Oblivion

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Created by

brucevayne

Uploaded by

brucevayne

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About this mod

Description
===========
Behold mages and warlocks, as from now you'll become more formidable than ever! But be warned: you are not the only ones that grow in power...

Features:
- New spells that affect the game in many various aspects,
- Most of spells are scaled, making them more powerful as the mage g

Requirements
Permissions and credits
Mirrors
>>>ALSO REMEMBER TO DOWNLOAD RedStuff WHISH IS AVAILABLE IN THE FILES SECTION<<<



Updates:
-----------

2015.02.14 - Uploaded a new screeneffect.fx. Use this file to replace original screeneffects.fx(from OBGE) if you experience camera rotation on hit, compatible with OBGE v.2/v.3

Just put it to Data/Shaders to replace original screeneffects.fx.



--------------------------->>> Get the o.20(RC) HotFix Now!!! <<<------------------------------





0.20(RC)HotFix, 2011/11/27: Fixes a bug that was preventing Fearahrn(Wawnet Inn, Weye) from selling scrolls;

0.20(RC), 2011/11/11 Changelog:
- added support for companions: you can now let your companions learn new spells from the scrolls;
- added support for companions: you can now choose and modify one of five tactics for your companion(s):Crowd Control, Custom, DPS, Support, UseAllSpells;
- FM spell status spell no longer is selected after loading a game;
- added a unique vendor that sells FM scrolls in Cyrodill;
- FM scrolls can now be looted from your enemies corpses;
- added more FMini options;
- FMini file has now been moved to the Data\ini directory;
- added support for HUD Status Bars;

If you are upgrading from previous version of FM before you start using the new version you'll need to:
1. Save and exit Oblivion;
2. In Wrye Bash or Obmm disable Fearsome Magicka;
3. Load previously saved game. Save a game and exit Oblivion;
4. Install the new version and enable Fearsome Magicka in Wrye Bash or Obmm. You can also use BOSS to rearrange your load order.
5. Start using the new version!


0.15d, 2011/09/17 - fixed a bug that was causing problems with casting some spells(e.g. Magic Missiles or Acid Arrow) while the Time Stop spell was in effect, few minor tweaks;

OPTIONAL LANGUAGE VERSIONS, 2011/06/15 - A japanese language version is now available. All language version are available via the Mirror section on Fearsome Magicka's TesNexus page.


Refstuff plugin is now available to download from this page, in the Files section. The file has been uploaded since it is unavailable from the previous location. Created by Zen Thought.
--------------------------------------------------------


A word of advice
-----------------------

Take note that every spell can be resisted(most with magic resistance, some with fire or frost resistance). That knowledge can sometimes save your life(your PC's life that is ;) )

If you find enemy spellcasters too powerful, it might be a good moment to look for a companion or two. If your companion is a mage, he/she can also make use of new spells. There are some supporting spells provided by this mod, so having a skilled wizard in your party might greatly increase your PC's life length ;)


IMPORTANT INFORMATION:
--------------------------------

When you are installing Screen Effects, you are also placing obge v1 in OBSE/plugins directory. Many of you are also using OBGEv3(included in Oblivion Graphics Extender). Unfortunatelly those two are incompatible with each other and shouldn't be used at the same time. Solution: Screen Effects will work just fine with OBGEv3, so it's best to remove obge v1(only if you have OBGEv3 installed).


Author's notes
-------------------

When rating this mod please remember that this is still a Beta version. Although Beta Testers did really great job hunting down any bugs in this mod, there still might be some issues present. If you'll find any problems with this mod, please report it to me.
I've spent over two years working on this mod and I'll do my best to improve it. Thank you for your understanding.


--------------------------------------


Name: Fearsome Magicka
Version: 0.2 (RC)
Date: 11/11/2011
Category: Gameplay Effects and Changes
Requirements: SHIVERING ISLES PATCH v1.2.0416, Oblivion Script Extender (OBSE) v0020, Screen Effects 1.0, Pluggy v132,
RefStuff (plugin is now available to download from this page, in the Files section), ALGOHOL v0.11
Recommended mods: Oblivion Stutter Remover, Let there be Darkness, Bedrolls and Tents Anyone
HUD Status Bars and HUDStatusBar icons
Author: brucevayne
Forum thread: Official thread
Source:

Description
===========
Behold mages and warlocks, as from now you'll become more formidable than ever! But be warned: you are not the only ones that grow in power...

Trailer
=========




Features:
- New spells that affect the game in many various aspects,
- Most of spells are scaled, making them more powerful as the mage grow in experience
- New Magic System that controlls access to new spells, designed to make the new magic being used strategically
- NPC's and creatures will also use new spells, with the same magic system implemented

Location
========

To get the new spells find the student of Chronomancy.

If you are stuck and have no idea where to look for scroll down to find the answer.

Oh, almost forgot: There is also another merchant that sells those scrolls somewhere in Cyrodill... ;)


Details
==========

Spells:
----------

All new spells are designed to increase immersion of magic experience. Magic is being made an actual power, that allows to affect and shift surrounding reality in more varied ways.

There are of course spells that deal damage to it's victims, but also spells that has other purposes, like shrouding the caster with darkness, time stopping or slowing down nearby enemies.

Magic System:
--------------

Fearsome Magicka brings a new magic system to Cyrodil. It is inspired on a system present in Forgotten Realms.

In Baldurs Gate(and other Forgotten Realms based games) spells are ascribed to one of levels from 1 to 9 with level one containing simple spells and level 9 with most powerful ones. A magic user could cast only limited number of spells before resting. Number of spells a character could use(and from which level) was determined by his experience level and his intelligence. With experience the character was gaining access to higher level spells. Number of spells available to cast on each spellcasting level was dependant on character level, which means that characters on level 5 sould cast e.g. 6 spells from level 1, 3-4 spells from level 2 and 1-2 spells on level 3. Upon resting the character could cast the spells again.

This system might sound a bit weird for someone who didn't play Baldurs Gate or Neverwinter Nights, but it has one adventage: it impells to strategic use of your magic.

This is how it works in Fearsome Magicka:

All spells belong to one of circles from 1 to 5. PC(well, the same goes to NPC's and creatures) is limited to number of times he can use those spells before resting. All spellcasters gain access to more powerful spells and increase number of times a certain circle spells can be cast with experience(+ modification from intelligence) according to this formula:

1st Circle spells: character level / 3 + (intelligence / 10 - 5)
2nd Circle spells: (character level - 5) / 4 + (intelligence / 10 - 5) * 0.8
3rd Circle spells: (character level - 13) / 5 + (intelligence / 10 - 5) * 0.6
4th Circle spells: (character level - 21) / 6 + (intelligence / 10 - 5) * 0.4
5th Circle spells: (character level - 29) / 7 + (intelligence / 10 - 5) * 0.2

The outcome is rounded down. Intelligence factor applies only if the minimum level for certain spell circle has been reached, which is:

1st circle: level 3 (a new 'spell slot' every three levels)
2nd circle: level 9 (a new 'spell slot' every four levels)
3rd circle: level 18 (a new 'spell slot' every five levels)
4th circle: level 27 (a new 'spell slot' every six levels)
5th circle: level 36 (a new 'spell slot' every seven levels)

Take note that spell casts limit multipier can be altered in the FM.ini file located in Data\ini folder.

A 6 hours of sleep is required to be able to cast the spells again.

To be able to use a spell, one has to have apropriate skills. Most of the spells will have it's effects dependant from the caster's skill(so, if Fire Burst requires destruction on level 75, it will do more damage if caster has destruction on level 100, or even more if on level 125).

NPC's & Creatures spell casting AI:
------------------------------------

For the purpose of this mod an unique NPC's & Creatures spell casting AI was designed, making them more challanging opponents. It allows an intelligent use of the new spells by NPC's, and even lets them create combinations(sometimes deadly) of those spells.

NPC's will also use Magicka potions to regenerate their magicka if necessary.


Companions
=================

You can select up to two FM companions. Those companions can learn new FM spells, will also use tactics choosen by you.
To let your FM companion learn a new spell, simply give him the FM scroll, he/she will learn the new spell after a fair rest(which should be around 6 hours or more). Take note that if your companion is not capable to cast the spell(either by lack of abilities or his/her level) he/she will not be able to learn the spell. The information wether your companion has learned a new spell will be displayed in the console. You can also choose (and even modify) any of five tactics for your companion. If you are modifying currently active tactics remember to select the tactics again after making any changes to it.

A word of advice
=================

Take note that every spell can be resisted(most with magic resistance, some with fire or frost resistance). That knowledge can sometimes save your life(your PC's life that is ;) )

If you find enemy spellcasters too powerful, it might be a good moment to look for a companion or two. If your companion is a mage, he/she can also make use of new spells. There are some supporting spells provided by this mod, so having a skilled wizard in your party might greatly increase your PC's life length ;)

Customization
=================

You can control some features of this mod by altering FM.ini file located in "Data\ini" directory. Those values are automatically applied when mod initializes.
You can modify this file at anytime, however you'll have to use "(FM) Reinitialize" spell to apply changes.

Compatibility
==================

Fearsome Magicka is fully compatible with almost everything, including: Midas Magic, FCOM(also OOO, MMM, Frans and Warcry separately), Supreme Magicka, LAME, Deadly Reflex, Unnecessary Violence and many more.


Future plans:
---------------

1. Add new spells.
2. Add quests to obtain spells.
3. .... we'll see ;)


Install
=======
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Oblivion\Data\
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the Fearsome Magicka.esp file.
5. Fearsome Magicka.esp should be loaded as last(on the bottom of the load order).

Remember to install all required files. You can find it by following those links:
---------------------------------

Oblivion Script Extender (OBSE) v0020

Screen Effects 1.0

Pluggy v132

RefStuff plugin is now available to download from this page, in the Files section

ALGOHOL v0.11

Recommended mods:

Oblivion Stutter Remover

Let there be Darkness

Bedrolls and Tents Anyone

HUD Status Bars and HUDStatusBar icons

Remember that Shivering Isles official add-on is also required!


Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the Fearsome Magicka.esp file.
2. Delete the files/folders associated with the mod.

Oblivion\Data\Meshes\Fearsome Magicka
Oblivion\Data\Meshes\HWings
Oblivion\Data\Textures\HWings
Oblivion\Data\Meshes\Characters\_male\Idleanims\FearsomeMagicka
Oblivion\Data\Textures\Weapons\pale_rider_berserker
Oblivion\Data\Textures\Weapons\pale_rider_guardian
Oblivion\Data\Textures\Weapons\pale_rider_NordicWarrior
Oblivion\Data\Textures\Armor\pale_rider_berserker
Oblivion\Data\Textures\Armor\pale_rider_guardian
Oblivion\Data\Textures\Armor\pale_rider_NordicWarrior
Oblivion\Data\Meshes\Weapons\pale_rider_berserker
Oblivion\Data\Meshes\Weapons\pale_rider_guardian
Oblivion\Data\Meshes\Weapons\pale_rider_NordicWarrior
Oblivion\Data\Meshes\Armor\pale_rider_berserker
Oblivion\Data\Meshes\Armor\pale_rider_guardian
Oblivion\Data\Meshes\Armor\pale_rider_NordicWarrior
Oblivion\Data\Textures\FearsomeMagicka
Oblivion\Data\Textures\Menus\Icons\FearsomeMagicka
Oblivion\Data\Textures\Menus\Icons\Weapons\pale_rider_berserker
Oblivion\Data\Textures\Menus\Icons\Weapons\pale_rider_guardian
Oblivion\Data\Textures\Menus\Icons\Weapons\pale_rider_NordicWarrior
Oblivion\Data\Textures\Menus\Icons\Armor\pale_rider_berserker
Oblivion\Data\Textures\Menus\Icons\Armor\pale_rider_guardian
Oblivion\Data\Textures\Menus\Icons\Armor\pale_rider_NordicWarrior
Oblivion\Data\Sound\FX\FM


Incompatibility
===============

Using Willfull Resistance together with Fearsome Magicka may produce an issue of 'displaced projectiles' when casting spells during the 'Time Stop' spell effect. This still needs to be confirmed though.

Fearsome Magicka is not compatible with ShinyCreatures, aspecially the WillOfTheWisp one. Those two shouldn't be used together, as it may result with a CTD when Fire Burst spell is cast.


Known Issues or Bugs
====================

If you are playing with FOV other than standard (75), using Teleport spell might revert your FOV setting to original value. In order to prevent this, you should edit the 'Oblivion.ini' file:
you should set the fDefaultFOV line in the Display section to the appropriate value.

If you experience a problem with strange camera behaviour(solution thanks to NikhilR):

Read as follows to solve the screeneffects.esm conflict with OBGEv2.dll (from OBGE v3.0.1)
(solution given by user Zilav on Bethsoft forum OBGE topic, reported to me by NikhilR - thanks guys ;)

=========================================================================================
"Don't install ScreenEffects only for "screen effects", use OBGE ColorEffects shader instead since it does the same. The only reason to install it is when you need it for other mods such as Fearsome Magicka. In that case do the following:

1. Install only screeneffects.esm without screencontrols.esp or fx shader file
2. Get ScreenEffects.fx for OBGEv3 from here

http://obge.paradice-insight.us/wiki/Mods_%28Effects%29
(expand the screeneffects.fx tab and use this text to (replace) the text in your screeneffects.fx file.) (use a text editor like notepad ++)

3. Profit! I'm using it without any problems along with the other shaders such as SMAA, Godrays and ColorEffects (you probably should update other shaders though some shaders require manual tweaking to work, just read previous obge threads carefully).
=========================================================================================


Troubleshooting
======================

1. Crash to desktop when starting Oblivion: you are missing ScreenEffects.esm in your load order. Download and install Screen Effects mod.

2. You are unable to cast any spell during Time Stop spell effect: put Fearsome Magicka at the VERY bottom of your load order.

3. Any other bug: please make sure that you have all of required mods/OBSE plugins installed. OBSE plugins have to be placed in Data/OBSE/Plugins folder, not in Data/OBSE/Plugin folder.

Make sure that you are running at least OBSE v.0020.

Make sure you are using the last version of Fearsome Magicka. If you are still experiencing the bug, please report it to me.


History
=======
2015.02.14 - Uploaded a new screeneffect.fx. Use this file to replace original screeneffects.fx(from OBGE) if you experience camera rotation on hit, compatible with OBGE v.2/v.3
0.20(RC), 2011/11/11 Changelog:
- added support for companions: you can now let your companions learn new spells from the scrolls;
- added support for companions: you can now choose and modify one of five tactics for your companion(s):Crowd Control, Custom, DPS, Support, UseAllSpells;
- FM spell status spell no longer is selected after loading a game
- added a unique vendor that sells FM scrolls in Cyrodill
- FM scrolls can now be looted from your enemies corpses
- added more FMini options
- FMini file has now been moved to the Data\ini directory
- added support for HUD Status Bars
0.15d, 2011/09/17 - fixed a bug that was causing problems with casting some spells(e.g. Magic Missiles or Acid Arrow) while the Time Stop spell was in effect, few minor tweaks;
Optional language versions, 2010/07/08 - A german language version is now available. Both russian and german language version are available via the Mirror section on Fearsome Magicka's TesNexus page.
0.15c, 2010/05/13 - added new customization options in the FM.ini file which control spell casts limits;
0.15b, 2010/05/08 - a hotfix for version 0.15: fixed an issue with startup diagnostic; attempt to fix the 'Rise undead' related CTD; debug messages should now ocurr less frequently;
0.15a, 2010/05/05 - a hotfix for version 0.15: Rise Undead spell will now be used more frequently, "EnemiesUseNewSpells" value in FM.ini file is now taken into account, removed edit on BW10 magic effect; few tweaks;
0.15, 2010/05/04 - added a FM.ini file which controls NPC's access to new spells; lowered prices of Scrolls containing new spells; Altered NPC's AI: new spells will now be used less frequently; now after mod is launched a diagnostic is performed to detect if all required files are installed; few other tweaks;
0.14, 2010/04/24 - fixed a problem with shader related with 'Aura of Fear' spell; fixed a problem with the 'Time Stop' spell(which was making some players unable to cast spells after this spell was cast by a NPC or creature); altered NPC's & creatures spellcasting AI; fixed some problems with the 'Veil of Darkness' spell;
0.13, 2010/04/19 - a hotfix for a 'switching camera bug'(present when enemy spellcasters used FireStorm or Aura of Fear spells);
0.12, 2010/04/12 - improved crime detection for using spells on NPC's; killstats will now increase correctly; added support for Atronach birthsigh; fixed the 'frozen actors issue' that occured sometimes(for some players) after an actor was hit with Magic Missle spell;
0.11, 2010/04/09 - removed the 'persistent gray shader issue' which sometimes occured after using the 'Time Stop' spell, changed an icon for Script Effect;
0.1, 2010/04/07 - Initial release.

Contact
=======

You can find me on the official Elder Scrolls forums as 'brucevayne'
You can find me on TESNexus as 'brucevayne'
You can send me an email here: [email protected]


Credits
=======
Thanks to all guys on the forum who helped me, especially to:
ShadeMe,
Scruggsywuggsytheferret,
QQuix,
The Filthy Spaniard,
throttlekitty
Much appreciated!
Thanks to XMarksTheSpot for acension animation and Froceball mesh.
Thanks to pale_Rider for his unique weapons and armor.
Thanks to Hentai for his Dark wings.
Thanks to Spike4072 for his Dark Flame shader.
Thanks to Momo for his excellent meshes.
Thanks to DivineAvenger for preparing an unique vendor for this mod.
Thanks to Waalx for staff and clothes for the new vendor.

Beta testers:
Thanks to Phoenix7, Dante20XX and YX33A fot beta testing. Muchos gracias, amigos! ;)

Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to God for creating us all.

Tools Used
==========
GIMP - http://www.tesnexus.com/downloads/file.php?id=14920
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Audacity - http://audacity.sourceforge.net/
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============

You must contact me and obtain my permission before re-packaging any part of
this mod.


Spoiler
=========

You can buy scrolls wich allow you to learn spells from Earil in Earil's Mysteries in Crucible(New Sheoth).