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qwerty - ponyrider0 - DaggerfallTeam -

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DaggerfallTeam

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About this mod

This will restore most magic effects that were present in Morrowind, but were removed in Oblivion.

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Lost Magic - Morroblivion Restored Magic

Description
This will restore most magic effects that were present in Morrowind then sadly removed in Oblivion. There are some already present in Morroblivion Base, but only as scripted spells. This mod with the power of OBME will restore them as new base effects, which will allow using them in spell making, enchanting and alchemy.


What's the point of this exactly?
The entire point of Restored Magic is just that, to restore the magic of Morrowind AND Balance ONLY the Cost & Skill Level of each spell just as armor and weapons are, This is done by literally comparing and cross references each spell with sources ranging from UESP, Construction Set and the official Guide.

That's not all, every spell included in Morroblivion are being thoroughly cross-reference with original Morrowind. This will ensure every single spell and their effects will be accurate, down to the way the Oblivion engines scales magic.

What's New in 1.0
  • Fixed scripts not attached to their spells
  • Rebalanced all Conjuration spells
  • Verified Morrowind Starting Spells functions
  • Fixed zero duration on several slowfall and levitate enchantments, spells and potions.
  • Fixed Blighted creatures to use the correct Blight disease record, rather than the not-a-true-blight-disease "Black Heart Blight" disease from Oblivion.
  • Removed Morroblivion_ob - UCWUS load requirement, never actually used UCWUS system
  • Recreates the "Blind" magic effect (not used yet)
  • Restores Open "Touch" effect"  -  Changes Oblivion's "Open" magic effect spell record to allow for touch-based "Open" spells as seen in Morrowind. (not used yet)

General Changes, combine with What's New?
  • Added the poison effect to the remaining Morrowind spells.
  • Water Breathing is now zero cost ability instead of a constant ability for Argonians.  This means you can finish the Puzzle Canal quest as an Argonian without resorting to console commands or other work-arounds.  Unfortunately, this change will affect your vanilla Oblivion game in addition to Morroblivion. (ponyrider0)
  • Calm Humanoid / Creature are now implemented as scripts that behave like the Morrowind spell rather than the generic "Calm" spell from Oblivion.  They are separate scripts that only affect NPCs or non-NPC creatures, depending on the spell version.  They behave similar to Morrowind where you can Calm an NPC and then immediately talk to them and try to raise their disposition.  This means you can now use aggressive NPCs as trainers again (like in Morrowind).  This also means that you can once again do a less-violent play-through of the Morrowind main-quest. (ponyrider0)
  • Magic Effects enabled for enchanting and/or spellcrafting: Bound Boots/etc, Cure Disease, Cure Paralysis, Cure Poison, Damage Magicka, Invisibility, Paralyze, Restore Attribute, Restore Damage, Restore Fatigue, Restore Health, Reflect Spell, Resist Magic, Resist Normal Weapons, Spell Absorption, Telekinesis, Summon Clannfear/etc, Charm. (ponyrider0)
  • Added Sanctuary spell which is Illusion-based and simulates "dodge/miss" behavior of Morrowind. (ponyrider0)
  • Integrated auto-cast water breathing with a 1-2 second delay so it isn't spammed everytime you dip your head underneath the water. (ponyrider0)
  • Created additional Morrowind-style Bound Weapon/Armor magic effects. (ponyrider0)
  • Restored Sancuary Effect to remaining spells. (DaggerfallTeam)
  • Merged Morrowind Starting Spells


Requirements
Morroblivion
OBME

Credits
Qwerty
ponyrider0
DaggerfallTeam


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