Oblivion
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CatulusAvito

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CatulusAvito

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17 comments

  1. MercerMeka
    MercerMeka
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    This mod seems to get updated almost every day. Can you post the changes?
    1. CatulusAvito
      CatulusAvito
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      I just made minor improvements to the code. For example, the goal was to create a spell that only works on friends (not enemies)... The first approach was a spell cast by the NPC on himself... But it generated a strange behavior from the NPC (it stopping everything to cast the spell). Now I have created a "ability" (instead of spell) that is temporarily added to the NPC (bound armor for example) and then removed.
      I have also removed the "Master" requirement for these custom spells. As the player evolves to the "Master" level, the magic consumption of spells is greatly reduced... and if the player has enough magic to cast the spell, why should it be restricted?
      Just that. Small fixes.
    2. MercerMeka
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      Alright. Thanks.
  2. Nibenon76
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    Plurimum tibi gratias ago, o honorificum Imperii Tamrielici civem!

    This is an interesting and well made mod, endorsed! But I'm afraid that my character will never be able to cast most of the purchasable spells due to their very high magicka cost, what's the reason to buy them then?

    EDIT: Also it would be better if you implement the added by the mod lesser power spells as a reward for a certain quest, not just add them to the player's character upon loading the game with the mod's plugin active. As a reward for accomplishing the Vahtacen's Secret quest of the Mages Guild, for example, because it is related to Ayleid ruins as well. It's really very easy to do: just create a quest with an attached script in which there will be just one condition: if the stage of the quest [insert the quest ID] is 100, then add these spells to the player, that's it.
    1. CatulusAvito
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      The magicka cost of some spells is the game default (at least a proportion of it)... I also just uploaded a new version with less magicka consumption. Also, when the player becomes "Master" in "Conjuration", for example, the cost of spells will be 5 times lower, probably. About "Vahtacen's Secret" quest, I'll see that. Thanks for the compliment.
    2. Nibenon76
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      Thank you, I endorsed the mod!

      Unfortunately the summoned ghost horse turns into a common horse in flesh and blood (and armored, btw) as soon as the player's character mounts on it. Perhaps this happens only in my game due to an incompatibility with horse animation mods I use.
    3. CatulusAvito
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      I updated the mod. Now these horses will always have "ghost effect". While mounting, the player will also have "ghost effect", but it will disappear few seconds after dismounting.
    4. Nibenon76
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      Sweet, thank you, I'll try it! The player's character being in an "ethereal form" while mounted is not good either, but let's imagine the PC should enter the ethereal realm in order to mount an ethereal horse (I like this explanation btw).

      Could you also make so that the summoned ethereal horse disappears after the player's character dismounts it (so to say it "vanishes into Oblivion"), if it is possible at all, please? The "last ridden horse" token should also be set to a previous PC's horse (if it was any) after dismounting a summoned horse. Currently the summoned ethereal horse follows the PC when they fast-travel without the horse. Also the summoned ethereal horse is stabled in a city's stables when the PC fast-travels to that city. I.e. it counts as a "last ridden horse" until PC mounts another horse. So actually there is no reason to summon another ethereal horse unless the former one is lost in the woods or such.
    5. CatulusAvito
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      I update the mod. The horse shall disappear after a while.
      I also added new summons which will became available as the player evolves through main quest.
    6. Nibenon76
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      Great, thank you! Downloading and will try it later.
    7. Nibenon76
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      Well, the ethereal horse disappeared after a while indeed, but it seems that the "last ridden horse" token vanished with it as well, because my previous horse (currently Prior Maborel's horse in my game) doesn't fast-travels with my character anymore and is not stabled at the city stables either. Most likely it headed to the Weynon Priory stables as it's scripted.
    8. CatulusAvito
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      There is no script function  to set  "Player's last ridden horse" (script extender has, but I prefer to use standard Oblivion and avoid bugs). Also, modifying the already existing horses in game (and their scripts) could bug other mods as well as translations.
    9. Nibenon76
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      Nevermind then: it's not a big deal, I can always pick up Prior Maborel's horse again (but not a purchased horse, unfortunately). I just thought that maybe it could be possible to make so that the actual alive horse keeps following the player's character despite they've ridden an ethereal horse. Ah, disregard, I can live without it.

      Thank you for the new update in any case!
  3. MercerMeka
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    Cool idea.
  4. AllisterHenderson
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    It would be cool to be able to conjure a physical "magical" (NON-respawning) chest and make it disappear again at will.

    EDIT: There are a couple of similar mods to my suggestion...

    Bobos Summoned Chest -> Gives a lesser Power to summon a chest. The lesser power is acquired by reading a book called Arcane Chest Summoning in the Anvil Mage's Guild.

    Summon The Chest -> Adds a chest that can be accessed by a ring.

    Remote -> Also adds a chest that can be accessed by a ring.
    1. CatulusAvito
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      The chest is just a reference to a physical container already existing in game. The advantage of that approach is that if the player decides to remove the mod and then reinstall it, no item will be lost (as they all are stored inside an already existing in game container). The chosen cell never respall, so the items won't ever be lost.
  5. Dragnol11
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     been trying to find the vendors for the spells and i cant find them
    could i get a name at least for the vendors please?