Oblivion

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slugworld and aragonit

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aragonit

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About this mod

Contains around 70 new spells designed to enhance and optimize the Oblivion experience, a small place to practice enchanting and make spells, as well as numerous chests to store your items. OBSE/xOBSE is required

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Permissions and credits
Changelogs
All credits go to Slugworld, I just fixed some errors. This is a replacement for the .esp of his mod (there is only the plugin file and the readme). For more screenshots go to the original mod.

Adds around 70 new spells to the Elder Scrolls Oblivion Game as well as a small space to store your loot and practice spellmaking and enchanting. Adds an empty wood for practicing all kind of offensive magic or conjuration. The spell merchant Tim offers destruction training, recharging and repair services as well as a lot of potions and other goods.

This mod requires the Oblivion Script Extender (OBSE) v0016+ / xOBSE

You should eventually receive a lesser power which allows you to teleport to Tim's Sanctuary.

For those that are lazy, open the console and type: coc AATimPrime. That does only work outside of the starter dungeon.

IMPORTANT NOTES:

If you have been using Tims Spells prior to version 0.80, you may want to download my mod to preserve your mark/recall spots.

Mark - Recall III
https://www.nexusmods.com/oblivion/mods/20832

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Installation:

The mod is fully compatible with and without Shivering Isles.

It requires the 1.2 patch to be installed however.

Install with your favorite Mod Organizer or place the Merchant_Tim.esp into the Oblivion folder, overwriting any previous versions, usually:

c:\program files\bethesda softworks\oblivion\data

Run the oblivion launcher and select "Data Files", once its opened select the Merchant_Tim.esp and click on OK.

Have fun!

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Un-installation:

The Mod does not alter any reference in the game so to uninstall simply delete the file.  Before you do, make sure your Magical Storage chests are empty, otherwise you may lose everything you had stashed in them.

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Conflicts:

No conflicts found, tested with OBMM with OOO and MMM installed.

Use OBMM to ensure the mod loads before MMM's City Defences if installed.

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Thanks to:

PJ and his amazing spells
Me.v1 for Adventures Spells
The OBSE Team
The Oblivion Modding Community
Oblivoid for his skill Books
Hoola for fixing Plunder
Slugworld / Webslug for his work on Tim's Spells

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Spell Descriptions

Arcane Flood:

This spell will temporarily quadruple the amount of magicka in the realm.  All spellcasters will immediately be able to cast four times as many spells.

Arcane Interia: (BETA)

This spell will slow all magical projectiles which are cast within the spells duration.  It is very useful when facing oppenents who cast spells.

Arcane Velocity:

This spell will double the speed of all magical projectiles for the spells duration.  Note this will affect any enemy spell casters.

Bind Item:

Allows the player only to create a number of permanent items.  The Quantity rises with the casters conjuration skill.

Call all Items:

Calls every single item within a cell to the player,  it will not retrieve books or any quest related items.

Call all: Arrows:

Retrieves every single arrow within a cell/wilderness.  It should also work on crossbow bolts, it will return anything classed as ammo by the game.  Note:  This spell should also capture projectiles in mid flight.

Dispel Items:

This spell will remove all enchantments from any magical item excluding potions, ingredients and soulgems.  To use, place the items into any unlocked container and cast the spell.  Note: the spell will not remove the enchantments on quest or scripted items.

Feed Weapon:

This spell will restore the magical charge of the currently equipped weapon.  However it will damage the weapon by 15%.

Frame Spell:

Taken from PJ's Spells, this will transfer the players bounty onto the target.  There are various restrictions however.  Read PJ's spell descriptions for more info.

HopToad:

An old spell in Morrowind.  Gives the player a large bonus to acrobatics for 12 seconds.

HopToad Greater:

This spell temporarily removes the ceiling cap, effectively allowing you to jump and precisely control your landing.  It is considered an upgrade to Televanni Lift as it does not bind you to one direction.

Item Forge:

Similar to Magic Craft this spell requires 50 in all magical spell schools.  Furthermore the magicka cost is extremely high.  It functions the same as if the player were using a item enchanting station.

Lazy Spell:

Based on the Lazy Scroll created by Sebastian C.  It presents a menu allowing the player to teleport to one of several of the major towns in the game.

Levitate:

Taken from the M.O.E pack.  Allows the player to Levitate.  Tweaked the duration to 30 seconds.  Do not cast inside.  Do not attempt to enter cities whilst levitating.  Use the door.

Levitate: Greater

Similar to the spell above except this version lasts for 120 seconds.

Mark:

Allows the player to place one of six marker spots.  When the player is ready he/she can use the Recall spell to teleport back to the previously marked spot.  Note: I don't know how to display Exterior cell names, hence outside marker names don't appear.

Mark II - IV:

Same as above but with an additional six markers.

Magic Craft:

This spell requires a skill of at least 50 in all spell schools, Alteration, Conjuration, Destruction, Illusion, Restoration and Mysticism.  It allows the player to create spells as if they were using a spell making station.  The magicka cost is very high.

Magic Pockets:

The spell currently allows you to access the inventory of any non-hostile NPC/Creature.  More restrictions will be added in the future.  Note the target must have greater than 84 disposition toward you.

Magic Provision:

This spell will double the quantity of any ingredients or arrows in a small radius around the player.  It will not work if there are more than 100 items in the stack. 

Magical Vault:

This spell is an enhancement of the Magical Storage spell.  It allows the player to access one of several chests where items can be categorically placed and retrieved.  It is primarily used in conjunction with the Magic Plunder Spell.

Magic Storage:

Originally written by Me.v1 from Adventures Spells.  This spell allows the player to access a magical storage chest.  No changes have been made to this spell.  Access the chest where and when ever you like.

Magic Storage II:

Exactly the same as the Original Magic Storage and is used in conjunction with the Magic Pool and Magic Split spells.

Petrify: (BETA)

Turns the targetted actor to stone, note this will not function on creatures, ghosts.  It will only work if the target is alive.  You'll find the petrified individual becomes immune to all harm, this is to prevent them falling down and making the stone effect un-realistic.  You can reverse the spell with Un-Petrify.  This stone effect shader does not always show on NPC's for some reason....

Marksmans Jinx:

Causes the targetted opponent to fail any attempt to fire an arrow.  

Plunder:

This spell will process through each corpse in the area and place each individual item into the appropriate chest within Tim Sanctuary.  It is used in conjunction with Magic Vault and the Plunder: Price spell.

Plunder: Price:

This spell will set the minimum value at which the Plunder spell will take items, e.g set it to 500 to only take items equal to or greater than 500 in gold.
The value will persist through out saved games, so you must remember to reset it back to 0 to take all items regardless of price.

Quick Sale:

Sells any object(S) inside a container, e.g chest, cupboard.  The target container must be unlocked.  It will not sell any scripted or quest related items.

Recall:

Allows the player to Recall to one of six previously designated spots.  No restrictions at all, use it where ever and when ever you like.  Note: I don't know how to display Exterior cell names, hence outside marker names don't appear.

Recall II - IV:

Same as above but with an additional six markers.

Recall: Weapon:

Allows the player to recall their weapon.  Perfect if you've lost it in long grass.

Before you can use this spell you must designate the weapon you wish to recall.  Equipping any other weapon and casting it again will re-designate the new weapon and you will lose the previous reference.

Once you have designated your chosen weapon, drop it on the floor and cast the spell to recover it.

This spell seems to remember what you have designated after loading a saved game.  All though I would appreciate any comments and further testing.

Note: The designated weapon must be in the same cell/wilderness space as the player.

Recall: Fighters

Allows the player to teleport to one of the Fighters guilds.

Recall: Mages:

Allows the player to teleport to one of the Mages guilds.

Resurrect:

Resurrects the touched corpse. Note this spell has no effect on ghosts.

Resurrect: Area: (BETA)

Resurrects all dead corpses within range.  Note that this spell will currently resurrect hostiles.  

Set Weather:

Taken from the M.O.E Staffs this spell allows the player to change the weather in his/her current cell.  I've added in some extra clauses.

Sleep Spell:

Another spell copied from Adventures Spells.  Allows the player to Sleep anywhere without requiring a bed

Summon Doppelganger:

Summons an allied Doppleganger of the player.  He will not cast any of Tim's spells.  The Doppleganger is now a little smarter than before, he will draw his/her weapon when the player does.  In addition the clone will also equip the same weapon as the player.  Perfect if you like to switch between Ranged and Melee.

Summon S Doppelganger

Essentially the same as the previous Dopple Ganger spell with the exception that this summon is Silenced and unable to cast any spells.

Summon Ogre:

Summons an average Ogre to aid the player.

Swap:

Another spell from PJ's, it basically swaps the players and targets positions.  I've only removed the hostile action so you can now cast it on anyone with out any repercussions.  Note this spell does not work on Giants.

Telekinetic Blast:

This spell will push/throw the target away from the player.  It improves with each rank of your alteration skill and can be very effective with a high alteration.  Note this spell does not work on ghosts, giants or on anybody who is underwater.  

Televanni Lift:

Taken from PJ's this spell allows the player to leap to abnormal heights.  Unlike the PJ variant this version reduces the jump height and restores the falling damage.

Televanni Orbit:

An upgrade of Televanni Lift, it lifts the player to an extremely stupid height.

Time: Accelerate:

Accelerate time by a factor of 10.

Time: Reset

Resets the time to the normal default found in Oblivion.

Time: Set:

Allows the player to Set the time to one of several pre-defined values.

Time: Slow:

Slow down time by a factor of 10.  

Transfer: Gold:

Transfers all of the players Gold into the target container.  It will not work on containers which respawn, i.e in a town or village.

Turbo:

Adds a large bonus to athletics for a limited duration.

Turbo Greater:

This is an upgrade to the Turbo spell, it lasts longer and has a greater effect.

Un-Petrify: (BETA)

Reverses any Petrification effect on the touched actor.  If you find the stone shader effect still persists cast the spell on the target again.  Note: The Respawn Flag is automatically reverted back to what it was originally before Petrification occured.

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Magical Items

Potion of All purpose:

This potion will restore any attribute which you are low on, i.e health, magicka, fatigue/stamina.


Potion of Bound:

All of the Daedric Bound Spells in a potion.


Scroll of Recall:

Acts the same as the Recall spell, allowing the player to teleport back to one of six designated spots.


Scroll of Mark:

Acts the same as the Mark spell, allowing the player to designate a marked spot to teleport back to.


Scroll of GhostWalk:

Allows the player to temporarily become invisible and levitate for 200 seconds.


Scroll of Un-Petrify: (BETA)

Allows the player to reverse the effects of the Petrification spell upon a target.

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Other Notes:

As the mod is beta you should use the spells carefully, I wouldn't recommend using Call all items for completing quests and don't use the Staff of Recall to send people to and from Shivering Isles.  

Likewise Mark & Recall should not be used to transition to and forth the Shivering Isles.  You should use the gate.  

Spells have been marked with (BETA) which I am having problems with.  I welcome any feedback or problems you encounter with the spells.

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