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Arx Vallium

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  1. ArxVallium
    ArxVallium
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    Locked
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    Hey everyone! Some important things to know:

    1. The lock spell will likely not work on objects that are already locked, have a key assigned to them or are locked/unlocked by NPCs as part of their AI scheduling.

    2. Spells which are considered to be 'Curses' are inherently immune to the affects of silence.

    3. Most spells can be bought from 2-3 spell merchants. Some spells are rare and can only be acquired from 1 spell merchant.

    4. Existing spells in the games files which aren't fully functional or configured to work nicely in-game were ignored intentionally (i.e. Order Knight and Priest Bound Spells, Darkness spell, heavily scripted quest-related spells). Adding these spells to the game will take some messing with hardcoded spell files and I will not be doing that as part of this mod for the sake of keeping things clean.

    5. Spells which are specific to unique items or abilities (i.e. Wabbajack summon spell, Reanimation spell, Aedric/Daedric Blessings, KOTN armor spells) will not be added by this mod for realism and balancing sake.


    Please report any bugs or inconsistencies that you find to the bugs section ------------>

    Compatibility issues relating to mod conflicts (depending on the conflict) will likely NOT be handled by me. Please refer to the
    -=Compatability Patches=- section of the Permissions and credits tab for more details.

  2. Fantafaust
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    I'm not seeing how you distributed the spells, was it directly editing the NPCs? or a script, run via a quest?
    1. ArxVallium
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      Each spell was directly added to the NPC which sells them. Oblivion's spell purchasing system is just that simple. Every spell that a spell merchant knows are the spells which they will sell to the Player.
    2. Fantafaust
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      If you like, I could write you a script to add those spells to the NPCs, to preserve compatibility with other mods.
    3. ArxVallium
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      Not exactly sure how implementing a script would help make things more clean and compatible but if you want to PM me with a script then I will take a look and lyk what I think.
    4. AbaddonX
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      Because multiple scripts can add multiple things to the same NPC without conflict, but .esps editing the same NPC records will overwrite one another
    5. ArxVallium
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      But where would the script be applied if not to the NPC itself? A Quest handler perhaps?
    6. Fantafaust
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      Yes, you would have a quest set to run automatically with the game, and a script on it to deliver the spells to a given npc ref/multiple refs.
  3. BlackHades0133
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    As I remember, Summon Black Bear is a spell add by official download call "Spell Tomes".
    It is part of spell call "Pride of Hirstaang", which give you 3 effect:
    1.Fortify Strength 5 pts for 30 secs on Self
    2.Resist Frost 30 pts for 30 secs on Self
    3.Summon Black Bear for 30 secs on Self

    So It can learn normally in game. Although those spell tomes are hard to find.
    1. ArxVallium
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      Correct, but the Black Bear summoning spell was never standalone making its inclusion in this mod unique enough. My standalone version is a good option for Players who don't want all the extra stuff tacked on for the higher magicka cost. Both spells can coexist in my opinion.
    2. unjusthomicide
      unjusthomicide
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      @ArxVallium yes what which vendor? trying to get the conjuration spells. checked the mages guild sellers and nothing
    3. ArxVallium
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      Summon Black Bear is sold by Alberic Litte and Sulinus Vassinus
    4. unjusthomicide
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      @ArxVallium was looking for the mythic dawn spells to be specific. bought all spells from those 2 npcs.
    5. ArxVallium
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      Calindil's got the mythic dawn ones IC Market District
    6. unjusthomicide
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      @ArxVallium appreciate you bro!
  4. TheDr34m
    TheDr34m
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    Awesome mod. Thank you for keeping it clean for the folks that want to keep a vanilla + experience. Really appreciate it.  
    1. ArxVallium
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      You're welcome!
  5. darkaoz
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    Sounds cool, but as of right now, it seems like you just added the spells to some NPCs Spell list, and that might just make those NPCs able to cast them but not to sell them, if spells and spellbooks work like in skyrim, you need to link the new spells to their own spellbook that teaches a spell, and then put the book in the containers of Merchants so they actually sell them.
    1. ArxVallium
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      Oblivion's spell merchant system works entirely different than in Skyrim. The NPC just needs to be flagged as a merchant then all of the spells they know will be available to the player for purchase. It is very simple in Oblivion as opposed to in Skyrim. Spells can't be placed in containers in Oblivion and the Spell Tome system is a complex hard-scripted interaction between the player and a generic book. Skyrim's upgraded Creation Engine baked in the Spell Tome functionality so that they are separate from that of regular books, unlike in Oblivion.
    2. PsymonPrime
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      So then do NPC opponents have access to these spells and will use them in game?
    3. ArxVallium
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      Theoretically, yes (but only if their magicka score is high enough and their class combat AI allows for spell usage).
  6. HughMann1
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    Is 'weavers venom' what I think it is...? Is it a poison damage spell? :o

    Also, can't seem to find which vendor is selling Weakness to Normal Weapons...
    1. ArxVallium
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      It's a derivation of a spell used exclusively by Spider Daedra which Drains Agility, Speed and Damages Health. So yes, essentially it functions as a poison of sorts.

      Weakness to Normal Weapons is sold by both Isa Raman and Orag gra-Bargol.
    2. HughMann1
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      Yeah, managed to find it as mentioned in a reply to someone else. Thanks, though! Mod's got an immediate endorsement from me <3

      Will you be adding spells for effects that don't typically have them, such as Resist Normal Weapons or Reflect Damage? Or is this mod devoted solely to spells that are normally unusable?
    3. ArxVallium
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      I've been debating whether or not to make this mod a spell extender as well as a restored content mod... I'm already exploring and balancing more ways to include expansions of existing spells as we speak. So far I've incorporated a fleet of Absorb Fatigue and Absorb Magicka spells, hopefully they won't be too broken lol.
    4. HughMann1
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      Nice. B)
  7. VitFall
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    Does this allow us to put the new additions in equipment enchantment? Specifically interested in Weakness to Normal Weapons.

    Edit: yep, it does.
    1. HughMann1
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      Where did you FIND weakness to normal weapons? Been searching since last night ;-;

      Nevermind, finally found 'em!
  8. thatsjustphillip
    thatsjustphillip
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    could you please provide more of a list on new spells?
    1. Gankaku
      Gankaku
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      Me too. i'd like to see the entire list to see if I want the mod. Also how we can obtain them? Which vendor has what.
    2. SnortTheMemes
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      I'd imagine they were dispersed in ways that make sense, illusion vendors getting the illusion spells, conjuration vendors getting the conjuration spells, etc. I'll test and reply here if the mod author hasnt first
    3. ArxVallium
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      In some cases, yes. Some are distributed semi-randomly as well. So a mix of both I'd say.
    4. ArxVallium
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      Done.
    5. FurtiveNygmy
      FurtiveNygmy
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      Any chance of a description or listing of effects of each spell if it's not too much to ask for of course!
    6. thatsjustphillip
      thatsjustphillip
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      wow thank u!~~
  9. Sohleks
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    Interesting.

    I heard npcs don't suffer from drain endurance. Their HP stat is determined by endurance and preset health+level stats when they spawn. I found this out when testing custom spells. Those other drain effects might be fair to have.. since my not out race/birthsign mod is adding some of those as debuffs on powers and I would prefer every spell effect is available to any character.

    I do wonder what a lot of these spells do.
  10. SaberFang1
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    I need flame cloak from morrowind please?