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0 downloadsEnhanced Magic ver1.0 created by emrio This mod improves the too weak Oblivion vanilla magic. It is made for your own environment, so no balance is taken into account. However, if you are playing as a mage and cannot damage enemies at all, or if you have magic with questionable effects. It will be very useful for those who have difficulties in such cases. The main improvements are as follows Flame magic makes undetected enemies flee with flame damage Cold magic damages enemy fatigues along with cold damage Electric magic damages enemy magicka with electric damage Healing magic restores health and stamina. Damage spells are now more effective Stamina Restoration magic will enhance health and stamina for a certain amount of time. Resistance-breaking spells are enhanced in effect and duration. Weapon and Armor spells have increased effect. Currently only destruction and recovery are improved. We may update it in the future.
560 downloadsAn overhaul catering to roleplayers. Now also including the Shivering Isles! Get ready for a jolt to the system. Although only vanilla (default) resources were used, T.I.E. is a tiny overhaul that carries major impact on the way Oblivion is played. The gameplay is much tougher on hack and slash players while favoring stealth gamers in general - although with the release of 1.26 onwards, both Mages and Fighters can survive well in TIE too. How does TIE favor stealth gameplay? By having NPCs and creatures deal out far more damage, by raising sneak attack perks, and having real consequences for engaging in melee combat unprepared (for starters). High level loot and armor and weapons are also much rarer, far more TNRish NPCs now populate Cyrodiil (800 in this release), diseases are easier to catch, etc. You will also find most mid to high level shops (as well as many Imperial city homes) guarded by hired guards, so no more thieving to your heart's content and filling your loot bag. Now you have to actually WORK to be a good thief. You'll also come across secret entrances to all cities and castles. Some are underground, some require swimming, climbing, or jumping - or a combination of all three. You will see thieves making grabs for loot (and getting chased), deadly assassins, tomb raiders and morally ambiguous scavengers in wilderness areas as well as underneath the Imperial City sewer system - which is now interconnected via trapdoors, and grates. So have fun in the new Tamriel, but beware. More danger than you can conceive of lurks both on the surface and below. Only the prudent and vigilant will survive and thrive. Garrett would be proud. * TIE no longer caters exclusively to the stealth type gamer. Previous versions of TIE used to be tailor made for Thief types (RIP Looking Glass Studios), but Mages can now enjoy a greater thief-like environment blended in with the arcane. Fighters will also find their path in TIE - especially with the prolific use of shields and certain potions available from merchants and bartenders. * TIE features ONLY vanilla content. That means no resources found outside the Construction Set made their way into here. Custom scripts are fine as long as they're small, but visually speaking, everything you see and witness inside TIE comes directly from the game. This of course has a direct effect on the download size. As it currently stands, with more than 800 added TNR NPCs, and with a file size of just 5 megabytes, T.I.E. is a far smaller download than most other overhauls out there (with the exception of Adventurers). IMPORTANT: If you are using Better Cities 5.4.1 or higher, download "TIE For BC 541.7z". Version 5.4 and up of BC include the Blood & Mud mod and has a new wall configuration in Bruma as well. If you are sticking with a version of Better Cities which DOES NOT incorporate the Blood & Mud mod, download the file simply called "TIE.7z" instead.
64 downloadsBound Armory Extravaganza Covers all your Bound Weapon needs - now with MCM support: 32 different bound weapons and tools to chose from, adjustable damage scaling, improved visuals - complete with a neat MCM Bound Armory Extravaganza adds tons of new bound weapons and adds damage scaling and special effects based on your conjuration perk selection. The weapon selection, damage scaling and special effects can all be selected and adjusted in a mod configuration menu (MCM). Weapon Selection: Simply select the type of weapon each spell shall summon in the MCM under Bound Armory -> Weapon Selection. There are two spells for One-handed Weapons, so you can have a different weapon in each hand. The available weapons are: 1H Weapons: Sword, War Axe, Mace, Dagger, Blades Sword (Katana), Short Sword, Short Spear, Hatchet, Hammer, Club, Punch Dagger, Katar, Ancient Ulak, Ulak, Flameless Sword, Flameless Dagger 2H Weapons: Battleaxe, Greatsword, Warhammer, Halberd, Scythe, Glaive, Trident, Long Mace, Quarterstaff, Flameless Battleaxe Ranged: Bow, Crossbow, Flameless Bow, Flameless Crossbow Separately, the following Tools Spells can be found: Pickaxe, Woodman's Axe Damage Scaling: Mystic Binding Bound Weapons deal daedric levels of damage and gain 10% of your Conjuration skill level as bonus damage. This damage is physical, stacks with weapon perks and skill level and is reduced by enemy armor rating. The damage scaling can be disabled in the MCM under Damage Settings. Soul Stealer Bound Weapons cast Soul Trap on targets and receive a special effect. The effect depends on your choice of Spell School in the Damage Settings in the MCM. Available Options include: No special effect; Magicka, Health or Stamina absorption; a stagger effect; or elemental and sun damage. To gain the elemental and sun damage, you also need to summon an atronarch of the respective element or an undead. The default selection is Magicka absorption. Oblivion Binding Bound Weapons gain 1% of your current Magicka as bonus damage per Conjuration Mastery and Dual Casting Perk (That is: With Conjuration Dual Casting, Novice, Apprentice, Adept, Expert and Master Conjuration you gain 7% of your current Magicka as bonus damage). This damage is physical, stacks with weapon perks (but not skills) and is reduced by enemy armor rating. The damage scaling can be disabled in the MCM under Damage Settings. Further damage options are available which can be loaded below Bound Armory in your load order. Your MCM Damage Settings will automatically be overruled by these options. GaigeTheMechromancer released a mod with intrinsic compatibility: Enchant Bound Weapons. With it Bound Armory Weapons will receive an (or better yet: up to 4) elemental enchantment, if you are wearing the right jewelry, which you can craft yourself. A SPERG patch done by Omnigma is available under optional files at the nexus. A Requiem patch done by Alexandriel is available under optional files at the nexus. A Compatibility Patch for PerMa is available at PCaPP Ordinator is compatible out of the box. For the best experience, load Ordinator later than BAE and set Damage Scaling and Magic School in BAE Damage Settings to none (no automatic overruling). FAQ Will there be a Special Edition version of BAE? - We aim to release a version for the special edition, but we first need to see if the necessary tool + SkSE and SkyUI are updated for SE. What about support for consoles? - Unfortunately it doesn't look like SkSE and SkyUI will work on consoles, so at this point, we have to wait and see. Is this mod compatible with [insert famous overhaul mod] - At the current state, unless otherwise noted: No. But just as with the original Bound Armory, we plan to add support for various overhauls. If you are an experienced user of both Bound Armory and any overhaul mod and want to help us with a compatibility patch, please contact us in the comments section. Permissions, Credits and Thanks JibstaMan for MCM development and logo design Gruftlord for original Bound Armory, esp and mesh edits nokturnihs for starting the MCM PrivateEye for his Heavy Armory weapons DJjojo for the Daedric Crossbow tom349 and Bluddysunday for Fist Weapons and textures Loshirai14 for the Reaper Of Souls Scythe. Aertyr for Bound Weapon Redux Ob1ivion for Elemental Binding Bethesda the SKYUI Community Please ask permission from the original creators, if you want to redistribute this in any way or form.
In reference to a post someone made on the USKP Nexus Forum (#7095): I personally noticed that the 'Guardian Circle' spell stays active in the "Active Effects" list for 60 seconds, but the "visual aura" (or circle) effect of the spell disappears after 30 seconds. Does anyone know if there is a way to fix this or is it deliberate for some reason? Also: I haven't really figured out how these spell durations and effects work yet (or are supposed to work) in the game, so maybe someone else knows if there is actually anything wrong with them or not. Edit: Tracker ticket (Bug #17587)