Oblivion

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CiobyKpK1

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CiobyKpK1

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About this mod

Short and simple modification of the birthsigns, making many of the useless or one power per day signs, be a lot more useful, especially in late game.

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This mod is compatible with any mod that doesn't modify the birthsigns.
Otherwise load my mod last and should apply the new bonuses.

I felt the old signs were way too dull or weak, especially in late game or compared to the previous Morrowind game. I chose the atronarch as a warrior simply because it's too good to pass out. But in Oblivion it's not so good. And the pain in the early game and the lack of stacking potions to restore magicka, makes it not worth it overall. This changes all the signs making them more appealing and strong while also refreshing old signs to their former glory.

These signs are meant for LATE GAME. So if you feel they are too OP early, feel free not to use them. But even in the early game you should consider that healing by 500 or healing by 100 is the same thing. While in the late game healing by 100 once per day is the dumbest thing ever created by Bethesda. Sorry Bethesda I love you. Still.

Version 1.1.1

Fixed Mara's Burden and turned it into a Power that can be used for 2880 seconds (a day)

Version 1.1.0

I decided that while the mage buff to magicka helps a lot and scales well into the late game, I feel like warriors didn't have the same benefits. Furthermore The Steed has barely 20 attribute points while most others have 30.
The Atronarch I always felt was OP since I always skill Alchemy early, so I shall add more benefits to the other 2 mage signs.

Changes:

The Warrior now also gains 10 to Blade and 10 to Blunt permanently as to increase their "damage done". Since Warriors also don't have a way to resist spells, hide like a rogue, cast his own spells to resist enemy mages, they also now gain a 10% magic resist.

The Steed now also gains 20 Athletics permanently.

The Thief now also gains 10 Security permanently. Sneak skill gain increased from +10 to +15.

The Lady +50 health buff increased to +100 since in the early game you can lose 50 and 100 health just as fast if you fight a strong enemy without proper armor. But in the late game the buff should be considerably better.

The Apprentice also gains +5 to Alteration/Conjuration/Illusion/Mysticism/Restoration permanently.

The Mage being stronger than an apprentice, gains the Power (once per day) to absorb the skills of all enemies in 10ft and boost his own Magical skills (Alteration/Conjuration/Illusion/Mysticism/Restoration) by 10 for 30 seconds, while also absorbing the magicka of his targets. This power costs 200 magicka and penetrates reflection and absorption.

The Ritual, Mara's Burden is now increased from 100 to 300. Since all you can carry early game is mostly just crap, it won't significantly make your stronger. While later in the game you can actually carry 2 sets or more weapons with you. Turn undead increased to 300 magnitude, meaning level 75.

The Lord Fire weakness reduced to 40% (I don't know if I should just completely rework this sign or are people actually using it).

The Tower now has a permanent 10 Shock shield, which gives 10 armor and 10 shock resist, rather than the 5 shield it had before.

I will leave both versions up as to let people decide what they want. Please give feedback with your opinions.

Version 1.0.3

Fixed Mara's Burden and turned it into a Power that can be used for 2880 seconds (a day)

Version 1.0.2

Fixed Tower Key opening locks that require keys. Now it should only open Very Hard locks.

Version 1.0.1
Changing the 5x multiplier of the Atronarch since it was unbalanced with the other mod I made for the races, multiplier was applied after racial bonus. The bonus is now 3x with the High elf race it adds up to 5x to a total of 1000 magicka at 100 intelligence.
Apprentice reduced to 1.5x multiplier.
Mage reduced to 2x multiplier.


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The apprentice. Doubles your magicka now, rather than adding a small portion of magicka. Weakness is the same considering you also have 2 more signs that does the same thing, at other costs. Was considering increasing it to 50 but then I'd have to nerf the other two.

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The Lady. Gives you 10 Willpower, Endurance AND (now also) Luck. It also makes you healthier = gives you a 50 bonus to Health. Considered giving 100 but it wouldn't be too balanced early game.

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The Mage. Almost the same as the Apprentice, I never understood why the mage gets less magicka in Oblivion than the apprentice (but at no cost). So instead, you get a 2.5 increase BUT you lose 2 magicka per second. Which later on in the game balances out a lot easier with willpower as I remember.

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The Thief. The best sign in normal Oblivion unless you're a mage alchemist. Now also adds a permanent bonus of 10 to Sneaking. Which will let you increase to 110 in the end. Also 25% resistance to paralysis, the single most annoying and OP skill in the game that doesn't do damage.

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The Atronarch. Here we go... This used to be like 2.5 or 3 in Morrowind. The costs are huge and I bet many especially newbies turned away from this very fast. No mana regen. The spell absorption tho is amazing but it only restores a little magicka, usually you need to be an alchemist and make potions, which is what I usually did, alchemy as in any RPG is the single most OP skill, hands down and take my word for it. Even in the Witcher, for obvious reasons.
Now, the atronarch gives you 5 times the normal magicka, giving you easily 500 magicka with maximum Intelligence. But you still get no mana regeneration which in this game is even stronger, since you regenerate passively, not just by RESTING as in Morrowind, which makes the stunted magicka way more demanding. Especially in early games. Do you think it's worth casting 50 spells rather than 10 but then sitting idly while out of magicka? Your choice.

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The Lord. Dear Lord who the hell invented this sign? The up to 90 health restore in 15 excruciating seconds is now replaced with a late game 600 health restore over 60 seconds. Also 600 fatigue. And 300 magicka. Wow.
Since this isn't once per day, the weakness to fire is increased to 50% or may turn this higher later on if I consider it too strong.

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The Lover. Talk about useless skills, once per day. 10 seconds paralyze, sure better than 2 poisons you can easily craft. But it also costs you fatigue. And um ... that's it. NO THANK YOU.
The new lover sign increases your Personality by 20. So you don't have to waste 20 points in leveling that up and also making you more ... lovable? I am thinking of increasing the potency of the paralyze or something but 20 points of attribute is almost as good as the old Lady/Thief.

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The Ritual. Another pointless sign that maybe 1 person in 1000 took. Ever. Now the restore health spell gives you 500 once per day. But as an added bonus, Mara's burden helps you gain 100 carry weight for free using Feather. I could or would increase this with levels but starting off with 200-300 feather bonus might be a bit too OP.

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The Serpent. Ditto to the other sign before it. The poison is now MORE POTENT and lasts 2 minutes. Also casting Weakness to poison on the target for 100% for 2 minutes. Now the target will likely die. Especially if you use another poison on your blade too.

Since this is now a bit OP, you do lose 10 Personality. And gain 10 Alchemy fortification. Since I couldn't make a "permanent poisons are more potent" how else to make them more potent? Fortify Alchemy + 10.

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The Shadow. I mean this one sounds so cool until you actually go Invisible and then you google how to change your birth sign. No more. You wanted invisibility once per day? Here you go. 2 minutes of chameleon 100% now you can dance and do whatever you like for 2 minutes every day.
Also get a 15 Sneak bonus permanent and not to your skills from the start, but as a fortification, which means you can get 115 in the end. Nice.

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The Steed. Useless in Morrowind because of the Boots of Blinding speed (lol) but here it may be okay-ish? But as Thief and Lady and Warrior all got buffed, we had to buff this one too. So now you have a power once per day, giving you 100 Speed, 50 athletics and 10 acrobatics for 60 seconds. Gallop my pet!

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The Tower. I have no idea why a friend playing an argonian had this in Morrowind on his strongest best favorite character. It's just bad.
Not anymore tho! It may almost be OP now. Only reason someone might get this is because they hate locks. But average? Meh. Now the intensity is set to 100 so you can open Very Hard locks once per day! Also the reflect 5 points? Once per day? Seriously? Make it 50. I mean even the Bretons have 50 shield per day and 50 magic resist permanent. So once per day you can now reflect 50 points for 2 minutes.

And as an added bonus since these things only happen once per day, permanent 5% shield. Since you are a very strong tower right?

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The Warrior. One of the best skills also, a bit obsolete since warriors will probably increase their strength way too fast anyway while leveling. Now added a 20% resist normal weapons. Almost like the old Warrior that gave you 10% sanctuary, only this time magic weapons do hurt you. I may add some magic resist also to this one. Maybe.