Oblivion
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Maskar

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Maskar

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226 comments

  1. Maskar
    Maskar
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    Latest info

    20/5/2022
    Skill not showing in the menu or trainers not training the unarmored skill? Please download PEBKAC to check if all files have been installed correctly.

    9/7/2021
    I've uploaded a new update (v1.2) adding a few requested features. In specific this update adds support for off-hand weapons (added by Unnecessary Violence III - Critical Mess), unarmored skill trainers and removed the Oblivion.esm as master file. It also adds the ability to wear armor gloves, without affecting your unarmored skill abilities, as long as no weapon is equipped. When used with MOO these gloves would then be able to do slayer damage based on the type of gloves used.
  2. ToiletClauger
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    Works with NorthernUI but has some graphical issues in displaying the skill properly in the list.  Have not tried NorthernUIAway.
    1. Maskar
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      Working fine for me. Sounds like you have installed something incorrectly.
    2. ToiletClauger
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      I've given up trying to get this to work with Northern UI.  Used to use this mod and loved it but since I'm forced (more or less) to use Northern UI for the steam deck I will have to forgo this one.  Attempted a fresh game install with only required mods and northern UI but it still won't properly display in the skills list.  Not sure what is wrong with my setup.
    3. Maskar
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      You could always uninstall NorthernUI and check if that works. I'm however assuming it's related to installing the required plugins incorrectly (check with PEBKAC).
    4. ToiletClauger
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      Installed PEBKAC.  AddActorValues + MenuQue + OBSE installed & working.
    5. Maskar
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      Have you tested without NorthernUI?
    6. ToiletClauger
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      It works without NorthernUI and displays properly in the list.  I wonder if there is an issue with the screen layout & displaying the skill properly when the display resolution is below 1080p.  I've noticed this with another UI mod I was testing.  But given how convenient northernUI is on the steamdeck, I won't stop using that.
    7. Maskar
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      You could ask the author of NorthernUI, as the issue does not seem to be related to this mod.
  3. marik93
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    Is it possible to make this a major skill on my character? When I start a new game and create a custom class, the Unarmored skill doesn't show up in the class menu.
    1. Maskar
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      It’s currently not possible for new skills to be major skills. Unarmored is however a relatively easy skill to train, similar to Heavy Armor. So, it works pretty well with existing classes, like the Monk.
    2. kallekukhuve
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      Could you not just add that to the descriptions to for example the Monk and Acrobatics classes "Unarmored is mayor skill for this class" and then by script set the skill to 25 when character creation is finished?
  4. LeCaesar1732
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    Since i can't make this skill a major i want to use console commands to make the skill to 25 but when i type Player.setav Unarmored it says that such skill doesn't exist, what should i type instead?
    1. JignoSpooonk
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      the command for it would be "player.setavc skill1.skill1c 25" (or whatever value you want)
  5. Guitarrington
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    Hey so, got a strange error upon reinstalling this mod. It says that MenuQue and AddActorValues are incompatible with xOBSE. This is despite it working last time I was playing Oblivion.which was a few days ago at most. It might have been an update to xOBSE in which case, I assume this mod is dead.(something I hope isn't true) or it might be an error on my end.
    1. Maskar
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      What exactly is this "it" saying "MenuQue and AddActorValues are incompatible with xOBSE". Either way, there's no way that would be true.
    2. Guitarrington
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      Taken directly from ModOrganizer 2. "The failed plugins are:
        • AddActorValues_CS version 16842496 (AddActorValues_CS.dll, data) reported as incompatible during query.
        • OBSE_Kyoma_MenuQue_OLD version 0 (OBSE_Kyoma_MenuQue.dll, MenuQue - OBSE Plugin) reported as incompatible during query"
      As far as I know, it might just be a false positive in how MO2 handles flags but in truth, I'm completely stumped.
    3. Maskar
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      You could check those files. AddActorValues_CS.dll for instance is just for the construction set.
    4. Ausarq23
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      update menuque to version 16 and don't use the CS version of add actor values if that still doesn't work roll back your OBSE version to version 21 (it's listed as v 0021 on the modpage)
  6. Ausarq23
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    my skill is a permanent -5 and can't be increased (and both add actor values and menuque are said to be incompatible with the newest version of OBSE) 

    edit: rolling back to (x)OBSE version  21.8 fixed the -5 but i still can't increase the skill i'll try rolling back to v21
    edit 2: yep that worked
  7. CyberGama
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    it's not detecting OBSE even though I have xOBSE.
    1. Maskar
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      Sounds like you haven't installed (x)OBSE correctly.
  8. LordMaaar
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    Hey Maskar, Im having a bit of a dilema here. I installed the mod as instructed and its requirements (MenuQue and AddActorValues, which PEBKAC confirms are active) but, while your mod does show up in the mod configuration menu, it isnt present in the skill list of the character. Any idea what might be happening?
    1. Maskar
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      Could happen when AddActorValues is not installed correctly.
    2. LordMaaar
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      Thank you Maskar! Seems to be solved by putting AddActorValues manually into the data folder as opposed to installing it from MO2.
  9. shotgunrain
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    Should i be able to add this skill to my class and is it possible to make it a major skill?
    1. Maskar
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      New skills can currently not be major skills.
  10. ThunderstudentReturns
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    Any chance you would do Axe or Medium Armor? An Axe really isn't a "blunt" weapon.
    1. Maskar
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      I quite like the idea of adding a lumberjacking skill, which would allow harvesting more rare wood and add a damage bonus to using axes.
  11. RozaMascheri
    RozaMascheri
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    • Does NPCs have a relative Unarmored Skill Level (and relative Shield effects) for example Jauffre and Martin, to compensate the fact that they are not going to wear any piece of equipment ever (kinda...)? [Thinking of this since some Moth Priests can train you in UnArm.]
    • Will it ever be possible to choose Unarmored as a Major Skill or the game engine is broken about this?
    • How can i give an NPCs the ability to train the player's Unarmored Skill?
    1. Maskar
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      Npcs also have the unarmored skill, but is not updated in any way. I plan on using my Ultimate Leveling mod to keep track of new skills on npcs. It's currently not possible for skills to be major skills. I'm assuming it's not easy to fix, but not looked into this myself (yet). I might add a workaround for this somewhere in the future.
    2. RozaMascheri
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      Thanks for the answers, about the last point i was thinking more for Morroblivion and the relative (Morrowind) trainers
    3. Maskar
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      Ah right. Yeah, it's easy enough to add. Probably best to make it configurable in the ini file.
    4. ArtemSHikoff
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      I hope one day all added skills may be used as majors. Thank You for your mods! Very inspiring works!