[Relz] - Arcane Services

Post » Sat Feb 26, 2011 1:46 pm

Arcane Services

Download at

http://www.tesnexus.com/downloads/file.php?id=30962
http://www.invision.tesalliance.org/forums/index.php?/files/file/429-arcane-services/


Name: Arcane Services
Version: 1.1
Date: 1/3/2011
Category: Miscellaneous
Author: Cydonian_Knight

=================
Requirements:
=================

Oblivion 1.2.416
Shivering Isles
Oblivion Script Extender
Homepage: http://obse.silverlock.org

=================
Description:
=================

This mod adds a vender just outside the exclusive section of the Arcane University who offers spell making and enchnting services, but with a twist. He allows the player to make spells or enchant items with any spell effect, even if the player does not already have a castable spell with the effect. This allows any type of character to enchant their weapons and make spells without worrying about getting their magic skills up. It also adds spell making and enchanting outside of the Arcane University, but still under the authority of the Mage's Guild, which is something that I think the Mages Guild would offer. So now you don't have to join the Mages Guild or have high magic skills in order to make enchantments or spells.

=================
Details:
=================

You can access the vender's services via dialogue options. You only gain access to every spell effect when accessing the enchanting and spellmaking menus through the vender I added. The mod works by adding dummy spells, one for each spell effect, to the player right before accessing the spell making or enchanting menu. This unlocks every spell effect so they can be used in the menus. The spells are then removed after you finish.

=================
Installation
=================

1. Extract this archive to any folder and then copy the contents to Oblivion's Data
folder.
2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).

=================
Un-Installation:
=================

1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.

=================
Incompatibility:
=================

As this mod only adds a single NPC to the Arcane University, it should be compatible with all other mods.

=================
History:
=================

4/4/2010 - 1.0 - Initial Release

1/3/2011 - 1.1 Updated to include SI spell effects. Now requires SI.


=================
Contact:
=================

You can find me on the Official Forums, TES Alliance, and the Engineering Guild as Cydonian_Knight. One TESNexus I am just Cydonian Knight, without the underscore.

=================
Credits:
=================

Thanks to Bethesda for creating Oblivion.

Thanks to Trollf for his Artifacts resource, which I used for the vender's robe.

Thanks to InsanitySorrow for his ReadMe Generator this file is based on.

=================
Tools Used:
=================

Insanity's ReadMe Generator
Elderscrolls Construction Set
TES4Gecko
TES4Files


=================
Licensing/Legal:
=================

You must contact me and obtain my permission before re-packaging any part of this mod.

User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Sat Feb 26, 2011 10:26 am

Added a link to the mod at TES Alliance.
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Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Sat Feb 26, 2011 2:13 pm

Out of curiosity are the dummy spells only what is available enchant-wise in vanilla, or does it include effects that may be unlocked for enchanting by other mods?
User avatar
Enie van Bied
 
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Post » Sat Feb 26, 2011 11:51 am

Out of curiosity are the dummy spells only what is available enchant-wise in vanilla, or does it include effects that may be unlocked for enchanting by other mods?


Yes, I made a dummy spell for every spell effect (at least I hope I did), even if you can't enchant things with the effects in the vanilla game. So if you have a mod that unlocks the effects for enchanting, such as LAME, you will be able to enchant things with them using this mod. For example, I am able to enchant armor with Restore Health in my game, using this mod and LAME.
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N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Sat Feb 26, 2011 3:27 pm

This will need an Open Cities Outer Districts patch like what Midas has.

Edit: Good idea :tops:
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sara OMAR
 
Posts: 3451
Joined: Wed Jul 05, 2006 11:18 pm

Post » Sat Feb 26, 2011 11:59 am

This will need an Open Cities Outer Districts patch like what Midas has.


Yes it will, all that would need to be done is to move the NPC into the Open Cities worldspace. I don't use Open Cities so I don't really have an interest in making a patch, but if anyone would like to, feel free.
User avatar
Amanda Leis
 
Posts: 3518
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Post » Sat Feb 26, 2011 1:22 pm

I am in love with this idea.
Does this vender have any sort of schedule or does he just stand in the same place 24/7?
User avatar
Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Sat Feb 26, 2011 6:40 am

I am in love with this idea.
Does this vender have any sort of schedule or does he just stand in the same place 24/7?


Thanks, let me know how you like it. No, the vendor doesn't have much of a schedule, just a basic wander package around his starting location. So he doesn't just stand there, but he doesn't move far either. I wanted to make this mod as lightweight and unobtrusive as possible, so I didn't give him a place to sleep or anything.
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Noraima Vega
 
Posts: 3467
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Post » Sat Feb 26, 2011 3:50 am

As others have said, this is a way-cool idea :goodjob: It's one of those things that strikes me as obvious now that the mod exists, but I never would have thought about it otherwise. At some point I'll get around to creating a non-magic character, lol. For the fighter who wants a little extra bang w/out actually learning magic :D Grats on the release m8. This is going straight to my list of 'best little-known gems'.
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Inol Wakhid
 
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Post » Sat Feb 26, 2011 8:32 am

As others have said, this is a way-cool idea :goodjob: It's one of those things that strikes me as obvious now that the mod exists, but I never would have thought about it otherwise. At some point I'll get around to creating a non-magic character, lol. For the fighter who wants a little extra bang w/out actually learning magic :D Grats on the release m8. This is going straight to my list of 'best little-known gems'.


Thanks Immortal-D. Haha that's what I was thinking while making this mod, "Why wasn't this just in the vanilla game?" lol. It does allow you to bypass the Mage's Guild recommendation quests, but it seems natural to me that the Mage's Guild would offer these services anyways. Anyways, hope you find it useful.
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Daramis McGee
 
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Post » Sat Feb 26, 2011 4:03 pm

Little bump in case anyone is interested. :)
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Dalia
 
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Post » Sat Feb 26, 2011 1:22 pm

Did not see this thread the first time round. Nice mod, added to my Load order straight away ;)
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Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Sat Feb 26, 2011 12:30 pm

Did not see this thread the first time round. Nice mod, added to my Load order straight away ;)


Thanks, hope you find it useful calzo :)
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Sat Feb 26, 2011 5:03 pm

Thanks for the mod. I like to roleplay the vendor as doing some illegal black market spellmaking.
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chinadoll
 
Posts: 3401
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Post » Sat Feb 26, 2011 5:41 am

Cool and thanks for this cheat. :celebration:
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Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Sat Feb 26, 2011 3:23 pm

Updated this to 1.1. Just a small update that adds all the SI spell effects to the vendor, which somehow got left out before.
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LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Sat Feb 26, 2011 8:08 am

Updated this to 1.1. Just a small update that adds all the SI spell effects to the vendor, which somehow got left out before.


Now why did you do that...adding the SI spells, now i can not use this mod :o

Nah it was your choice to make it one, just a shame, my current char could have use of it oh well. :)
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liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Sat Feb 26, 2011 4:13 am

I've used this with all of my melee-oriented characters and it's still brilliant :) I really need to make another 'little-known gems' thread...
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Sat Feb 26, 2011 3:39 pm

Now why did you do that...adding the SI spells, now i can not use this mod :o

Nah it was your choice to make it one, just a shame, my current char could have use of it oh well. :)


I've re-uploaded the old version on Nexus, it's a good idea to have both versions up there for those without SI. :) If you do download it, would you mind letting me know if 1.0 works fine for you without SI? I want to make sure no bad dependencies slipped into that one.

I've used this with all of my melee-oriented characters and it's still brilliant :) I really need to make another 'little-known gems' thread...


Glad to hear you're still finding it useful. :)
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Ernesto Salinas
 
Posts: 3399
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Post » Sat Feb 26, 2011 12:43 pm

I've re-uploaded the old version on Nexus, it's a good idea to have both versions up there for those without SI. :) If you do download it, would you mind letting me know if 1.0 works fine for you without SI? I want to make sure no bad dependencies slipped into that one.


Thank you very much Cydonian_Knight, and of course i will inform you if it works as you intended it. :foodndrink:


EDIT: I installed it yesterday and went to the Arcane University, the elf was there and dialog was initiated. When i wanted to make a spell the menu popped up...but when i tried to select a spell effect OB ctd'ed immediately. Same thing happened with enchanting.

BUT...to check whether it was your Mod causing it, i reverted my system to the moment before i installed your mod. And in that situation the same thing happens, so i can at least tell you for sure that your mod is not the reason this happens in my game at the moment.

I am enjoying my current char way to much to use this as a reason to un-install OB and begin with a clean install. I will do a clean install of OB after i finished the game with my current char, and then install your mod again. :)
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Pete Schmitzer
 
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Post » Sat Feb 26, 2011 7:24 am

Thanks for the report Illius. I'm not sure what could be causing your enchanting menu to crash, I've never heard of that happening before. This mod doesn't affect the actual enchanting/spellmaking windows, just adds dummy spells to the player. So I'm confident that you're right and this mod isn't the culprit. But thanks for the feedback. :)
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Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Sat Feb 26, 2011 3:22 am

Just wanted to thank you for this little gem. My warriors now won't have to deal with all that complicated magicka thing! :)

This is really one of the things that makes us think: "why this was not in the vanilla game"?

Oh, and I'm also using your Alchemist for Hire mod and it is superb too! Thanks! :)
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Sat Feb 26, 2011 12:35 pm

Just wanted to thank you for this little gem. My warriors now won't have to deal with all that complicated magicka thing! :)

This is really one of the things that makes us think: "why this was not in the vanilla game"?

Oh, and I'm also using your Alchemist for Hire mod and it is superb too! Thanks! :)


Thanks segvirion, glad you're enjoying both. :)
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Sierra Ritsuka
 
Posts: 3506
Joined: Mon Dec 11, 2006 7:56 am

Post » Sat Feb 26, 2011 5:21 am

You make a good point that the mage's guild really should offer supervised access to their enchanting and spell making alters to outsiders. It would be a good source of income, especially from the warrior-who-doesn't-use-magic-but-likes-enchanted-swords demographic. But I think they should charge a lot more to use this service ( 5 or 10 times normal cost). Both because you essentially have an expert wizard doing the work for you (hence access to every spell effect), but also because unrestricted access to those alters is one of the biggest incentives they have to offer to convince people to join the guild. Offering cheap, convenient and easy enchanting/spell-making to everyone would surely decrease enrollment. Also, it would make this mod less of a cheat.
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RObert loVes MOmmy
 
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Joined: Fri Dec 08, 2006 10:12 am

Post » Sat Feb 26, 2011 10:20 am

You make a good point that the mage's guild really should offer supervised access to their enchanting and spell making alters to outsiders. It would be a good source of income, especially from the warrior-who-doesn't-use-magic-but-likes-enchanted-swords demographic. But I think they should charge a lot more to use this service ( 5 or 10 times normal cost). Both because you essentially have an expert wizard doing the work for you (hence access to every spell effect), but also because unrestricted access to those alters is one of the biggest incentives they have to offer to convince people to join the guild. Offering cheap, convenient and easy enchanting/spell-making to everyone would surely decrease enrollment. Also, it would make this mod less of a cheat.


Yes, but in order to do that I would have to modify records that I don't want to touch. I think that's more the job of magic overhauls. I personally use LAME, which adjusts the enchanting costs of most, if not all of the magic effects. For example, enchanting something with restore health costs 100,000 gold if I remember correctly. So LAME combined with this mod interacts pretty nicely.

However, I'm just providing the means here in this mod, it's up to you to decide what you want to do with it.
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Jose ordaz
 
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