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HoboOfSerenity

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HoboOfSerenity

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75 comments

  1. TheLenymo
    TheLenymo
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    Very helpful mod for my ocd thank you. Totally random, but do you take mod requests? feel free to ignore, just thought it was an interesting idea and there is no way i would do anything about it myself but..
    I would love to see a mod that adds dan machi's firebolt, and i think it would be enjoyable for any spellsword type players:
    Basically, a firebolt that does more damage per point of fame and player level, with breakpoints that add area and weakness to magic and weakness to fire to prevent it from falling off.. for example
    Lvl 1, 0 fame 5 points fire damage on target
    Lvl 10, 5 fame 20 points fire damage on target radius 10 (from 5 points fame perk)
    Lvl 15, 10 fame 30 points fire damage on target radius 10 weakness to magic 50% for 3 seconds (from 10 points fame perk)
    Lvl 20, 15 fame 40 points fire damage on target radius 10 weakness to magic and fire 50% for 3 seconds

    Keeping in line with the show, a greater power that triples the values or something with no mana cost as well
    1. HoboOfSerenity
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      That can be done, and wouldn't be hard. Try and make it yourself, the toolset is easy to work with. You could do it one of two ways, the first is to give the spell itself a script and adjust the powers from that based on player fame and/or level, or do an invisible quest and make a script for it that checks player level/infamy every few seconds and gives you the appropriate spell for the condition. Though that one means it has to be hotkeyed everytime it changes.

      Toolset is easy to learn, and the documentation for it has been building up for 19 years. If you can think about a use, there is a tutorial for how to do it out there.
    2. TheLenymo
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      ok xD
      thanks, i might mess around with stuff more after another playthrough.. mods definitely help alot with the replayability of this game
  2. Ted95
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    I've noticed an issue with some of the summoned creatures using this mod, namely the Mended Flesh Atronach. They don't follow the player when summoned. Possible to implement fix? If I remember correctly from the original, their AI package has to be set to follow the player.
    1. HoboOfSerenity
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      no that is beyond the scope of the mod itself. More than 1 of the spell effects that are added don't work properly. This mod simply gives you access to them, fixing or altering them will have to be up to another mod. This is to avoid any conflicts with such potential mods, since at least back in original oblivion days it was very common for mods that add or tweak magic to do stuff like that, but not alter spellcraft or enchanting.
  3. Flex1303
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    I need to ask, have you maybe put the "new" spells in the world for us to find/buy? For the Lecturers Edition, I mean. For example, finding a spell or item of Restore Magicka is impossible, at least that I know. 
    1. HoboOfSerenity
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      I haven't, no. Main reason is because if I add anything to a shop or location, or edit a drop table it will make the mod incompatible with any other mod that does the same.
    2. Flex1303
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      Understood. Thank you for the info.
  4. OldHunter69X
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    Very handy. Thank you.
  5. ShroomsX13
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    Do you perhaps have the spell id? Every time after I exit the sewers the spell disappears and doesn't come back even with the latest update.
    1. HoboOfSerenity
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      Thats odd, during my testing I keep getting the spell back every 5 seconds when I remove it, including saving after removing it or transitioning after. Spell ID for both main and pocket edition is XX00015A9. Replace XX with the position it has in your load order. Remember game uses hexadecimal numbering here, so if it's number 13 it's 0D and if it's number 16 it's 10
    2. ShroomsX13
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      Doesn’t seem to let me add it either I’ve tried every possible number lol even after picking my birth sign it goes away still and doesn’t come back
    3. HoboOfSerenity
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      I have no idea what the issue is then. You get it before? If you get it before, then you should be able to add it, or at the very least get the error message that it can't be added because you already have it. If you can't add it then the mod must not be loaded.

      edit:
      I've tested it again by running through the tutorial and I always had it after creating character, choosing class, birthsign and exiting the sewers. If it got removed by any of them, like when you get your class, it was added back faster than I could go into the inventory to check because it was always there. Are you using an old version of the mod maybe? The older versions only tried to give it to you once, then stopped trying. The 1.2.2 version tries to force it on you every 5 seconds while playing. Forever. Just like most quest script checks.
    4. ShroomsX13
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      I'm on latest version, might be a mod conflict? Its second to last in my plugins.txt and the vampire spells I have stay added, had an issue with it getting rid of teleport spells as well so probably something conflicting but what Idk
    5. HoboOfSerenity
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      Any mod that alters the Magic Effects that this mod have touched in any way, will conflict with it. This is because even though my mod only alters spellmaking and enchanting (turning a 0 to a 1), it also copies the entire entry for that effect, including everything unchanged because of how the toolset reads it. This is what is the major source of conflict between mods, if they alter different things on the same thing and I don't know how to or if I can change that.

      I've updated the readme in DOCS to give a warning about potential mod conflicts, since I wasn't aware that the game did what I said above until I looked into the issue. It shouldn't be too difficult to resolve such conflicts by using xEdit, Wrye Bash and similar tools.
    6. ShroomsX13
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      Got it to work ended up being the esp was renamed and I didn't catch it and had both in there but not the newest one enabled, but now I have lost reflect magic, resist normal weapons, reflect damage and spell absorbtion in the enchantment menu
    7. HoboOfSerenity
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      None of the effects you listed have been modified or touched in a recent patch. If you have a mod that alters any of them, then that would be why. But they are all there for me when I remove all my master versions of the mod and download and use the one from here as if I was a normal mod user. Must be something on your end
    8. ShroomsX13
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      Nothing touches those spells though, using the more damage mod and everything else shows up, also paralyze doesn’t show up for weapons either and they did before, It is probably something on my end but idk what 
    9. HoboOfSerenity
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      Try loading my mod last and see if that fixes it. If it does, then it's one of the other mods conflicting with mine. Also make sure you have the latest version of my mod.
    10. ShroomsX13
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      That fixed it, no clue what is conflicting but now its all there. Thank you very much I will try to see what is conflicting but this is great for now!
    11. HoboOfSerenity
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      You can use programs like xedit to find out what the conflict is and resolve it by creating a merged patch.
      Or if you're using the more popular Spell Freedom mod, you shouldn't be using my main file as the spell freedom mod does the same thing + additional stuff. Instead just use the Pocket Edition of my mod, if you still want to keep the all-in-one-spell spell. And/Or the infuse magicka optional one if you want that spell too. Or potentially use my main mod, but load it first so that the spell freedom's changes are the ones that stick and my mod just end up covering anything that mod might not add or have missed, if there is any.

      Generally it's better to have as few conflicts as possible in your mod list, just for stability reasons and make it easier to figure out what is causing issues or crashes. Load order should always be the stuff you care about the least closer to the top, stuff you really dont want changed nearer to the bottom, since the game will override upwards as it loads mods down the list. Stuff higher up can never override something further down, but stuff further down will always override stuff higher up on the list, if there is a conflict.
  6. ShroomsX13
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    Got it to work but now when I go into the enchantment screen I don't have reflect magic, absorb magic, reflect damage, resist normal weapons 
  7. twomuchfury
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    Not sure if you are aware but you put a space in your .esp file for the latest update. Just a forewarning for everyone to make sure that reflects in your plugins.txt before saying it doesnt work anymore.
  8. Kender20
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    i put the spell on thinking i needed to activate it and i went half hour waiting for the effects to wear off lol had to reload a older save 
    1. HoboOfSerenity
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      I've updated the mod so it should now be safe to cast the spell, and also made it nearly impossible to cast as a fail-safe.
  9. wizearse
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    No Poison Damage?
    1. HoboOfSerenity
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      Poison damage isn't a magic effect. Only magic effects that touch poison are weakness to poison and poison info, which is what holds the info of the poison used in alchemy. And the latter cannot be used to inflict poison. Poison in the game is a term, rather than a damage type. Any harmful potion you brew is a poison and if you theoretically made one that dealt fire damage, it would be amplified with weakness to poison. Same way any damage over time or negative effect applied by them can be cured with cure poison.

      https://en.uesp.net/wiki/Oblivion:Poison
    2. wizearse
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      Thanks For the info.
  10. Ted95
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    Update:

    Disregard. The Shivering Isles spells were already included.