nerfed Tower Magic resistance from 20 to 5 % ( together with 10 % damg reflect it felt to OP, especially since i reverted Bretons to 45 % from vanilla 50 %, cause this change nerfes breton npcs too - tho dont know how much npcs use their racial powers didnt test) ( and same i did with dark elves back to 75 % from same reasons ) removed 5 Willpower from Lady as it felt tooo better choice than Ritual for paladin like character - without that i would say its balanced as you trade that 25 fatigue for very strong greater and lesser power too, tho charm is very Ladys charm is very usefull too
Races: i tried to make them more Morrowind like
Argonians : alch 5, hth 5, athl 15, illusion 15 ( just make sense with lizzards ), blade 5, mysticism 5
Dark elf : Conj 10, Ath 5, Destr 10, Light a 5, Blade 10, marks 5, myst 5
High elf: alch 10, alt 10, conj 5, destr 10, illus 5, speech 10 ( fits them more than mysticism which they didnt have in Morrowind and feels more shamanic than arcane )
Imperial : block 5 ( legion / just fits), blunt 5, heavy a 10, blade 5, speech 10, merc 15
Khajit : acr 15, ath 5, hth 5, light a 5, blade 5, security 10 , sneak 5
Nord : armorer 5, blunt 15, blade 5, heavy arm 10, block 5, merchantile 10 ( fits lore )
Orc : armorer 10, block 10, heavy arm 15 ( so they more deffensive ), blunt 10, hth 5
Redguard : ath 5, blunt 10, blade 15, heavy a 5, light a 5, mercantile 10
Wood elf: unchanged from your
also in Birthsigns only file - Tower has only 50 % weakness to shock ( while stated 75 % )
actually i like your Breton change, so put it back but with dark elves i kept 75 % fire res back and removed magicka bonus ( didnt make sense neither game or lore wise )
I am learning to make something like this from scratch. But I need to learn how to make and cleanup the plugin so it doesn't crash the game...
The mage will get at least 16% weakness to normal weapons. I am 75% done concepting, I am generally going add enemy debuffs to powers since they won't 1 shot at low levels and may still be useful when maxing out, with defensive effects nerfed to 16% but there will be ways to stack some things to 48% with race + birthsign + power. I have some cool power ideas, like Wood Elf will get a 2 damage for 5 sec shock spell with disintegrate armor so strong it will destroy somethng they're wearing unless it's Deadric/ebony, and drains some armor skill. Argonians native hp regen and will have Histskin that also adds light magic resist and fortifies alteration so much you can now add more defensive layers for cheap. Nord frost punch will be 12 feet aoe and debuff some str/agi and a lot of speed, and they can electrify themselves for reflect dmg and resist shock and fortify willpower, but it slowly hurts them. Redguard was the last race I struggled to remake powers for. I figure they will have a fire version of Nord's electric reflect and put themselves on fire but restores more hp than the fire and flame punches enemy and does about 180 weapon disintegrate, mostly melting early game weapons and denting the effectiveness of mid game weapons.. I want to figure out if they Redguard will conjure sword like an Ansei warrior, but somehow pair it with a desirable late game effect..? Orc will have Vile Scream that drains weapon skill and a damage fatigue burst in 60 feet along with a form of berserk that regens hp but drains nearly all of your armor skill, but givs you 255 feather so you're unburdened by the armor. Starting attribute will be lowered as well to add in a little more progression. Imperial is kind of turning out to be the perfect paladin, with their star of the west still absorb fatigue but also 80 willpower and drain armor skill. If enemy falls down you can regen a lot of mana if you stay in range, with a general fortify willpower/restoration/shield power.
I had an issue where I could not hear Sheogorath's voice in the dialogue menu, but could outside of it. I disabled this mod, and his voice came back. Too bad, posting in case anyone else has the issue.
Pretty nice. I've looked at the other options and I like your desigsn that I may actually use this. I normally just play a Khajit Nightblade because it's a balanced cat but some other options might be appealing now. Khajit is not really changed here. That's fine. Toning down some vanilla racial super passives is very good and there's some creative additions here without adding on many superpowers on everything that max some stats at level 1.
- I just found out how to tweak these for myself using TSEDIT :) with your mod as the baseline.
i cant save your mod in CS to tweak it. when loading it gives errror unable to find quest reference on topic (01002D37) on Topic Attack, i can load it ignoring the erro, but when trying to save it, CS crashes
I get those errors when loading the oblivion.esm I think its normal atm. As for the crash I don't know, I haven't had that issue. You have made sure the file your editing is set as the active file right?
yes it is, it happens only with this mod also i dont get that error ( or any errors ) when loading Oblivion esm, only when loading altar esps i get bunch of errors
This is great, the mage random summon is awesome, but I'd like to nerf it slightly and remove the mage antimagic lesser power from my list, could you tell me the spell ID for it so I can use the console to remove it? Thanks so much
35 comments
nerfed Tower Magic resistance from 20 to 5 % ( together with 10 % damg reflect it felt to OP, especially since i reverted Bretons to 45 % from vanilla 50 %, cause this change nerfes breton npcs too - tho dont know how much npcs use their racial powers didnt test) ( and same i did with dark elves back to 75 % from same reasons )
removed 5 Willpower from Lady as it felt tooo better choice than Ritual for paladin like character - without that i would say its balanced as you trade that 25 fatigue for very strong greater and lesser power too, tho charm is very Ladys charm is very usefull too
Races: i tried to make them more Morrowind like
Argonians : alch 5, hth 5, athl 15, illusion 15 ( just make sense with lizzards ), blade 5, mysticism 5
Bretons : alcjh 5, alt 5, conj 10, illus 5, Myst 10, Rest 15
Dark elf : Conj 10, Ath 5, Destr 10, Light a 5, Blade 10, marks 5, myst 5
High elf: alch 10, alt 10, conj 5, destr 10, illus 5, speech 10 ( fits them more than mysticism which they didnt have in Morrowind and feels more shamanic than arcane )
Imperial : block 5 ( legion / just fits), blunt 5, heavy a 10, blade 5, speech 10, merc 15
Khajit : acr 15, ath 5, hth 5, light a 5, blade 5, security 10 , sneak 5
Nord : armorer 5, blunt 15, blade 5, heavy arm 10, block 5, merchantile 10 ( fits lore )
Orc : armorer 10, block 10, heavy arm 15 ( so they more deffensive ), blunt 10, hth 5
Redguard : ath 5, blunt 10, blade 15, heavy a 5, light a 5, mercantile 10
Wood elf: unchanged from your
also in Birthsigns only file - Tower has only 50 % weakness to shock ( while stated 75 % )
I am learning to make something like this from scratch. But I need to learn how to make and cleanup the plugin so it doesn't crash the game...
The mage will get at least 16% weakness to normal weapons. I am 75% done concepting, I am generally going add enemy debuffs to powers since they won't 1 shot at low levels and may still be useful when maxing out, with defensive effects nerfed to 16% but there will be ways to stack some things to 48% with race + birthsign + power. I have some cool power ideas, like Wood Elf will get a 2 damage for 5 sec shock spell with disintegrate armor so strong it will destroy somethng they're wearing unless it's Deadric/ebony, and drains some armor skill. Argonians native hp regen and will have Histskin that also adds light magic resist and fortifies alteration so much you can now add more defensive layers for cheap. Nord frost punch will be 12 feet aoe and debuff some str/agi and a lot of speed, and they can electrify themselves for reflect dmg and resist shock and fortify willpower, but it slowly hurts them. Redguard was the last race I struggled to remake powers for. I figure they will have a fire version of Nord's electric reflect and put themselves on fire but restores more hp than the fire and flame punches enemy and does about 180 weapon disintegrate, mostly melting early game weapons and denting the effectiveness of mid game weapons.. I want to figure out if they Redguard will conjure sword like an Ansei warrior, but somehow pair it with a desirable late game effect..? Orc will have Vile Scream that drains weapon skill and a damage fatigue burst in 60 feet along with a form of berserk that regens hp but drains nearly all of your armor skill, but givs you 255 feather so you're unburdened by the armor. Starting attribute will be lowered as well to add in a little more progression. Imperial is kind of turning out to be the perfect paladin, with their star of the west still absorb fatigue but also 80 willpower and drain armor skill. If enemy falls down you can regen a lot of mana if you stay in range, with a general fortify willpower/restoration/shield power.
- I just found out how to tweak these for myself using TSEDIT :) with your mod as the baseline.
also i dont get that error ( or any errors ) when loading Oblivion esm, only when loading altar esps i get bunch of errors
Fixed!