[RELz] Audacious Magery

Post » Tue Feb 01, 2011 11:19 am

I'd guess that's done when the forms are loaded, same as effect costs. Like, if you load outside a shop, wait for the script to change the GMSTs, and you then walk into the shop, the spells which load for the first time after that cell transition will be properly affected.


Looks like my edit was too slow. As soon as I wrote that I realized that during my testing I had only checked the text on non-autocalced spells :banghead:. It's probably possible and would just require some extra code to fix up the levels on spells that aren't autocalc.

Anyway: statttis, do you modify mastery level when the spell is readied for an important engine-related reason, or is it only to preserve them being displayed in other lists? I've heard people talking about Sorcery's Toll leaving mastery levels changed after the mod is removed, but as far as I can tell any scripted edit to a (non-CloneForm) spell is reset at game load. Have I missed something?


I started off doing it because I'd read about how Sorcery's Toll changed the levels permanently, but later testing showed that scripted edits are not saved. Still a couple reasons for it though:
1. It allows for the vanilla mastery mode to work nicely. I don't use it but at least a few people like it.
2. It won't mess up non-autocalced cloneform spells. I can't imagine any reason why somebody would have those in their mod, but better safe than sorry.
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City Swagga
 
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Post » Tue Feb 01, 2011 1:47 pm

Hate to bother you statttis, but I still cant edit that script. I find what I am supposed to edit well enough and replace only what i am supposed to but it still will not allow me to save my changes and forces me to discard any changes i make if I want to get out of the edit script box. I listed the error message i get in my previous post. Dont really have an idea what could be wrong since your script seems to work fine in the first place and it seems unrelated to my edit.

Any ideas?

-Ex0dus
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Jamie Lee
 
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Post » Tue Feb 01, 2011 10:13 am

Ex0dus: Did you load the cs with OBSE v17 or higher?
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Vincent Joe
 
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Post » Tue Feb 01, 2011 12:36 pm

...It allows for the vanilla mastery mode to work nicely. I don't use it but at least a few people like it...

Hi! I'm one of the folks currently using your mod at the "vanilla mastery mode" (the rare minute I get to play). I really love it. :) Thanks so much for the mod, and its flexibility!
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Sebrina Johnstone
 
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Post » Wed Feb 02, 2011 12:36 am

Really really dumb question, but how does one load the construction set with obse? lol sometimes I guess its the basic things that trip us up eh?

-Ex0dus
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Alberto Aguilera
 
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Post » Wed Feb 02, 2011 12:50 am

nevermind ^_^, figured out that there is a small picture link down at the bottom of wrye bash that loads it for me if i have both obse and the construction set installed.

Thanks again for the wonderful mod and all of the help,

-Ex0dus
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flora
 
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Post » Tue Feb 01, 2011 4:58 pm

i got a question.

i am using this great mod, but i thought that i could cast any spell no matter lvl,, and no matter mana cost,, ( but with chance om backfire and so on)
well i bought some high lvl summon spells ( skill 37 *1.7 =62 mana without pentaly) thease spells cost 110 and 230 mana.

i just get a message ( your skill is not high enuff) i though it could cast them "just with chance of backfire) ?? is this intentionel ?

cheers
canadus
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Kelly James
 
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Post » Tue Feb 01, 2011 12:59 pm

just a lil bumpy :)

i got a question.

i am using this great mod, but i thought that i could cast any spell no matter lvl,, and no matter mana cost,, ( but with chance om backfire and so on)
well i bought some high lvl summon spells ( skill 37 *1.7 =62 mana without pentaly) thease spells cost 110 and 230 mana.

i just get a message ( your skill is not high enuff) i though it could cast them "just with chance of backfire) ?? is this intentionel ?

cheers
canadus

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Sabrina garzotto
 
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Post » Tue Feb 01, 2011 4:31 pm

Maybe a dumb question, but do you have OBSE (v17 or newer) installed? Because nothing will work if it isn't.
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Farrah Lee
 
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Post » Tue Feb 01, 2011 10:53 pm

Maybe a dumb question, but do you have OBSE (v17 or newer) installed? Because nothing will work if it isn't.


hi there,

yea i run OBSE V17 right now.. i have serval mods that need it and those mods works fine :)

anything alse ??

cheers
canadus
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Damian Parsons
 
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Post » Tue Feb 01, 2011 7:03 pm

i got a question.

i am using this great mod, but i thought that i could cast any spell no matter lvl,, and no matter mana cost,, ( but with chance om backfire and so on)
well i bought some high lvl summon spells ( skill 37 *1.7 =62 mana without pentaly) thease spells cost 110 and 230 mana.

i just get a message ( your skill is not high enuff) i though it could cast them "just with chance of backfire) ?? is this intentionel ?

cheers
canadus


Im having a problem like this right now. Im using vanilla mastery levels and it wont let me cast any spells that are above my mastery level, but when i use the other setting my spells will cast fine. I clean saved before i updated and everything. The last version i was using was 1.04 i think and everything worked fine then
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Campbell
 
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Post » Tue Feb 01, 2011 5:01 pm

Hey all. I'm the guy who wrote Sorcery's Toll; I just wanted to drop in and give my two cents on AM and the discussion here so far.

Statttis: AM sounds excellent. Everything ST should have been. You seem to have done a much better job making the mod reconfigurable and robust than I did with ST, and it's unlikely I'll do much maintenance of ST now that AM is up and running. I've replaced ST in my current game with AM, and while I haven't been casting a lot of spells, I hope to try that soon and gather some thoughts on the mod in practice.

I do have a few comments:

I'll stick with Sorcery's toll for now, for one because I actually like the "predictability" and how all the diseases you can get are related to the school you backfired in...

Two glitches with Sorcery's toll which I wonder if they exist in this?:

1:Rarely with summons there'd be this odd "ST: calling scamp" thing which would turn my summon into a non summon scamp. So if I killed it it's body would remain, other times it'd just make my summon a dead scamp body :/

2: also http://www.gamesas.com/bgsforums/index.php?s=&showtopic=884533&view=findpost&p=14483275


While I didn't do an awesome job of giving "flavour" to the ST backlash, it was a part of the mod that I thought had promise: I had a justification for why each school of magick damaged a specific attribute (and why Destruction and Conjuration were particularly dangerous), and the diseases (which weren't implemented all that well) had evocative names and effects linked to the type of spell that created them. Does AM aim for the same kind of specificity? If not, do you have plans to add something like this?

In response to phoenix's ST bug reports, 1) The summoned corpse sounds like a stupid bug that I should fix right away, and 2) I suppose I should probably tweak the variable types in ST to handle the unusually high magicka levels phoenix seems to be using.

Secondly, I loved ST's system of casting anything, and that seemed to carry onto spellmaking, too. Here, I can't make spells beyond my mastery level in that school, which is somewhat of a bummer :(


I actually prefer statttis' system here. I hadn't anticipated the effects of ST on spellmaking; I never wanted it to be a "cheat" mod, and I prefer the idea that a novice can only obtain spells out of his league by acquiring them from elsewhere: buying them getting them from spell tomes, etc.

It turns out that GetSpellMasteryLevel doesn't work correctly for player created spells. Problem fixed and new version is up.


I too encountered problems with GetSpellMasteryLevel. It's a bit of a useless function. Better to just do the math by hand.

I know that it causes at least one incompatibility problem between ST and at least one old version of SM: SM uses this function to set the power levels for its "Jump" spells, which creates problems if you're tweaking mastery levels. I think SM has since been updated to fix this.

This mod sounds great! A nice alternative to Sorcery's Toll, which I stopped using because my poor 17 Willpower woodelf kept harming herself using lesser and greater powers with costs, or when removing a plus-magicka ring.


This shouldn't have been happening; powers aren't supposed to cause backlash in ST. Were you using an early version?

Odd, it was always recommended to me that I switch to a power whenever I do something that will result in a loss of significant magicka.... because when you had a power selected Sorcery's toll wouldn't hurt you. Maybe you were using an earlier version than me.


Yes, this should be true of all but the first couple of releases.

This is working as intended. If bonuses from spells counted toward your skill level it would be easy to exploit the system. You could just create a "fortify destruction skill 200 for 1 second" spell then cast your Megadeathbomb spell without any worries. Though you still will get some penalty reductions by artificially increasing your skill, since it lowers the magicka cost of your spells. Also, the reductions from Willpower, Intelligence, and Personality will use bonuses from spells/enchants (balanced since they have a much smaller effect than skill level).


I actually kind of liked the idea that ST might lead players to take all sorts of ritual precautions in order to cast powerful spells. Fortify skill, fortify magicka, then cast your mega-spell... I liked the idea that magic might begin to take on complexity and require preparation. But I also understand why you deem it too much of a potential loophole.

I started off doing it because I'd read about how Sorcery's Toll changed the levels permanently, but later testing showed that scripted edits are not saved.


Interesting. So I was wrong to warn people about that, I guess. Still, if it led you to make AM, then all's well that ends well. The world of magical backlash is in better hands with statttis than with me, I'm sure.

One more question for statttis: I'm sure this is documented somewhere, but can you tell me whether you use base magicka cost or actual magicka cost for calculating the threshold for mastery/backlash/whatever? It seems to me that if you're using actual magicka cost, 1.7 is a pretty generous multiplier. But if you're using base magicka cost, it's pretty stingy at the high end... unless that's what you intend.

Anyway, thanks for the many improvements over ST, and keep up the good work. Let me know if I can be of any service.
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+++CAZZY
 
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Post » Tue Feb 01, 2011 8:25 pm

Statttis: AM sounds excellent. Everything ST should have been. You seem to have done a much better job making the mod reconfigurable and robust than I did with ST, and it's unlikely I'll do much maintenance of ST now that AM is up and running. I've replaced ST in my current game with AM, and while I haven't been casting a lot of spells, I hope to try that soon and gather some thoughts on the mod in practice.

I do have a few comments:

While I didn't do an awesome job of giving "flavour" to the ST backlash, it was a part of the mod that I thought had promise: I had a justification for why each school of magick damaged a specific attribute (and why Destruction and Conjuration were particularly dangerous), and the diseases (which weren't implemented all that well) had evocative names and effects linked to the type of spell that created them. Does AM aim for the same kind of specificity? If not, do you have plans to add something like this?

The standard backlash stuff is random with no regard for school. Destruction and Conjuration do have additional special backfire effects that apply only to spells of that school. You can control their effects in the "Spell Backfire" section of the ini.

Specific diseases and effects would be nice but I don't plan on adding anything to the mod right now.


I actually prefer statttis' system here. I hadn't anticipated the effects of ST on spellmaking; I never wanted it to be a "cheat" mod, and I prefer the idea that a novice can only obtain spells out of his league by acquiring them from elsewhere: buying them getting them from spell tomes, etc.

I think the comment is old; the latest versions allow you to pick whether or not spellmaking should be unlimited.

I actually kind of liked the idea that ST might lead players to take all sorts of ritual precautions in order to cast powerful spells. Fortify skill, fortify magicka, then cast your mega-spell... I liked the idea that magic might begin to take on complexity and require preparation. But I also understand why you deem it too much of a potential loophole.

Boosting your skill level will still help you cast stronger spells, just the effect is very weak. It would be nice if there was a middle ground between exploit and useless, but I'm not sure what that would be.

One more question for statttis: I'm sure this is documented somewhere, but can you tell me whether you use base magicka cost or actual magicka cost for calculating the threshold for mastery/backlash/whatever? It seems to me that if you're using actual magicka cost, 1.7 is a pretty generous multiplier. But if you're using base magicka cost, it's pretty stingy at the high end... unless that's what you intend.

Early versions used the base cost, but as you noted it causes problems in the high end so currently it uses the actual cost.

Anyway, thanks for the many improvements over ST, and keep up the good work. Let me know if I can be of any service.

Sounds kinda dumb, but I've gotten bored of a mod I made mainly for myself :shrug:. Right now I'm working on something new to make magic interesting again, so I won't be updating AM unless it needs bug fixes.

You didn't say it outright, but I get the feeling from your post that you may still be interested in updating Sorcerys Toll. Feel free to use anything from AM... might save you some time.



Im having a problem like this right now. Im using vanilla mastery levels and it wont let me cast any spells that are above my mastery level, but when i use the other setting my spells will cast fine. I clean saved before i updated and everything. The last version i was using was 1.04 i think and everything worked fine then


Sorry for the late response. I haven't been able to reproduce the issue on my machine... perhaps you could help with the debugging? When you run into the issue, type the following commands into the console:
show aaEMMainQuest.playerMasteryLevelshow aaEMMainQuest.spellMasteryLevelshow aaEMMainQuest.spellLevelModified

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anna ley
 
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Post » Wed Feb 02, 2011 12:34 am

Sorry for the late response. I haven't been able to reproduce the issue on my machine... perhaps you could help with the debugging? When you run into the issue, type the following commands into the console:
show aaEMMainQuest.playerMasteryLevelshow aaEMMainQuest.spellMasteryLevelshow aaEMMainQuest.spellLevelModified


Alright will do, im guessing this will print up something on the console you want me to post here?

I havent played my mage character for a bit, but ill test this out when i get the chance.
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Carys
 
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Post » Tue Feb 01, 2011 4:26 pm

Early versions used the base cost, but as you noted it causes problems in the high end so currently it uses the actual cost.

ST uses actual cost and the multiplier is 1.0 instead of the AM default of 1.7. On the other hand, there's still relatively little risk of backlash if in the range from 1.0 to about 1.7, so maybe these achieve similar effects if AM pretty much guarantees problems when you go above 1.7.

From what I can remember, the magnitude of attribute damage in ST was equal to ((total actual magicka cost) - (skill level)) / (skill level)) + rand(0.00 to 1.00), squared, rounded down. So casting a spell at 1.00 times your skill resulted in attribute damage of (0 to 1, squared) = zero points. Casting at 1.5x skill level resulted in (.5 to 1.5, squared) = zero to 2 points. Casting at 2x skill resulted in (1 to 2, squared) = 1 to 4 points. Casting at 5x skill resulted in (4 to 5, squared) = 16 to 25 points.

I'll poke around in AM's scripts and check out how it does its thing, but I doubt I'll do much more work on ST; like you, I mostly made it for myself. I might just post some .ini settings for AM that simulates the behaviour of ST for people who are used to ST, but AM just seems like more of a robust and stable platform for doing these kinds of manipulations.
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Stace
 
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Post » Wed Feb 02, 2011 12:41 am

I had been using Sorcery's Toll since... since it went out, I think, and have now been using AM for a week or so, since I started a new character - and anyway, they're both awesome. I think I liked the relative predictability of ST's backlashes a bit more, but that just means I should take some more time to play with AM's ini settings.

Great job, both of you! Thanks! :thumbsup:
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Prisca Lacour
 
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Post » Tue Feb 01, 2011 7:37 pm

Alright so i tried typing what you said into the console and heres what it printed out:

show aaEMMainQuest.playerMasteryLevelValue = http://forums.bethsoft.com/index.php?/topic/1015491-relz-audacious-magery/75show aaEMMainQuest.spellMasteryLevelValue = 75show aaEMMainQuest.spellLevelModifiedvalue = 0


Im guessing the PlayerMasteryLevel is supposed to print out what level of spell you can normally cast. This was a destruction spell and my skill in destruction is only 60,spell required a skill of 75.
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Krista Belle Davis
 
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Post » Tue Feb 01, 2011 1:14 pm

ST uses actual cost and the multiplier is 1.0 instead of the AM default of 1.7. On the other hand, there's still relatively little risk of backlash if in the range from 1.0 to about 1.7, so maybe these achieve similar effects if AM pretty much guarantees problems when you go above 1.7.

From what I can remember, the magnitude of attribute damage in ST was equal to ((total actual magicka cost) - (skill level)) / (skill level)) + rand(0.00 to 1.00), squared, rounded down. So casting a spell at 1.00 times your skill resulted in attribute damage of (0 to 1, squared) = zero points. Casting at 1.5x skill level resulted in (.5 to 1.5, squared) = zero to 2 points. Casting at 2x skill resulted in (1 to 2, squared) = 1 to 4 points. Casting at 5x skill resulted in (4 to 5, squared) = 16 to 25 points.

I'll poke around in AM's scripts and check out how it does its thing, but I doubt I'll do much more work on ST; like you, I mostly made it for myself. I might just post some .ini settings for AM that simulates the behaviour of ST for people who are used to ST, but AM just seems like more of a robust and stable platform for doing these kinds of manipulations.


The 1.7 setting is the default from when I still used the base cost, for the actual cost it's probably too high. Though of the importance of that multiplier entirely depends on the other settings that one uses.

Good luck with reading through the AM script... it may work, but it's a mass of sanity-destroying spaghetti code.


Alright so i tried typing what you said into the console and heres what it printed out:

show aaEMMainQuest.playerMasteryLevelValue = http://forums.bethsoft.com/index.php?/topic/1015491-relz-audacious-magery/75show aaEMMainQuest.spellMasteryLevelValue = 75show aaEMMainQuest.spellLevelModifiedvalue = 0


Im guessing the PlayerMasteryLevel is supposed to print out what level of spell you can normally cast. This was a destruction spell and my skill in destruction is only 60,spell required a skill of 75.


Yes, playerMasteryLevel should have been 60. I wonder if the issue has something to do with the use of GetBaseActorValueC, an undocumented OBSE function, which I switched to using somewhere around vers 1.04.
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Averielle Garcia
 
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Post » Tue Feb 01, 2011 9:08 am

Yes, playerMasteryLevel should have been 60. I wonder if the issue has something to do with the use of GetBaseActorValueC, an undocumented OBSE function, which I switched to using somewhere around vers 1.04.


I have no clue, i only have a small amount of scripting knowledge, mostly just enough to tweak INI'less mods to my liking and what not. Actually im guessing the statement was more directed to yourself?

Anyways, ill try replacing it with the normal GetBaseActorValue and see if that makes a change on my end.
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Lilit Ager
 
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Post » Tue Feb 01, 2011 7:21 pm

If you're willing to help, try replacing the line

set playerSkillBase to (player.GetBaseActorValueC baseSpellSchool)


with this:

		if (baseSpellSchool == 20)			set playerSkillBase to player.getBaseActorValue Alteration		elseif (baseSpellSchool == 21)			set playerSkillBase to player.getBaseActorValue Conjuration		elseif (baseSpellSchool == 22)			set playerSkillBase to player.getBaseActorValue Destruction		elseif (baseSpellSchool == 23)			set playerSkillBase to player.getBaseActorValue Illusion		elseif (baseSpellSchool == 24)			set playerSkillBase to player.getBaseActorValue Mysticism		elseif (baseSpellSchool == 25)			set playerSkillBase to player.getBaseActorValue Restoration		endif

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Chantelle Walker
 
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Post » Tue Feb 01, 2011 2:09 pm

If you're willing to help, try replacing the line

set playerSkillBase to (player.GetBaseActorValueC baseSpellSchool)


with this:

/cut

will do, this is in the stat watcher script correct?

nm found it



edit:
problems still there after modifying the script. im going to check if running with only audacious magery does this as well. should have tried a while ago anyways.



edit 2:
okay so after starting a new game i was able to cast magick that was above my skill level with the same LO.

I went back to my save and tried those same spells and they worked like they should, but the two spells I had been trying to use still don't work. Both are expert destruction spells so i thought it had something to do with that, but buying a destruction spell that required a skill of 75 worked like it should, so it just seems to be those two spells I've ben trying to use. If it helps one spell was scripted ( midas stone storm ) and the other is one i made at a spell making alter. I think ill try deleting the midas spell and the custom one and re obtaining them to see if theirs some problem with scripted spells and custom spells. Otherwise something happened to those spells previously is my guess. No clue what tho.




Edit 3:
Okay so i checked it out and im finding this strange now. deleting then recreating the midas spell didn't fix the problem, and neither did recreating the custom spell. I noticed that when i created a master spell in a school, i can use it, but if i create an expert leveled spell i wont be able to cast it for some reason.

So i cant cast expert spells, but master spells work fine for some reason, but this only applies to player made spells it seems. i would say scripted spells as well, but i cant confirm that. I have another scripted spell thats above my mastery level ( need an expert level in mysticism) but i can use that one. Meanwhile all other spells seem to work fine at the moment.

Ive just had a thought tho. Im at a journeyman level in both destruction and restoration and those are the skills i tested out. Maybe its has something to do with that? like i said earlier my destructions at 60 restorations at 61 could this be causing a problem somewhere? Ill come back in a bit, i'm going to check if creating an expert level illusion spell has the same effect.




edit 4:
hmm, how many edits should i have in one post, maybe ill have to double post sooner or later.

Anyways, i made a journeyman, expert and a master level spell in illusion and i was able to cast them all, skills somewhere less than 25 so im thinking this has to do with skill level.

I tried to modify my skill level using console commands but its not working, im wondering if one of my mods is stopping it b/c i remember this problem before, but i dont remember if i figured out the culprit. its a bit annoying since its stopping me from testing this thoroughly enough



edit 5 : (hopefully my last)
Alright so I'm not sure how to fix this, but i figured out that i cant cast expert spells when my skill level is between 54 and 74. This applies only to player made spells as far as i can tell, but it happens in all schools. Im not sure what to make of it but i hope it helps.

When i changed my destruction skill to less than 50, i could use the player made spell, but i still couldn't use midas stone storm, im not sure to what to make of it at all, or how to test if this is just that one spell atm, im tired so im off to bed.
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cutiecute
 
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Post » Tue Feb 01, 2011 10:12 pm

I've gone in and tried to recreate the issues you've been having, but wasn't able to. I was able to cast expert spells, regardless of type (player made, autocalc, fixed), regardless of my skill level. The only thing I can think of:
okay so after starting a new game i was able to cast magick that was above my skill level with the same LO.

Maybe in your save game some of the AM variables are messed up. You said you had done a clean save without AM when you updated, maybe try that again? I'm not sure what else to do...
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Keeley Stevens
 
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Post » Tue Feb 01, 2011 1:49 pm

I've gone in and tried to recreate the issues you've been having, but wasn't able to. I was able to cast expert spells, regardless of type (player made, autocalc, fixed), regardless of my skill level. The only thing I can think of:

Maybe in your save game some of the AM variables are messed up. You said you had done a clean save without AM when you updated, maybe try that again? I'm not sure what else to do...


I actually discovered the problem on a new game with only this mod and the alternate start arrive by ship mod, with only being able to cast spells that required a skill level of 75 as long as my skill wasnt between 54 and 74. I really don't think clean saving will fix it since it was on a new game as well, sorry i forgot to mention that.
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Adam Porter
 
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Post » Tue Feb 01, 2011 5:38 pm

I've begun having near the same problem as Prime Monky: A few spells I cannot cast, I just get a message saying "not high enough skill" or something close to that.
I remember only one of the spells I cannot cast: Light on self, Apprentice level. (I use SM & LAME so I don't want to write it's name since it might be changed).

stattis can you think of anything that could interfere with the mod? I have several magic mods but nothing stands out to me.
In case you wanna look at my LO, here it is:
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Waalx Animals & Creatures.esm04  Cobl Main.esm  [Version 1.73]05  CustomSpellIcons.esm06  CyrodiilUpgradeResourcePack.esm07  Armamentarium.esm  [Version 1.3]08  Artifacts.esm09  Progress.esm  [Version 2.2]0A  Wondrous Items.esm0B  EnhancedWeather.esm  [Version 1.3.9]0C  HorseCombatMaster.esm0D  Unofficial Oblivion Patch.esp  [Version 3.2.3a]0E  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  MRP - Loading area.esp++  [GFX]_Initial_Glow-all.esp12  Let There Be Darkness - Cyrodiil + SI.esp13  Ownership.esp14  Francesco's Optional New Adventurers.esp++  Francesco's Optional Vendor Tweaks.esp15  Francesco's Optional Leveled Quests.esp16  Francesco's Optional Files 3.esp17  Francesco's Optional Files 2.esp18  Francesco's Optional Leveled Arena.esp19  FranTweak.esp1A  FranOBSEConfig.esp  [Version 0.5]1B  AmbientTownSounds.esp1C  Tamriel VWD v0.5.esp1D  Natural_Habitat_by_Max_Tael.esp1E  Enhanced Vegetation [150%].esp1F  EnhancedWeather.esp  [Version 1.3.5]20  Enhanced Weather - Across-The-Borders Mods Patch.esp  [Version Final]21  DBBAM.esp  [Version 1.32]22  moDem's City Life.esp23  Smarter Bandits.esp24  xulPantherRiver.esp25  xulAncientYews.esp  [Version 1.4.1]26  xulRiverEthe.esp  [Version 1.0.1]27  Castle_Seaview.esp28  Shadowcrest_Vineyard_COBL.esp29  Salmo the Baker, Cobl.esp  [Version 3.08]2A  MTCRiverShackv1.2.esp2B  MTCThievesGrottoV4.esp2C  Vergayun.esp  [Version 1.0.1]2D  treasure maps captus demus.esp2E  mz_Shields.esp2F  Vvardenfell_Imports.esp30  Wood Bows and Leather Armors.esp31  Andragorn_Weapons_Armors.esp32  JQ-Amulets.esp33  MyTweaks3.esp34  RealisticForceMedium.esp**  Darkgreen Glass Armour.esp35  Rainbows.esp36  Dungeon Actors Have Torches 1.6 DT.esp37  LevelerCheat.esp38  Deadlier Traps.esp++  Visually Enchanted Frost 2.esp++  Visually Enchanted Fire 3.esp++  Visually Enchanted Shock 1.esp39  GuildOwnership1.2.esp3A  StealthOverhaul.esp3B  Adventures Gear.esp3C  SSA.esp  [Version 2.0]3D  Pitcher Plant.esp3E  immersive_caves_manual.esp3F  Alchemy Pocket.esp  [Version 1.1]40  actors_in_charge.esp41  P1DseeYouSleep.esp42  Thingamajigs Broken Armor DD Edit.esp43  kuerteeNoLootingDuringCombat.esp44  Mimics!.esp45  PersuasionOverhaul.esp  [Version 1.42]46  Crowded Roads Revisited.esp  [Version 1.1]47  ArmamentariumArtifacts.esp  [Version 1.3]++  ArmamentariumLL.esp  [Version 1.3]++  ArmamentariumLLVendors.esp  [Version 1.3]++  ArmamentariumTweaks.esp48  Gift of Kynareth.esp49  Adonnays Classical Weaponry.esp4A  BHC_Expanded.esp  [Version 1.2]4B  Kragenir's Death Quest.esp4C  TheOubliette.esp4D  ThePaleAdventurer.esp4E  Bottomless Cavern.esp4F  Dungeo Forgotten Tower.esp50  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]51  Necromancy Enhanced.esp52  KieranFleshRobesShade.esp53  TheNecromancer.esp54  Necromancy for the Novitiate.esp55  Miniature Necromancy Revised.esp56  bgBalancingEVCore.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalBetterRedguards.esp**  bgBalancingEVOptionalNPCDiversity, Beautification Better Redguards.esp  [Version 10.0EV-D]57  WAC.esp58  WAC - Magic.esp59  WAC - OverSpawn.esp5A  WAC - Player Summons.esp5B  WAC - TCOS.esp++  WACtweaks.esp5C  FightersGuildContracts.esp5D  Choices and Consequences.esp5E  Potable Pastiche.esp5F  Happyhannah's Wines.esp  [Version 1.1]++  Better Wine SI.esp60  Wondrous Items.obse.esp61  Cliff_Roleplayingcharacter.esp  [Version 2.1]62  S.P.A.M.esp63  marksman_challenge.esp64  Reaper's Animated Lute.esp65  TryBeforeYouBuy.esp66  Combat Fumbling.esp  [Version -03]67  BetterBlocking.esp  [Version 1]68  Rivalry's Shield Unequipper.esp69  DropLitTorchOBSE.esp  [Version 2.1]6A  stickierenemytargeting.esp6B  DD_ProximitySneakPenalty.esp6C  SM Hand Combat.esp  [Version 1.0]6D  SM Security.esp  [Version 1.1]6E  DS Storage Sacks.esp  [Version 1.21]6F  ReneerNPCNameMod.esp70  KDQ - Rural Line Additions.esp71  ProgressMBSP.esp  [Version 2.0]72  ProgressArmorer.esp  [Version 1.0]73  ProgressMercantile.esp  [Version 1.11]74  Kyoma's Spell Renamer.esp  [Version 2.0.4]75  EnchantmentMastery.esp76  DS Summon Luggage.esp77  MidasSpells.esp78  MidasTweaks.esp++  Better Scrolls.esp79  bgMagicEV.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]7A  bgMagicEVPaperChase.esp  [Version 1.68EV]7B  SupremeMagicka.esp  [Version 0.88d]7C  SM_ShiveringIsles.esp  [Version 0.86]++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]7D  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]7E  Pestilent Afflictions.esp7F  bgIntegrationEV.esp  [Version 0.96]80  Enhanced Economy.esp  [Version 3.3.1]81  sr_super_hotkeys.esp82  FormID Finder4.esp83  CustomSpellIcons.esp84  Duke Patricks - Near Miss Magic And Arrow Shots Alert The Target.esp85  kuerteeGoldIsAnInventoryItem.esp86  kuerteeEatAndSleep.esp87  kuerteeBattleFatigueAndInjuries.esp88  kuerteeAttributeAndSkillBasedDamageModifiers.esp89  kuerteeAutoSaveAndTime.esp8A  SM Encumbrance and Fatigue.esp  [Version 2.5]8B  AudaciousMagery.esp8C  Duke Patrick's Lockpick challange Manual.esp  [Version 2]8D  Cobl Glue.esp  [Version 1.73]8E  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]++  Cobl IngredientsTweaks.esp8F  Bashed Patch, 0.esp90  DeadlyReflex - Combat Moves.esp

User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Tue Feb 01, 2011 8:39 pm

I figured out the issue a while ago but forgot to upload the new file :rolleyes:. Download vers 1.09 from tesnexus for the fix.
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Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

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