict with other things- but I would imagine in most cases just put my mod at the top of your load order and it should work. All the disguise stuff is done via scripts- so that should work regardless.
  3. Odiin46
    Odiin46
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    What does "2.) Baurus will no longer remove Blade related equipment from the player towards the end of the tutorial. This excludes both Glenroy and Renault's blades as Baurus specifically mentions them." mean, are you able to get blade related equipment at the beginning of the game with this mod? Same goes for the faction changing thing about blades armor
    1. RyanFialcowitz
      RyanFialcowitz
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      Normally, if you have any Blade's armor or weaponry Baurus will confiscate it at the end of the tutorial- with my mod he will no longer do so. It is normally not possible to get Glenroy & Renault's blades- you'd need to let them continue battling the Mythic Dawn until their blades break and they drop them. In any case Baurus will take them at the end of the tutorial.

      If you're wearing a complete set of armor or clothing related to a faction you will be placed in that faction and removed from it when you removed the armor/clothing. The factions that can be joined in this manner are outlined in the description.