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OBSE required. For Oblivion version 1.2.416 only. Makes Oblivion not stutter so much, improves stability.
- 279KB
- 30.0k
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OBSE required. For Oblivion version 1.2.416 only. Makes Oblivion not stutter so much, improves stability.
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Allows you to remove spells from your spellbook.
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Makes Oblivion quit instantly.
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Wheel based hotkey mod with a nice interface. Does pretty much anything that any other hotkey mod does, plus more.
- 28KB
- 592
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Wheel based hotkey mod with a nice interface. Does pretty much anything that any other hotkey mod does, plus more.
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Variable night-eye spellmaking.
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This mod makes spells cast at a constant rate of 45 spells per minute. In vanilla oblivion, the casting rate varies from 29 to 60 spells per minute depending upon a bunch of stupid factors.
- 493KB
- 15
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This mod makes spells cast at a constant rate of 45 spells per minute. In vanilla oblivion, the casting rate varies from 29 to 60 spells per minute depending upon a bunch of stupid factors.
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Beta. Requires OBSE. Changes the way armor reduces damage taken.
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You now need at least one hand free in order to cast spells.
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Casting spells with staffs can now trains the skill for the school of magic corresponding to the staffs enchantment. If that skill is high enough, you may be able to use less charge to activate the staff.
- 7KB
- 38
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Casting spells with staffs can now trains the skill for the school of magic corresponding to the staffs enchantment. If that skill is high enough, you may be able to use less charge to activate the staff.
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This is a simple mod adjusting the abilities and power of the 10 normal starting races in Oblivion. It makes Bretons less powerful, and all other races more powerful. This mod does not changes any game settings, scripts, or world objects.
- 11KB
- 7
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This is a simple mod adjusting the abilities and power of the 10 normal starting races in Oblivion. It makes Bretons less powerful, and all other races more powerful. This mod does not changes any game settings, scripts, or world objects.
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Increases the options and tactics available when designing and using spells. REQUIRES OBSE v0015. Forum thread: http://www.bethsoft.com/bgsforums/index.php?showtopic=797519
- 70KB
- 82
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Increases the options and tactics available when designing and using spells. REQUIRES OBSE v0015. Forum thread: http://www.bethsoft.com/bgsforums/index.php?showtopic=797519
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Attributes are permitted to go over 100. forum thread here: http://www.elderscrolls.com/forums/index.php?showtopic=384096 Note that if your endurance goes over 95 with this mod enabled, you should also have my retroactive health mod, because the game normally treats \"base\" endurance very differently than it treats \"current\" end
- 6KB
- 75
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Attributes are permitted to go over 100. forum thread here: http://www.elderscrolls.com/forums/index.php?showtopic=384096 Note that if your endurance goes over 95 with this mod enabled, you should also have my retroactive health mod, because the game normally treats \"base\" endurance very differently than it treats \"current\" end
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forum thread: http://www.elderscrolls.com/forums/index.php?showtopic=321206 This is the backwards variant. Feeding causes you to become more vampiric (stronger, faster, etc, less sociable, and more vulnerable to sunlight) The previous version was afflicted by a bizarre file name issue. This is the same file, different file name.
- 24KB
- 4
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forum thread: http://www.elderscrolls.com/forums/index.php?showtopic=321206 This is the backwards variant. Feeding causes you to become more vampiric (stronger, faster, etc, less sociable, and more vulnerable to sunlight) The previous version was afflicted by a bizarre file name issue. This is the same file, different file name.
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This mod changes the formula used to determine the players maximum health slightly. Without it, endurance gained earlier gives more health then the same amount of endurance gained later. With this mod, it doesn\'t matter when you gain the endurance, so long as you have the same total endurance and level. ie endurance is retroactively credited
- 1KB
- 346
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This mod changes the formula used to determine the players maximum health slightly. Without it, endurance gained earlier gives more health then the same amount of endurance gained later. With this mod, it doesn\'t matter when you gain the endurance, so long as you have the same total endurance and level. ie endurance is retroactively credited
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Birthsign attribute bonuses no longer count against your limit of 100 in each attribute. So, if you\'re born under the sign of the steed, your maximum speed is 120, not 100. Note that if you are not playing a retroactive health mod, then this will cause the endurance bonuses from from The Warrior and The Lady to give you less HP as you gain
- 2KB
- 205
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Birthsign attribute bonuses no longer count against your limit of 100 in each attribute. So, if you\'re born under the sign of the steed, your maximum speed is 120, not 100. Note that if you are not playing a retroactive health mod, then this will cause the endurance bonuses from from The Warrior and The Lady to give you less HP as you gain
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A simple mod that fixes several problems related to vampirism, particularly: 1. the attribute/skill bonuses no longer count against your max 2. 25% vampires now look human (as the plot/lore said). 3. some bugs related to timing of changes in vampire states have been fixed See this thread: http://www.elderscrolls.com/forums/index.ph
- 6KB
- 24
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A simple mod that fixes several problems related to vampirism, particularly: 1. the attribute/skill bonuses no longer count against your max 2. 25% vampires now look human (as the plot/lore said). 3. some bugs related to timing of changes in vampire states have been fixed See this thread: http://www.elderscrolls.com/forums/index.ph