[RELZ] Class Advantages

Post » Fri Dec 31, 2010 6:51 pm

Class Advantages

Make Oblivion classes really stand out from each other, just like in Arena and Daggerfall.


Download at: http://tesnexus.com/downloads/file.php?id=35300

Author: Zenshinzenrei
Version 1.01 FINAL

Updates for 01.01 FINAL
----------------
- The Magicka bonuses for Magicka Affinity (Moderate and Superior) were not being added properly. This issue is now fixed. However for this update, I recommend users to uninstall and reinstall Class Advantages so NPCs that have Magicka Affinity will also get the appropriate bonus added to their stats. Please see the Installation/Uninstallation section in the readme for more details.

Updates for 1.00 FINAL
----------------
- I followed TheNiceOne's advice and merged all OnHit type scripts. Event Handler script now only looks for 2 scripts instead of 5.
- Fixed text for Creature Expertise: Creatures


Requirements:
Oblivion v1.2.0416 (The latest patch)
OBSE v0019 or higher. Get it here : http://obse.silverlock.org/
*Class Advantages uses Event Handler functions that are only available in OBSE v0019.

Installation:
Extract all the contents of the .zip file into you Oblivion\Data folder.
Enable Class Advantages.esp through the Oblivion launcher or OBMM.
Make sure you are running Oblivion with OBSE v0019 or higher or else the mod will not function.
Once in-game wait for the Class Advantages Initialization message to appear to ensure that the mod is running.

Class Advantages is designed for both new and existing characters.
If starting a new game, selecting a predefined Oblivion class will automatically grant your character pre-assigned advantages. Selecting a custom class will enable you to select three (3) advantages through a series of pop up menus.
For existing characters, the mod will automatically check for the character's class. If it's a predefined Oblivion class the mod automatically grants your character pre-assigned advantages. Custom classes will enable you to select three (3) advantages through a series of pop up menus. Read the Advantages Descriptions and List by Class for more information.

Uninstallation:
Disable the Class Advantages esp.
Load a saved game without Class Advantages active and make a clean save. It is best if a save is made in an area with no PC or NPC action (combat, sneaking, running, sitting, etc.).

Special Case: If the player character has the Armored Spellcaster Advantage, unequip all non-zero weight armor before making the save. If the character's Spell Effectiveness is not equal to 100% open the console by pressing the tilde (~) key. Type player.ModPCSpellEffectiveness and the value needed to make it reach 100%. For example if SE is 80%, player.ModPCSpellEffectiveness 20 will make SE become 100%. If SE is 120%, player.ModPCSpellEffectiveness -20 will make SE become 100%.

Incompatibilies/ Known Issues:
Pressing ESC to access the in-game Options menu, selecting Quit then Cancel will clear all open message boxes on screen. Class Advantages will not reactivate if that happens while selecting advantages for a custom class. However the chances of that happening is quite rare, and the player can always revert to a previous save/autosave.
The Skip Intro extra plugin for Kobu's Character Advancement System has been reported to prevent KCAS from running while active wtih Class Advantages. However, my own testing showed that all three work fine together and I was informed that KCAS and Class Advantages will run together without the Skip Intro plugin.
In regards to the Armored Spellcaster advantage, if the player equips armor from within the Inventory menu and tabs to the Spells menu, the Spell Effectiveness percentage will not display 100%. It will change to 100% after exiting the menu.
The Active Effects tab within the Spell Menu may be cluttered. Some spell effects were given script effects (with no active script) to prevent some shader effects from appearing on the character. This mainly applies to Deflect Damage and Toughness.

Credits:
Thanks to Bethesda Softworks for presenting us the Elder Scrolls series.
Thanks to the Elder Scrolls community for supporting Oblivion.
Thanks to the OBSE team for extending the game's scripting capabilities.
And great thanks to the Beta Testing and anolysis Guild (BTA) at TES Alliance, especially Ysne58, John, and Nottlong, for breaking my mod and making sure that it's ready for release.

Legal/ Disclaimer:
Class Advantages may NOT be uploaded anywhere but Tesnexus.com, and uploads to Tesnexus.com may only be done by me (ZenshinZenrei) or anyone I have given written permission to do so.
Class Advantages may NOT be used in any mod compilation without my consent.
Class Advantages may only be updated and/or patched by me (ZenshinZenrei). However, Class Advantages may be edited or merged with other mods but ONLY for personal and private use. Personally edited versions of Class Advantages may not be distributed.
I,(ZenshinZenrei), am not responsible for any damage Class Advantages may do to your computer, operating system, or your game/mod setup. Class Advantages is distributed for free just like all of Oblivion's mods. I am also not responsible if you somehow paid for this mod and you demand your money back. Once again, Class Advantages is distributed for free and should only be available for download at Tesnexus.com

Contact:
If you have any issues and/or comments, please visit the Class Advantages forum thread or send a message at the Official Elder Scrolls forums or at the TES Alliance forums.


Description:
Class Advantages introduces special advantages to the predefined Oblivion classes in order to make them more unique. Advantages are similar to special class traits from Arena and Daggerfall.

In Oblivion classes differ in name, starting specializations, attributes, and major skills. The biggest difference between classes, however, is the rate of increasing skills, which depend on a class' specialization and major skills. For example: A Thief's Sneak skill will rise much faster than an Archer's.While they both major in Sneak, Thieves specialize in Stealth (Archers specialize in Combat).

But since player characters may be able to advance any skill and attribute they choose, all game classes end up being similar in the long run. An Archer will eventually catch up to a Thief's Sneak level, provided the Archer is commited to raising the Sneak skill, or has enough gold for training.

Class Advantages provides classes the advantages that will make them stand out from each other. A Thief will have an advantage using the Sneak skill by having its movement speed increased in Sneak mode. Even if the Archer equals or surpasses the Thief's Sneak skill, the Thief will always have the advantage since that is one of the skills a Thief specializes in.

Class Advantages makes classes unique by assigning them advantages that are tailored to make them similar to the classes in Arena and Daggerfall and/or to match a class' specialization and/or skills.
For example: In Arena and Daggerfall, Monks were magic resistant and were deadly in unarmed combat. Barbarians had the most Hit points of all the classes available. Sorcerers had the greatest magicka capacity of all spell classes but had stunted magicka regeneration. Assassins were highly skilled in dispatching humanoids. Class Advantages assigns advantages to the default vanilla classes to make them similar to their Arena/Daggerfall counterparts.
Monks once again have some magic resistance and have more efficiency in unarmed combat. Sorcerers now have stunted magicka regeneration but also have a greater magicka pool. Barbarians once again specialize in having higher HP amongst the other classes. Assassins are once again the best at what they do.

To compare classes from each game please check these links for more information. Also click on the Spoiler buttons below to learn more about Advantages.

http://uesp.net/wiki/Arena:Classes
http://uesp.net/wiki/Daggerfall:Intrinsic_Classes
http://uesp.net/wiki/Oblivion:Classes

Every class has three predetermined advantages. Custom class characters (player only) will be able to choose from a list of advantages. Advantages may have prerequisites that depend on a character's starting Specialization, Attribute, and/or Major skill, as well as the current Birthsign or already acquired Advantage.

Some advantages are designed to be used by the player only. Some classes shared by both player characters and NPCs will have alternate advantages assigned for NPCs.


Advantage Types:
Advantages come in two types: Passive and Active.

Both provide constant effect abilities that modify various character stats. Passive advantages are automatically applied. Active advantages, however, require specific actions to toggle an ability. Advantages cannot be dispelled under any circumstance.


Passive Advantages
These abilities are automatically applied and require no action to take advantage of their effects.

Spoiler

Armored Spellcaster: Practitioners of magic tend to avoid armor as it hinders their spellcasting abilities. Only the most stubborn practitioners are determined enough to grow accustomed to armored casting. Those who are skilled in both armor handling and magical focus do not receive a penalty to Spell Effectiveness while wearing armor.
Requirements: Specialization- Magic, Major Skills- Light or Heavy Armor


Atronach's Curse: Characters afflicted with the Atronach's Curse have the similar effects as those who are born under the Atronach birthsign.. Characters with this ability gain a 150 point Fortified Magicka boost and Stunted Magicka regeneration but gain a 25% Spell Absorption instead of 50%. These effects do not stack with the Atronach birthsign effect.
Requirements: Must NOT have the Atronach birthsign.


Deflect Damage: An agile fighter may deflect weapon damage by redirecting the force of an attack. Characters with Deflect Damage gain a 5 point Armor Rating bonus and 5% Normal Weapon Resistance at Level 1. An additional 5 points and 5% is added every five levels to a maximum of 25 AR and 25% Resistance at level 20.
Requirements: Favored Attributes- Agility, Must NOT have Light or Heavy Armor as Major skills, Must NOT have Toughness


Magicka Affinity: Characters who are naturally attuned to magical energies or have some understanding of magical forces are able to tap into larger magicka reserves. Magicka Affinity gives a Magicka bonus depending on the character's starting Intelligence.

Lesser Magicka Affinity - Adds a Magicka bonus equal to half the character's Intelligence at Level 1.

Moderate Magicka Affinity - Adds a Magicka bonus equal to the character's Intelligence at Level 1.
Requirements: Favored Attributes – Intelligence

Superior Magicka Affinity - Adds a Magicka bonus equal to two times the character's Intelligence at Level 1.
Requirements: Specialization – Magic, Favored Attributes – Intelligence


Regeneration: A divine blessing or an extraordinary physical trait may allow the ability to heal physical damage without the need for potions or spells. Regeneration provides a 1 point Restore Health effect that activates every 10 seconds.
Requirements: Favored Attributes - Endurance


Resistance: Training, strong willpower, or an innate ability can make any character able to resist various spell effects. Resistances have a magnitude of 25%.

Cold Blooded - A character accustomed to arid conditions makes a character resistant to Fire effects.

Hygienic - Physically and mentally healthy characters are more likely to resist Disease effects.

Lesser Magicka Buffer - Makes a character resistant to Magic effects.
Requirements: Favored Attributes- Willpower

Serpent Blood - This ability allows the character to resist Poison based spells or attacks.

Storm Chaser - A character accustomed to the shocking power of electricity makes a character resistant to Shock effects

Warm Blooded - A character accustomed to frigid conditions makes a character resistant to Frost effects.

Willful Mobility - Paralysis spells and attacks can fool the mind into stopping oneself from any movement or action This ability shields a person's mind and making the character resistant to Paralysis effects.
Requirements: Favored Attributes- Willpower


Robust Health: Additional Health is given depending on the character's Endurance at level 1.

Lesser Robust Health - Adds a Health bonus equal to 50% of the character's Endurance at level 1.
Requirements: NONE

Moderate Robust Health - Adds a Health bonus equal to 75% of the character's Endurance at level 1.
Requirements: Favored Attributes – Endurance

Superior Robust Health - Adds a Health bonus equal to the character's base Endurance
at level 1.
Requirements: Favored Attributes – Endurance at 50 or higher

Toughness: Adds a 5 point Armor Rating bonus at Level 1 and an additional 5 points every 5 levels to a maximum of 15 AR.
Requirements: Must not have Light or Heavy Armor as Major skills. Must NOT have Deflect Damage


Vigor: Higher Fatigue capacities allow characters to perform more actions before collapsing. Vigor gives a Fatigue bonus according to a character's starting Endurance at level 1.

Moderate Vigor - Adds a Fatigue bonus equal to the character's Endurance at level 1.
Requirements: NONE

Superior Vigor - Adds a Fatigue bonus equal to two times the character's Endurance at level 1.
Requirements: Favored Attributes- Endurance



Active Advantages
These abilities vary in use. Some are similar to lesser powers and must be activated in order to make use of its ability. However, unlike standard lesser powers, these require no Magicka to cast and are Toggled abilities, which may be activated and deactivated at will. Active abilities that do not require activation need to meet certain conditions in order to take advantage of their effects.

Spoiler

Automagic Cloak: Characters that specialize in stealth but are also adept in the magical arts may use the aid of a cloaking spell. The spell is second nature so characters with this ability will be automatically cloaked with a 15% Chameleon effect while in Sneak mode. Sneaking in dark areas provides an additional 10%.
Requirements: Specialization- Magic, Major Skills- Sneak


Combat Expertise: Various fighting techniques provide different effects while engaged in combat.

Arcane Strike - This ability enables the caster to channel Magicka to cause extra magic damage on hit. Arcane Strike has a chance to cause a 15 point Damage Health effect in addition to the character's regular attack damage. The extra damage chance is equivalent to 50% of the character's Destruction skill.
Requirements: Specialization- Magic, Major Skills- Destruction

Blindsided - Every successful sneak attack has a chance of randomly adding one of the following effects: 20 point Damage Endurance, 20 point Damage Agility, or 5 points Damage Health for 5 seconds. The extra effect chance is equivalent to 50% of the character's Sneak skill. An additional 15% chance is applied when sneak attacking in dark areas.
Requirements: Specialization- Stealth, Major Skills- Sneak

Intimidation - A foe has a 25% chance of losing Confidence on hit, possibly causing it to flee from battle. A character with Intimidation checks its Strength attribute from its target on a successful roll. If the character's Strength is higher, the difference of the two Strength attributes will be used to deduct from the opponent's Confidence level.
Requirements: Favored Attributes- Strength

Spell Disruption - This ability's purpose is to counter spellcasters in melee combat. Every hit will have a chance to apply a 2 second Silence effect on an opponent. The Silence effect chance is equivalent to 50% of the character's Mysticism skill.
Requirements: Specialization- Magic, Major Skills- Mysticism


Creature Expertise: Knowledge of creatures of Tamriel and Oblivion provide combat advantages. A damage bonus of 2 points at level 1, an additional 3 points at level 5, and +5 points every five levels (maximum of 25 points of damage) is gained when striking a foe of a certain type.

Creatures - Bonus to hit foes of type: Creature. These include animals (including horses), goblins, ogres, monsters, and mythical creatures.
Requirements: NONE

Daedra - Bonus to hit foes of type: Daedra and Dremora.
Requirements: NONE

Humanoid - Bonus to hit foes of type: NPC. These include Man, Mer, Vampires, and Dremora.
Requirements: NONE

Undead - Bonus to hit foes of type: Undead. These include zombies, ghosts, vampires and liches.
Requirements: NONE


Critical Strike: Whether through brute force or sheer finesse, very damaging hits can occur in battle.

Forceful Blow - A 1% Critical hit chance per level, up to a maximum of 40%. Damage bonus is 3x damage/ 5x power attack, 5x damage H2H/ 8x power attack H2H. Also adds a chance on hit to apply a 75 point Disintegrate Armor effect: 25% on a regular attack, 45% on a power attack.
Requirements: Favored Attributes- Strength, Major Skills- Blade, Blunt, or Hand to Hand

Sureshot - A 3% Critical hit chance per level with a bow, up to a maximum of 60%. Damage bonus is 1.5x damage.
Requirements: Major Skills- Marksman

True Strike - A 2% Critical hit chance per level, up to a maximum of 60% with melee weapons only. Damage bonus is 1.5x damage/ 3x power attack.
Requirements: Favored Attributes- Agility, Major Skills- Blade or Blunt

Unarmed Finesse: - A 3% Critical hit chance per level while fighting unarmed, up to a maximum of 90%. Damage bonus is 2x damage/ 4x power attack.
Requirements: Favored Attributes- Agility, Major Skills- Hand to Hand


Etiquette: Polite mannerisms have an effect on nobility, figures of authority, proprietors and the pious. For each conversation initiated, Disposition will automatically be added to an NPC and the character automatically gains Speechcraft experience without having to play the Disposition mini-game. The Disposition bonus and experience rate is as follows: 1 point Disposition and normal experience rate at Novice and Apprentice Speechcraft, 2 points Disposition and 2x experience rate at Journeyman Speechcraft, 3 points Disposition and 3x experience rate at Expert Speechcraft, and 10 points Disposition at Master Speechcraft. NPCs affected by Etiquette are: Nobles, Priests, Healers, and Guards.
Requirements: Major Skills- Speechcraft


Gift of Gab: A character skilled in the art of conversation is able to convince or coerce another through words alone. Gift of Gab has a similar Disposition bonus as Etiquette but with few notable exceptions. First, Speechcraft experience gains rise at the normal rate on all mastery levels. Second, conversations with Merchants allow experience gain in Mercantile without having to barter and Mercantile experience gains are doubled. Third, there is a 10% chance (20% at Master Speechcraft) for Guard NPCs to have their Disposition raised to maximum, making them instantly like the character. Speechcraft gain on successfuly charming the guard is 3 times the normal rate. NPCs affected by Gift of Gab are: Commoners, Guards, Merchants, Thieves, Rogues, Pirates, Bandits, and Marauders.
Requirements: Major Skills- Speechcraft


Lore Enthusiast: Lore Enthusiasts comprehend the nature of enchanted items through the tales and tomes acquired on their journeys. Equipped enchanted weapons return a percentage of their charge cost into the weapon's current charge pool. The percentage returned is by 10% at Level 1, with an additional 5 % every five levels, to a maximum of 30%.
Requirements: Favored Attributes- Intelligence


Magicka Buffer (Toggled Effect): A character can reduce damage from magic spells by using one's own Magicka pool. While active it provides 50% resistance to magic with Damage Magicka of 15 points per second. The ability automatically stops when the character's Magicka pool is less than 15. This ability stacks with any additional Resist Magic effects.
Requirements: Specialization- Magic, Favored Attributes- Willpower


Mental Alacrity (Toggled Effect): With immense concentration, skilled spellcasters can increase their magic potential temporarily but at the cost of mobility and fatigue. Mental Alacrity boosts a character's maximum Magicka and Magicka regeneration rate by fortifying Intelligence by 100 points and Willpower by 50 points. Mental Alacrity also grants a 50% Spell Efficiency effect bonus for all spell schools. However it will cost 60 points of Fatigue on activation, causes a Damage Fatigue effect for 15 points per second. The ability automatically stops when the character's Fatigue is less than 60.
Requirements: Specialization– Magic, Favored Attributes- Intelligence and Willpower

Mental Alacrity (NPCs): NPCs are granted a 50% Spell Efficiency effect bonus for all spell schools.


One With Nature: Characters with this ability prefer moving around outdoor environments. One With Nature provides a Fortify Speed, Agility, and Luck bonus of 10 points each while the character is outdoors (being inside cities do not count). A character in an Interior cell gets a Drain Speed, Agility, and Luck penalty of 10 points.
Requirements: NONE

Rapid Healing: Allows the restoration of health, attributes, or ailments without the use of potions or spells.

Aquatic Cleansing - A character may regenerate 5 points of Health every 10 seconds and has a 10% chance of curing Disease while swimming.
Requirements: Favored Attributes- Willpower

Meditation - A character may regenerate 5 Health every 10 seconds and has a 10% chance to restore 1 point to all attributes while sitting.
Requirements: Favored Attributes- Willpower, Major Skills- Restoration


Running Start: Quick, forward momentum is usually needed for a long jump to succeed. Running Start applies a 10+ Fortify Speed boost while running. A +15 Fortify Acrobatics boost is added on the start of a character's run mode and lasts for 5 seconds. A character must restart a run in order to reactivate the Acrobatics boost.
Requirements: Favored Attributes- Speed, Major Skills- Acrobatics


Second Wind: Characters on the verge of defeat may summon the energy to make a surprising comeback in battle or to escape the jaws of death. Second Wind fortifies Strength, Speed, and Agility by 10 points when a character's Hitpoints fall below 20%.
Requirements: Favored Attributes- Endurance or Willpower


Spell Efficiency: Characters well versed in a particular school of magic are able to return a percentage of the spell's cost back into a character's Magicka pool. Spell cost returns are based on the character's skill level for a school of magic: 20% at Apprentice and an additional 10% for each mastery level with a maximum of 50% at Master level.

Alteration – Reduces spell cost for the school of Alteration.
Requirements: Specialization– Magic, Major Skills - Alteration

Conjuration - Reduces spell cost for the school of Conjuration.
Requirements: Specialization– Magic, Major Skills - Conjuration

Destruction - Reduces spell cost for the school of Destruction.
Requirements: Specialization– Magic, Major Skills - Destruction

Illusion - Reduces spell cost for the school of Illusion.
Requirements: Specialization– Magic, Major Skills - Illusion

Mysticism - Reduces spell cost for the school of Mysticism
Requirements: Specialization– Magic, Major Skills - Mysticism

Restoration - Reduces spell cost for the school of Restoration.
Requirements: Specialization– Magic, Major Skills - Restoration


Thieves' Trade: Stealthy characters with this ability move much faster in Sneak mode than those who don't. A character gains a 100 point boost to Athletics while in Sneak mode.
Requirements: Major Skills- Sneak


Tracking: By observing the environment using all five senses, a person may be able to detect any living or undead creatures in the vicinity. When in Sneak mode, the character will have a constant Detect Life effect with a radius of 60 feet.
Requirements: Favored Attributes- Intelligence



See the README for the complete list of Advantages by Class
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jessica robson
 
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Joined: Mon Oct 09, 2006 11:54 am

Post » Sat Jan 01, 2011 6:31 am

Be sure to read my comment in the other thread that I kept adding on to, editing stuff.

and another edit: I will be trying this out on a new game with Tejon's TRAP, Oblivifall Races and Classes...etc
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Kevin Jay
 
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Post » Sat Jan 01, 2011 3:03 am

Exciting! Wonder how it will play along with Cliffworm's Roleplaying Beginning, Progress, Realistic Leveling and Appler's Passive Birthsigns?
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Amber Hubbard
 
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Joined: Tue Dec 05, 2006 6:59 pm

Post » Sat Jan 01, 2011 12:35 am

You know I still haven't grasped the devs' reasoning behind giving thieves speechcraft in the game.

Btw where should this be loaded while we wait for an 'official' BOSS load?

(just did a TES4Edit cleaning on this. Here are the results)


[Filtering done] Processed Records: 1215312 Elapsed Time: 00:04
Removing: Player "Bendu Olo" [NPC_:00000007]
Removing: GRUP Top "NPC_"
Removing: MQ00Script [SCPT:00023717]
[Removing "Identical to Master" records done] Processed Records: 206 Removed Records: 3 Elapsed Time: 00:00
[Undeleting and Disabling References done] Processed Records: 203 Undeleted Records: 0 Elapsed Time: 00:00

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Victor Oropeza
 
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Post » Sat Jan 01, 2011 6:57 am

Glad to see this released- I look forward to using it, thanks. :)
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NeverStopThe
 
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Post » Sat Jan 01, 2011 4:58 am

@PetrusOctavianus: I haven't played a full game of Oblivion for the longest time now so I'm not entirely too familiar with the functions all of those mods. It shouldn't have conflicts with any of those since Class Advantages just adds abilities to all actors.

I'm guessing for Roleplaying Beginnings it should just add CA's advantages alongside the bonuses/maluses of Roleplay Beginnings.

This mod does not touch leveling mechanics at all. When I was in the process of making CA, I learned that messing with Skills can potentially mess up leveling mechanics. The only skill that actually gets its value modified is Athletics, and only through the Thieves' Trade advantage since Athletics does not rise in experience while in Sneak mode.

I'm not familiar with Appler's Passive Birthsigns so I cannot tell you any possible conflicts with CA.


@ITPaladin: If this mod generates enough interest I may add paralysis as one of the random effects for Blindsided. I had other effects for it but I wanted to keep things simple for the time being. For not nothing's really gonna be changed much excepts for small tweaks for balancing purposes.

And I made Vampires affected by Creature Expertise: Undead. I just didn't realize I used an outdated description for that Advantage. And yes, it's part of the game mechanics that Vampires are NPCs, not Undead. They just belong to the same faction as undead.

I think the Dialog advantages will go well with both Persuasion Overhaul and RGO. It's just another way for gaining experience for Speechcraft without having to play that silly mini game.

As I mentioned to PetrusOctavianus above, I'm not sure how Realistic Leveling works. Does it directly affect Attributes?

I believe the devs gave thieves Speechcraft because they should be able to talk their way out of trouble if skilled enough. Unfortunately that doesn't really apply much in this game.

Load order shouldn't matter since CA doesn't edit anything, just adds new abilities. And darnit, I cleaned the mod with TES4Gecko, not TES4Edit.


@Greenwarden: I hope you enjoy it as much as I did making it :)
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Charles Mckinna
 
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Post » Sat Jan 01, 2011 2:24 am

This looks cool, Does it work with RBP?
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Minako
 
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Post » Fri Dec 31, 2010 10:47 pm

@Ratdruid: It should work with RBP. CA will detect the default classes as long as their names have not been changed and assign the proper advantages for them. Undetected classes should give you the Advantage selection menu.


Update! There was a potentially game-breaking issue regarding Thieves' Trade. I uploaded a new version that fixes the issue, and I added a few more fixes as well. Check the readme for details.
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Ezekiel Macallister
 
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Joined: Fri Jun 22, 2007 12:08 pm

Post » Sat Jan 01, 2011 1:53 am

This is a great mod. I would never have considered it if I had not helped beta test it over at TESAlliance. Thanks Zen, I will grab the update.
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ashleigh bryden
 
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Joined: Thu Jun 29, 2006 5:43 am

Post » Sat Jan 01, 2011 11:13 am

This is a great mod. I would never have considered it if I had not helped beta test it over at TESAlliance. Thanks Zen, I will grab the update.
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Joe Alvarado
 
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Post » Sat Jan 01, 2011 1:14 am

I would use this, but I found that the advantage 'one with nature' gave you continual experience while outside with Oblivion XP. Could this issue be resolved?
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Bird
 
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Joined: Fri Nov 30, 2007 12:45 am

Post » Sat Jan 01, 2011 4:46 am

I would use this, but I found that the advantage 'one with nature' gave you continual experience while outside with Oblivion XP. Could this issue be resolved?


I will look into this issue. I never used Oblivion XP but I did look through its description at Nexus. I would guess CA's "One With Nature" is having conflicts with XP's exploration feature? I doubt having constant fortify effects would be an issue.
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Hayley Bristow
 
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Joined: Tue Oct 31, 2006 12:24 am

Post » Fri Dec 31, 2010 8:17 pm

@The Greatness: I couldn't reproduce what you described to me. I tried out Oblivion XP myself and played a Scout (they have One With Nature). I explored nearby areas and discovered landmarks and got xp for it. I never gained any constant xp from being outdoors. Maybe there's another mod that's also conflicting with both CA and XP? Can I see your mod list? Or maybe a load order switch if you haven't tried that already?
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FoReVeR_Me_N
 
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Post » Sat Jan 01, 2011 8:36 am

I'm liking this.

It fits with Appler's Passive Birthsigns - or at least the combination I'd use.

Thematically it seems it would work well with Alternate Magick System too.

I like how you allow for customization if using a custom class. Have you seen the Race Balancing Project optional esp called 'Optional Classes'? It revamps the vanilla classes with major skills and favored attributes that make more sense and are in line with the lore of those older games.

It is mergable into bash so I wonder if it would overwrite anything here. I recommend checking it out for things to borrow from.

In fact with the direction you went with this I'd be so geeked out if you ever decided to pick up a passive birthsign mod too. Maybe even a race one as well. Head floating with ideas right now - mostly just wanted to say thanks.
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Daniel Holgate
 
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Joined: Tue May 29, 2007 1:02 am

Post » Fri Dec 31, 2010 11:33 pm

I'll keep this one in mind, for when i finally can get back to playing O.

It really annoyed me that most racial 'advantages' were merely cosmetic, or for the short-run.
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Ella Loapaga
 
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Post » Sat Jan 01, 2011 1:53 am

May be hitting my first errors with this.

Form the console log:
NOHtH: Cleaning token from Ildoni Hammerhand.
NOHtH: Cleaning token from Anguilon.
NOHtH: Warning, unknown race found (23, 31, 22, 24). Height defaulting to 1.0.
NOHtH: Cleaning token from Erriallus.
Error in script d0003df0
Call stack is corrupted on return from call to function script
Error in script d0003df0
Call stack is corrupted on return from call to function script
Error in script d104122c
Call stack is corrupted on return from call to function script
NOHtH: Warning, unknown race found (23, 31, 22, 24). Height defaulting to 1.0.

script d0003df0 is from http://www.gamesas.com/index.php?/topic/1075687-relz-applers-passive-birthsigns/page__view__findpost__p__16550228.

script d104122c is the on hit magic script from this mod:
Spoiler
SCN ZZAAOnHitMagicSCPTref Targetlong mEffectshort BaseHPshort BaseMagshort Rand;=======================================================;NOTES; NPC will always cast (with enough MP) if HP is at 15% and below; NPC has greater chances at lower HP, add a bit more % with higher MPBegin Function { Target, mEffect }if Target != player	if Target.HasSpell ZZAAMagickaBuffer == 1		if Target.IsInCombat		if IsMagicEffectHostileC mEffect			if Target.IsSpellTarget ZZAAMagickaBufferEffect == 0		;Chance to cast Magicka Buffer				set BaseHP to Target.GetBaseAV Health				set BaseMag to Target.GetBaseAV Magicka				if Target.GetAV Health <= BaseHP * .15	;HP at 15%					if Target.GetAV Magicka >= BaseMag * .75						if Target.IsCasting == 0							Target.Cast ZZAAMagickaBuffer Target						endif					elseif Target.GetAV Magicka < BaseMag * .75 && Target.GetAV Magicka >= BaseMag * .50						set Rand to 99/99 * GetRandomPercent						if Rand < 75							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .50 && Target.GetAV Magicka >= BaseMag * .25						set Rand to 99/99 * GetRandomPercent						if Rand < 45							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					endif				elseif Target.GetAV Health <= BaseHP * .27 && Target.GetAV Health > BaseHP * .15		;HP at 16-30 %					if Target.GetAV Magicka >= BaseMag * .75						set Rand to 99/99 * GetRandomPercent						if Rand < 65							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .75 && Target.GetAV Magicka >= BaseMag * .50						set Rand to 99/99 * GetRandomPercent						if Rand < 52							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .50 && Target.GetAV Magicka >= BaseMag * .25						set Rand to 99/99 * GetRandomPercent						if Rand < 40							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					endif				elseif Target.GetAV Health > BaseHP * .27 && Target.GetAV Health <= BaseHP * .45		;HP at 25-44%					if Target.GetAV Magicka >= BaseMag * .75						set Rand to 99/99 * GetRandomPercent						if Rand < 55							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .75 && Target.GetAV Magicka >= BaseMag * .50						set Rand to 99/99 * GetRandomPercent						if Rand < 45							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .50 && Target.GetAV Magicka >= BaseMag * .25						set Rand to 99/99 * GetRandomPercent						if Rand < 35							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					endif				elseif Target.GetAV Health > BaseHP * .45 && Target.GetAV Health <= BaseHP * .60					if Target.GetAV Magicka >= BaseMag * .75						set Rand to 99/99 * GetRandomPercent						if Rand < 40							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .75 && Target.GetAV Magicka >= BaseMag *.50						set Rand to 99/99 * GetRandomPercent						if Rand < 30							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .50 && Target.GetAV Magicka >= BaseMag * .25						set Rand to 99/99 * GetRandomPercent						if Rand < 20							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					endif				elseif Target.GetAV Health > BaseHP * .60 && Target.GetAV Health <= BaseHP * .75					if Target.GetAV Magicka >= BaseMag * .75						set Rand to 99/99 * GetRandomPercent						if Rand < 20							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .75 && Target.GetAV Magicka >= BaseMag *.50						set Rand to 99/99 * GetRandomPercent						if Rand < 15							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .50 && Target.GetAV Magicka >= BaseMag * .25						set Rand to 99/99 * GetRandomPercent						if Rand < 10							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					endif				elseif Target.GetAV Health > BaseHP * .75					if Target.GetAV Magicka >= BaseMag * .75						set Rand to 99/99 * GetRandomPercent						if Rand < 15							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .75 && Target.GetAV Magicka >= BaseMag *.50						set Rand to 99/99 * GetRandomPercent						if Rand < 11							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .50 && Target.GetAV Magicka >= BaseMag * .25						set Rand to 99/99 * GetRandomPercent						if Rand < 7							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					endif				endif			endif		endif		endif	endifendifEnd
I'm not sure what the NOHtH thing is about (or if even this mod) but my character was walking along Anvil Bay and got these. Then ctds until I toggled scripts off and left the area of trouble. There was no combat.
I'm using OBSE 19b4
and also a few mods that add custom races set to playable - two I can think of that do that and one that had a custom race NPC in that area.

Hope that helps.

[edit] Oh yeah also ... my character has the following active powers/abilities - stealth cloak, Mental Aclerity (or however it is spelled), and magic disruption on hit.
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Sat Jan 01, 2011 6:46 am

May be hitting my first errors with this.

Form the console log:
NOHtH: Cleaning token from Ildoni Hammerhand.
NOHtH: Cleaning token from Anguilon.
NOHtH: Warning, unknown race found (23, 31, 22, 24). Height defaulting to 1.0.
NOHtH: Cleaning token from Erriallus.
Error in script d0003df0
Call stack is corrupted on return from call to function script
Error in script d0003df0
Call stack is corrupted on return from call to function script
Error in script d104122c
Call stack is corrupted on return from call to function script
NOHtH: Warning, unknown race found (23, 31, 22, 24). Height defaulting to 1.0.

script d0003df0 is from http://www.gamesas.com/index.php?/topic/1075687-relz-applers-passive-birthsigns/page__view__findpost__p__16550228.

script d104122c is the on hit magic script from this mod:
Spoiler
SCN ZZAAOnHitMagicSCPTref Targetlong mEffectshort BaseHPshort BaseMagshort Rand;=======================================================;NOTES; NPC will always cast (with enough MP) if HP is at 15% and below; NPC has greater chances at lower HP, add a bit more % with higher MPBegin Function { Target, mEffect }if Target != player	if Target.HasSpell ZZAAMagickaBuffer == 1		if Target.IsInCombat		if IsMagicEffectHostileC mEffect			if Target.IsSpellTarget ZZAAMagickaBufferEffect == 0		;Chance to cast Magicka Buffer				set BaseHP to Target.GetBaseAV Health				set BaseMag to Target.GetBaseAV Magicka				if Target.GetAV Health <= BaseHP * .15	;HP at 15%					if Target.GetAV Magicka >= BaseMag * .75						if Target.IsCasting == 0							Target.Cast ZZAAMagickaBuffer Target						endif					elseif Target.GetAV Magicka < BaseMag * .75 && Target.GetAV Magicka >= BaseMag * .50						set Rand to 99/99 * GetRandomPercent						if Rand < 75							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .50 && Target.GetAV Magicka >= BaseMag * .25						set Rand to 99/99 * GetRandomPercent						if Rand < 45							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					endif				elseif Target.GetAV Health <= BaseHP * .27 && Target.GetAV Health > BaseHP * .15		;HP at 16-30 %					if Target.GetAV Magicka >= BaseMag * .75						set Rand to 99/99 * GetRandomPercent						if Rand < 65							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .75 && Target.GetAV Magicka >= BaseMag * .50						set Rand to 99/99 * GetRandomPercent						if Rand < 52							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .50 && Target.GetAV Magicka >= BaseMag * .25						set Rand to 99/99 * GetRandomPercent						if Rand < 40							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					endif				elseif Target.GetAV Health > BaseHP * .27 && Target.GetAV Health <= BaseHP * .45		;HP at 25-44%					if Target.GetAV Magicka >= BaseMag * .75						set Rand to 99/99 * GetRandomPercent						if Rand < 55							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .75 && Target.GetAV Magicka >= BaseMag * .50						set Rand to 99/99 * GetRandomPercent						if Rand < 45							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .50 && Target.GetAV Magicka >= BaseMag * .25						set Rand to 99/99 * GetRandomPercent						if Rand < 35							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					endif				elseif Target.GetAV Health > BaseHP * .45 && Target.GetAV Health <= BaseHP * .60					if Target.GetAV Magicka >= BaseMag * .75						set Rand to 99/99 * GetRandomPercent						if Rand < 40							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .75 && Target.GetAV Magicka >= BaseMag *.50						set Rand to 99/99 * GetRandomPercent						if Rand < 30							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .50 && Target.GetAV Magicka >= BaseMag * .25						set Rand to 99/99 * GetRandomPercent						if Rand < 20							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					endif				elseif Target.GetAV Health > BaseHP * .60 && Target.GetAV Health <= BaseHP * .75					if Target.GetAV Magicka >= BaseMag * .75						set Rand to 99/99 * GetRandomPercent						if Rand < 20							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .75 && Target.GetAV Magicka >= BaseMag *.50						set Rand to 99/99 * GetRandomPercent						if Rand < 15							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .50 && Target.GetAV Magicka >= BaseMag * .25						set Rand to 99/99 * GetRandomPercent						if Rand < 10							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					endif				elseif Target.GetAV Health > BaseHP * .75					if Target.GetAV Magicka >= BaseMag * .75						set Rand to 99/99 * GetRandomPercent						if Rand < 15							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .75 && Target.GetAV Magicka >= BaseMag *.50						set Rand to 99/99 * GetRandomPercent						if Rand < 11							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					elseif Target.GetAV Magicka < BaseMag * .50 && Target.GetAV Magicka >= BaseMag * .25						set Rand to 99/99 * GetRandomPercent						if Rand < 7							if Target.IsCasting == 0								Target.Cast ZZAAMagickaBuffer Target							endif						endif					endif				endif			endif		endif		endif	endifendifEnd
I'm not sure what the NOHtH thing is about (or if even this mod) but my character was walking along Anvil Bay and got these. Then ctds until I toggled scripts off and left the area of trouble. There was no combat.
I'm using OBSE 19b4
and also a few mods that add custom races set to playable - two I can think of that do that and one that had a custom race NPC in that area.

Hope that helps.

[edit] Oh yeah also ... my character has the following active powers/abilities - stealth cloak, Mental Aclerity (or however it is spelled), and magic disruption on hit.


I will look into this issue. I haven't tried Appler's Passive Birthsigns before so I guess this gives me a chance to see what it's about.

The only thing I can tell you is that the script in CA that was giving you probable issues deals with the Magicka Buffer advantage. Because Magicka Buffer is considered a Lesser Power it needed a script that makes NPCs cast it automatically without a need to add tokens to them. So I used an OnHitMagic event handler. If a hostile spell hits an NPC with that advantage, it may or not cast the advantage depending on the NPC's current HP and Magicka. The advantages you have should not be causing any issues at all.
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Fri Dec 31, 2010 9:02 pm

That is why I thought it was an NPC issue. and since I knew that WAC added NPCs with playable custom races - I suspected that.

The NOHtH thing is from http://www.tesnexus.com/downloads/file.php?id=16746 just took that out to see if that was responsible for the ctds.

And I am running a lot of beta in this very experimental load order, so I'm trying not to misreport.

As for Passive Birthsigns - not really your mod, so I understand if you don't want to look, but since it is practically abandoned I couldn't help but think how cool it would be if you tackled them with the same philosophy and implementation as this.

thanks
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Fri Dec 31, 2010 9:11 pm

Hey, I've just installed this mod, and am looking forward to playing it. However, I've ran into a little bit of trouble. I'm using a pre-existing character, and I can select my first two advantages without any issues. The problem comes when I get to picking #3, when I select a advantage catagory (eg. Combat Expertise), the game crashes and I get a message saying oblivion has stopped working. My OBSE is up to date, so I can't really think of what else it could be, other than a load order issue, but from reading some of the other posts, it would seem very unlikely. Anyway, this is my current load order, as chosen by BOSS:

Oblivion.esm
Kvatch Rebuilt.esm
Open Cities Resources.esm
HorseCombatMaster.esm
TNR ALL RACES FINAL.esp
TNR - ShiveringIsles.esp
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
TIE.esp
BrotherhoodRenewed.esp
Castle_Dunkerlore_V1.esp
(DC) Sutch Reborn.esp
Kvatch Rebuilt.esp
OCC-KR-Patch.esp
LetThePeopleDrink.esp
Villages1.1.esp
Cyrodiil Travel Services.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
OCC-KOTN-Patch.esp
AFK_Weye.esp
ElsweyrAnequina.esp
road+bridges.esp
Feldscar.esp
Vergayun.esp
Faregyl.esp
Faregyl+Anequina Patch.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
Anequina-Fallenleaf-Patch.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
SutchReborn-LostCoast patch.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV_withoutWheat.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
KvatchRebuilt-CheydinhalFalls patch.esp
Villages-CheydinhalFalls patch.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
NRB4+UL-II+LtPD Patch.esp
West Roads.esp
WR Villages Addon.esp
bartholm.esp
Open Cities New Sheoth.esp
Open Cities Bartholm.esp
OCC-ULCH-Patch.esp
OCLR+ULBWForest Patch.esp
OC+Cheydinhal Falls Patch.esp
OC+ULSkingradOutskirts Patch.esp
Ayelid Wells.esp
Alternative Start by Robert Evrae.esp
RenGuardOverhaul.esp
TRN One of the Gang.esp
Deadly Reflex 5 - Timed block and 150% damage.esp
DeadlyReflex 5 - Combat Moves.esp
Oblivion XP.esp
xulSnowdale.esp
Molapi.esp
Open Cities Reborn Road Record.esp
Open Cities Reborn - Full Merge.esp
NRB4 OCReborn Road Record.esp
WR OotG Addon.esp
Feldscar+Snowdale Patch.esp
SutchReborn-TheHeath patch.esp
ReneerRainMod.esp
Class Advantages.esp

Thanks in advance.
User avatar
SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Sat Jan 01, 2011 6:40 am

You are getting pretty long on the list there without a bashed patch.

If you use Wrye Bash you can get rid of UOP Vampire Aging & Face Fix.esp and check the box in tweaks, saving an esp slot.

http://tesivpositive.animolious.com/?page=know_how_to#PostYourLoadOrder
User avatar
Rik Douglas
 
Posts: 3385
Joined: Sat Jul 07, 2007 1:40 pm

Post » Fri Dec 31, 2010 11:59 pm

You are getting pretty long on the list there without a bashed patch.

If you use Wrye Bash you can get rid of UOP Vampire Aging & Face Fix.esp and check the box in tweaks, saving an esp slot.

http://tesivpositive.animolious.com/?page=know_how_to#PostYourLoadOrder



I managed to fix the problem by myself, I meant to edit my post, but got caught up playing instead B) . Turns out it was a problem with Reneer's Rain Mod, but due to the time between the pop-ups, it looked like a problem with Class Advantages instead. Thanks for your post anyway though, I'm still new to modding Oblivion (it's a whole lot easier for Morrowind).
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Sat Jan 01, 2011 9:55 am

just wanted to say i downloaded this mod last night and its awesome! like i mentioned in the WIP topic, deflect damage and the unarmed combat expertise finally make the monk class playable, imo.

i only have one issue/question: to skip the long intro dungeon i use a "base" save right in front of the exit to the sewers for creating new chars. since this char is using a custom class the class advantages menu pops up right as i load the save; however once i use the sewer exit to change the char's class to different one (in this case a custom created class also- i hate that the default monk class uses marksman as a major skill) the class advantages menu does not pop up again.

now to the question: is there a console code to force the class advantages pop-up to activate again? I figured out how to work around it (load the save without class advantages esp, edit char race/class/birthsign how i want, save, and then reload with class advantages esp active); however, i was just wondering if their was a more simple way.


again, awesome mod and i hope you continue to work on and expand it. On that point i have an idea. maybe you could create special classes that are race specific. like sword singers for redguards or shadow scales for Argonians.
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Sat Jan 01, 2011 10:58 am

@Browan: Yea, it's all timing issues with various mods when they initialize, especially when it comes to messageboxes. I set CA's quest script for selecting custom advantages to run every frame so other messageboxes or popups don't interfere. But eventually they do if a script controlling popups is also running every frame.

@griz024: I'll find out your issue. It should work technically, since CA is meant to reset its quest variables every time the class menu is active, so it will add the appropriate advantages or prompt for custom advantages after a class is selected. There a re a lot of variables to reset just to restart CA's quest scripts so the method you mentioned is the easy way already.

Oh and thanks, hopefully with enough interest, and when I get more experience scripting with OBSE, there may be a version 2.0.

I'm not planning on making classes for Oblivion, just wanted to make them more like Arena/Daggerfall.


@Psymon: I was wondering about the NoHtH myself. Glad that's all figured out.

As for the NPCs in the area you mentioned earlier, do you know what classes they are or if the custom race gives them stat drains?

Oh and I'm willing to try Passive Birthsigns, so I can better understand how that works. The better I understand more mods, the better I can figure out issues with CA.
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Sat Jan 01, 2011 2:37 am

@Psymon: I was wondering about the NoHtH myself. Glad that's all figured out.

As for the NPCs in the area you mentioned earlier, do you know what classes they are or if the custom race gives them stat drains?

Oh and I'm willing to try Passive Birthsigns, so I can better understand how that works. The better I understand more mods, the better I can figure out issues with CA.

Well now I'm not so sure that was the cause. The mod in question is http://waalx.com/RealSwordsForum/viewforum.php?f=13 - in perpetual alpha it seems - In order to add facial hair and other features it clones many of the vanilla races. This guy's race is HighElfM05Black (seems to have all the same powers) and his class is simply the Mage class. There are about 15 NPCs in that area (better cities Anvil bay), so it is also likely that he is not the culprit for the script failure.

So not sure now at all what is going on with that. Stat drains - Realistic Fatigue is being used. That effects NPCs. Here is the current load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Windfall.esm03  Jog_X_Mod.esm04  ScreenEffects.esm05  All Natural Base.esm  [Version 1.0]06  Cobl Main.esm  [Version 1.73]07  TamRes.esm08  Harvest[Containers].esm09  Waalx Animals & Creatures.esm0A  VASE - core.esm0B  TamrielTravellers.esm  [Version 1.39c]0C  Armamentarium.esm  [Version 1.35]0D  Artifacts.esm  [Version 1.1]0E  Better Cities Resources.esm  [Version 4.7.1]0F  Progress.esm  [Version 2.2]10  NNWAEMaster.esm11  CLS-Craftybits.esm12  PMSneakySummons.esm  [Version 1]13  MALO - MAIN.esm14  Oblivifall Master File.esm  [Version 1.0]15  Unofficial Oblivion Patch.esp  [Version 3.3.1]16  DLCShiveringIsles.esp17  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]18  SM Plugin Refurbish - SI.esp  [Version 1.30]19  Better Cities .esp1A  TamRes.esp1B  Natural Selection.esp  [Version 1.0]1C  Natural Habitat - merger.esp1D  All Natural.esp  [Version 1.0]1E  All Natural - SI.esp  [Version 1.0]++  All Natural - Bravil Mages Fix.esp++  All Natural - SI Settlements NIW Support.esp1F  Immersive Interiors.esp  [Version 0.7]20  Immersive Interiors - Lights Addon.esp  [Version 0.7]21  Enhanced Water v2.0 HDMI.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp22  All Natural - Real Lights.esp  [Version 1.0]23  WindowLightingSystem.esp24  Display Stats.esp  [Version 1.2]++  Item interchange - Extraction.esp  [Version 0.78]25  QZ Easy Menus.esp26  Q - More and Moldy Ingredients v1.1.esp27  Quest Log Manager.esp  [Version 1.3.1]28  Willful Resistance.esp  [Version 4.0]++  Harvest[Containers] - Vanilla.esp++  Harvest[Containers] - SI.esp++  Harvest[Containers] - SI - Ore Respawn.esp29  WAC - Crowded Roads Revisited.esp  [Version 1.1]2A  PTRoamingNPCs.esp2B  Choices and Consequences.esp2C  C&C - The Blackwood Company.esp2D  DropLitTorchOBSE.esp  [Version 2.4]2E  Oblivion Graphics Extender Support.esp  [Version 0.2]2F  Streamline 3.1.esp30  Map Marker Overhaul.esp  [Version 3.7.1]31  Map Marker Overhaul - SI additions.esp  [Version 3.5]32  Enhanced Hotkeys.esp  [Version 1.4]33  DLCHorseArmor.esp34  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]35  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]36  DLCOrrery.esp37  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]38  SM Plugin Refurbish - Orrery.esp  [Version 1.11]39  DLCMehrunesRazor.esp3A  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  YX33A Razor Edit.esp3B  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]3C  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp**  GrimbotsSpellTomes.esp**  EVE_StockEquipmentReplacer.esp3D  ClassyClothingCompendium.esp  [Version 1.2]3E  SentientWeapon.esp  [Version 3]3F  Mage Equipment.esp40  DLCThievesDen.esp41  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]42  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]43  MALO - Guild Tweaks.esp44  Cobl Glue.esp  [Version 1.73]45  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]++  ArmamentariumLL.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]46  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]47  John's Leveled List Overhaul.esp++  John's Leveled List Overhaul - Vanilla Armours.esp48  John's Leveled List Overhaul - Vanilla Weapons.esp49  John's Leveled List Overhaul - Bandits in Glass Begone.esp4A  OBSE-Storms & Sound SI.esp4B  MALO - Clutter Replacer.esp4C  MALO - Vendor Additions.esp4D  MALO - Loot Tweaks.esp++  VASE - Vanilla Cyrodiil.esp++  VASE - Vanilla SI.esp4E  WAC.esp4F  WAC - OverSpawn.esp50  WAC - TCOS.esp51  WAC - TCOS Shops.esp  [Version 03]52  WAC - BlackBootDungeon.esp53  WAC - Magic.esp++  WAC - QuietFeet.esp54  TamrielTravellersItemsUnscaled.esp  [Version 1.39c]55  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp  [Version 2]56  kuerteeWanderingEncounters.esp57  TIE.esp  [Version 1.37]++  TIE Cats.esp58  DBSQR.esp  [Version 1.03]59  DBSQR - MehrunesRazor.esp  [Version 1.03]5A  DBSQR - Orrery.esp  [Version 1.03]5B  Enhanced Quest Roleplaying.esp  [Version 2.03]5C  A Sorceress Love 1_1.esp5D  Artefacts of the Ancestors.esp5E  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]5F  BHC_Expanded.esp  [Version 1.2]60  BrotherhoodRenewed.esp  [Version 1.0.7]61  FiveBlindMiceBeta.esp  [Version 1.3]62  GTAesgaard.esp63  GTAesgaard_2.esp++  GTAesgaard I-II Delayer.esp  [Version 2.1]64  OldCrowInn.esp  [Version 1.5]65  LostSwordOfTheAylied.esp++  LostSwordOfTheAylied_delayer.esp66  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]67  NNWAEDungeons-Series2EV.esp68  NNWARE06-RhyeliaEmeroEV.esp69  ThePaleAdventurer.esp6A  Return Of Shadows.esp  [Version 1.1]6B  Shezrie's Villages.esp6C  Shivering Isles Root System.esp6D  The Ayleid Steps.esp  [Version 3.4]6E  Aylied Steps - AN Real Lights patch.esp  [Version 1.00]6F  The Lost Tomb.esp70  thievery.esp71  VOILA.esp72  VOILA - Soldiers of Empire.esp73  Windfall.esp74  Wretched Pit and Witherstone Caverns.esp75  DLCfrostcrag.esp76  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]77  Consequences.esp  [Version 3.0]78  GuardsofCyrodiilRedux.esp  [Version 1.10]79  MannimarcoComplete.esp7A  MannimarcoRevisited.esp7B  Wellspring Vale.esp7C  ElsweyrAnequina.esp++  ElsweyrAnequina - Races HGEC-Robert.esp  [Version 1.1]7D  Tales from Elsweyr Anequina.esp7E  Walkabout.esp7F  road+bridges.esp  [Version 4.5.8]80  Feldscar.esp  [Version 1.0.4]81  Vergayun.esp  [Version 1.0.5]82  Faregyl.esp  [Version 1.0.10]83  Faregyl+Anequina Patch.esp84  Molapi.esp  [Version 1.0]85  Daedric Shrine Ruins.esp86  Oblivifall - Losing My Religion.esp  [Version 1.3]87  All Natural - Losing My Religion Interior Patch.esp88  Oblivifall - Losing My Religion CATH CHANGES.esp89  xuldarkforest.esp  [Version 1.0.5]8A  xulStendarrValley.esp  [Version 1.2.2]8B  xulTheHeath.esp8C  XulEntiusGorge.esp8D  xulFallenleafEverglade.esp  [Version 1.3.1]8E  Anequina-Fallenleaf-Patch.esp8F  xulColovianHighlands_EV.esp  [Version 1.2.1]90  xulChorrolHinterland.esp  [Version 1.2.2]91  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]92  WAC - xulBCLostCoast.esp93  xulBravilBarrowfields.esp  [Version 1.3.2]94  Tales Elsweyr Anq Bravil Barrowfields Patch.esp95  xulLushWoodlands.esp  [Version 1.3.1]96  xulAncientYews.esp  [Version 1.4.3]97  SentientWeaponII-AncientYews patch.esp98  xulAncientRedwoods.esp  [Version 1.6]99  xulCloudtopMountains.esp  [Version 1.0.3]9A  Ravenview-Cloudtop-Patch.esp  [Version 1.0.5]9B  xulArriusCreek.esp  [Version 1.1.3]9C  xulPatch_AY_AC.esp  [Version 1.1]9D  LostSwordoftheAyleids-ArriusCreek patch.esp9E  xulRollingHills_EV.esp  [Version 1.3.2]9F  xulPantherRiver.espA0  xulRiverEthe.esp  [Version 1.0.2]A1  xulBrenaRiverRavine.esp  [Version 1.1]A2  Brena River Ravine Daedric Shrine Ruins Patch.espA3  xulImperialIsle.esp  [Version 1.6.6]A4  xulBlackwoodForest.esp  [Version 1.1.0]A5  xulCheydinhalFalls.esp  [Version 1.0.1]A6  Villages-CheydinhalFalls patch.espA7  xulAspenWood.esp  [Version 1.0.2]A8  Lakewood+AspenWood Patch.esp  [Version 1.0]A9  xulSkingradOutskirts.esp  [Version 1.0.1]AA  xulSnowdale.esp  [Version 1.0]AB  Feldscar+Snowdale Patch.esp  [Version 1.0]AC  FrostcragReborn-Snowdale patch.espAD  The Ruins of Miscarcand.espAE  Fort Akatosh Redux.espAF  FortAkatoshRedux-NewRoads&Bridges patch.esp++  Cyrodiil Legion Addon.esp  [Version 1.3]B0  Legion Ranger Addon.espB1  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]B2  ImprovedSoulgems.esp  [Version 1.11]B3  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]B4  Oblivifall - Closing Time.esp  [Version 1.0]B5  Potable Pastiche.espB6  Enhanced Vegetation [125%].espB7  Dialogue and Messages Merged.espB8  Toggleable Quantity Prompt.esp  [Version 3.2.0]B9  CLS-Craftybits.espBA  Alternative Start by Robert Evrae.espBB  RealisticFatigue.espBC  RealisticHealth.espBD  SupremeMagicka.esp  [Version 0.90]BE  MidasSpells.espBF  FearsomeMagicka.espC0  StealthOverhaul.espC1  Morrowind Lockpicking.esp++  GuildBetrayal.espC2  HTHAdvanced - Sinkpoint.espC3  SM Hand Combat.esp  [Version 1.0]C4  Progress Plugins Merged.espC5  RealisticLeveling.espC6  immersive_caves_auto.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]++  EVE_KhajiitFix.espC7  bgBalancingEVCore.esp  [Version 10.52EV-D]++  TamrielTravellers Cosmetics Cobl or RBP.espC8  ZUAmberMadnessOverhaul.espC9  ZUSIO-Map MarkerOverhaul SI-patch.esp++  ZUSIO-SM Plugin Refurbish SI-patch.espCA  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]CB  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]CC  bgMagicEVPaperChase.esp  [Version 1.68EV]++  PMSneakySummonCompatibility.esp  [Version 1]CD  AlternativeOblivionMagicSystem.esp++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalBetterRedguards.esp**  bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp  [Version 10.0EV-D]**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]CE  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]CF  bgIntegrationEV.esp  [Version 0.993]**  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.99]++  bgIntegrationEV - Unique Clothes.espD0  Appler's Passive Birthsigns.espD1  Class Advantages.esp  [Version 0.25.02]D2  Better Cities Full.esp  [Version 4.7.0]D3  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]D4  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.7.0]D5  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.7.0]D6  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.7.0]D7  Better Cities - Thievery.esp  [Version 4.7.0]++  Better Cities - TIE Restricted Area.espD8  Better Cities - VWD of the IC.esp  [Version 4.7.0]D9  Better Imperial City.esp  [Version 4.7.0]DA  Better Cities - Old Crow Inn.esp  [Version 4.7.0]DB  Better Cities - COBL.esp  [Version 2.1]DC  SPAWN.esp  [Version 0.3]**  bgMagicEVShader.esp  [Version 1.7EV]DD  bgMagicLightningbolt.espDE  DS Flaming Arrows.esp  [Version 1.2]++  Life Detected - Aura - Medium - 2.esp++  Visually Realistic Deadly Lava.espDF  Shining Creatures.esp++  Shining Creatures_DLCFrostcrag.espE0  Vacuity.esp  [Version 0.2]**  NRB4 Standard Road Record.esp++  CoreRandmonClothing4Npcs.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  Harvest Containers Filter patch for mods.esp  [Version 1.00]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]E1  Bashed Patch, 0.esp

As for Passive - I'm using it's atronach sign which is far more absorbent with magic - and you can pick up magicka from spells caste that aren't targeted on you, as well as, from summoned creatures and other sources of magic. When the character gets full then magicka bursts out hitting others and exhausting yourself. The downside is that it has a constant magicka drain. This is why I was all about the magic aclerity power with this mod - transform fatigue into magicka - so it can help to kick start then use other spells learned later to boost magicka or summon to then max out.
User avatar
Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

Post » Sat Jan 01, 2011 9:20 am

I get a game lockup loading Class Advantages. See my hunting down saves on CTD and game lockups http://www.gamesas.com/index.php?/topic/1133623-can-repeated-new-saves-cause-ctd-on-saving/.



Is there something in my LO that conflicts to cause this?


Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  Jog_X_Mod.esm03  All Natural Base.esm  [Version 1.0]04  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]05  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]06  Francesco's Optional New Creatures Add-On.esm  [Version 4.5bSI]07  Cobl Main.esm  [Version 1.72]08  TamRes.esm09  Qarls_Harvest.esm0A  Harvest[Containers].esm0B  CyrodiilUpgradeResourcePack.esm0C  Open Cities Resources.esm  [Version 3.5.5]0D  BetterMusicSystem.esm0E  CURP_Controller.esm0F  Progress.esm  [Version 2.2]10  Oblivifall Master File.esm  [Version 1.0]11  Unofficial Oblivion Patch.esp  [Version 3.3.1]12  Oblivion Citadel Door Fix.esp13  DLCShiveringIsles.esp14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]15  SM Plugin Refurbish - SI.esp  [Version 1.30]16  TamRes.esp17  Enhanced Seasons.esp  [Version 1.0]18  All Natural.esp  [Version 1.0]19  All Natural - SI.esp  [Version 1.0]1A  Immersive Interiors.esp  [Version 0.7]1B  Immersive Interiors - Lights Addon.esp  [Version 0.7]1C  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]1D  AmbientTownSounds+DistantChapelBells-Merged Plugin.esp1E  All Natural - Real Lights.esp  [Version 1.0]1F  BookTrackerOBSE.esp20  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp21  Display Stats.esp  [Version 1.3]22  Fishing in Cyrodiil.esp23  ImprovedSigns.esp24  CampfireBehavior_kuerteeSittableRocks_P1DseeYouSleep_Portable Campsite - Merged Plugin.esp  [Version 3.0]25  Q - More and Moldy Ingredients v1.1.esp26  Qarls_Harvest.esp27  Qarls_Harvest addon.esp28  Quest Log Manager.esp  [Version 1.3]29  SoT_Holiday+RealDaysAndMonths Merged Plugin.esp2A  Wyverex - Deployable Traps.esp2B  Harvest[Containers].esp2C  Enhanced Economy.esp  [Version 4.3.1]2D  Choices and Consequences.esp  [Version 2.02]2E  DarNifiedUI Config Addon.esp2F  DropLitTorchOBSE.esp  [Version 2.4]30  Lock Bash Omega.esp  [Version 1.5]31  Oblivion Graphics Extender Support.esp  [Version 0.2]32  Map Marker Overhaul.esp  [Version 3.7.1]33  Map Marker Overhaul - SI additions.esp  [Version 3.5]34  Enhanced Hotkeys.esp  [Version 1.4]++  FineWeapons+RustyItems Merged Plugin.esp35  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp36  Slof's Horses Base.esp37  Francesco's Optional Files.esp38  OC+COBL Luggage Patch.esp39  Cobl Glue+Cobl Si esp Merged Plugin.esp  [Version 1.72]3A  Mage Guild Sorters v3.esp++  Cobl Tweaks.esp  [Version 1.44]3B  All Capes Cloaks Clothes Gloves and Robes+Bobs Armory-Merged.esp3C  Creatures Alive v1.3.esp3D  PTRoamingNPCs+kuerteeWanderingEncounters Merged Plugin.esp3E  lorecreatures_Subspecies Variety Pack 1 - Canines full version - Merged Plugin.esp3F  TIE.esp  [Version 1.37]40  TIE+Frans NPC Inventory.esp  [Version 1.0]41  Smarter Bandits.esp42  Oblivifall - Something's Not Right.esp  [Version 1.0]43  BHC_Expanded.esp  [Version 1.2]44  Cyrodiil Training Center.esp45  (DC) Sutch Reborn.esp46  Sutch Reborn Spawn Patch.esp47  Jagnot- Imperial City Library V1.3.esp48  LetThePeopleDrink.esp  [Version 2.5]49  NPCs Alive - Beggers.esp4A  NPCs Alive no Beggars Merged Plugin.esp4B  Region Revive - Lake Rumare.esp4C  BetterInns + NewHomeOwners.esp  [Version 1.2]4D  BetterInns - ClocksOfCyrodiil PATCH.esp4E  BetterInns - COBL PATCH.esp4F  BetterInns - BHCExpanded PATCH.esp50  thievery.esp51  TR_Stirk.esp52  Villages1.1.esp53  Window Entrances 1.0.esp54  za_bankmod.esp55  Lynges_Thieves_Highway-10256.esp56  GuardsofCyrodiilRedux.esp  [Version 1.10]57  AFK_Weye.esp  [Version 2.1.COBL]58  Rumare-AFK_Weye Patch.esp  [Version 2.0]59  Wellspring Vale.esp5A  ElsweyrAnequina.esp5B  road+bridges.esp  [Version 4.5.8]5C  Feldscar.esp  [Version 1.0.4]5D  Vergayun.esp  [Version 1.0.5]5E  Faregyl.esp  [Version 1.0.10]5F  Molapi.esp  [Version 1.0]60  xuldarkforest.esp  [Version 1.0.5]61  xulStendarrValley.esp  [Version 1.2.2]62  xulTheHeath.esp63  SutchReborn-TheHeath patch.esp64  XulEntiusGorge.esp65  xulFallenleafEverglade.esp  [Version 1.3.1]66  xulColovianHighlands_EV.esp  [Version 1.2.1]67  xulChorrolHinterland.esp  [Version 1.2.2]68  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]69  SutchReborn-LostCoast patch.esp6A  xulBravilBarrowfields.esp  [Version 1.3.2]6B  xulLushWoodlands.esp  [Version 1.3.1]6C  xulAncientYews.esp  [Version 1.4.3]6D  xulAncientRedwoods.esp  [Version 1.6]6E  xulCloudtopMountains.esp  [Version 1.0.3]6F  xulArriusCreek.esp  [Version 1.1.3]70  xulPatch_AY_AC.esp  [Version 1.1]71  xulRollingHills_EV.esp  [Version 1.3.2]72  xulPantherRiver.esp73  xulRiverEthe.esp  [Version 1.0.2]74  xulBrenaRiverRavine.esp  [Version 1.1]75  xulImperialIsle.esp  [Version 1.6.6]76  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.4]77  xulBlackwoodForest.esp  [Version 1.1.0]78  xulCheydinhalFalls.esp  [Version 1.0.1]79  xulAspenWood.esp  [Version 1.0.2]7A  xulSkingradOutskirts.esp  [Version 1.0.1]7B  xulSnowdale.esp  [Version 1.0]7C  NRB4+UL-II+LtPD Patch.esp  [Version 3.0.1]7D  West Roads.esp7E  WellspringVale+WestRoads Patch.esp7F  bartholm.esp80  bartholm - EE patch.esp  [Version 4.2]81  Fort Akatosh Redux.esp82  FortAkatoshRedux-NewRoads&Bridges patch.esp83  Open Cities New Sheoth.esp  [Version 1.1]84  Open Cities Bartholm.esp  [Version 1.1.1]85  Open Cities Outer Districts.esp  [Version 3.5.5]86  Open Cities Reborn - Full Merge.esp  [Version 0.6.3]++  OCC-COBL-Wells.esp87  NRB4+UL-II+LtPD+OCOD Patch.esp  [Version 3.0.2]88  NRB4+RR Patch.esp  [Version 2.1]89  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]8A  Birthsigns Expanded.esp  [Version 3.11.]8B  HUD Status Bars.esp  [Version 1.2]8C  DS Portable Sorters.esp  [Version 1.1]8D  DS Storage Sacks.esp  [Version 1.3]8E  ActorsHaveTorches.esp8F  GP_Lockpicks.esp  [Version 1.5]90  ImprovedSoulgems.esp  [Version 1.11]91  Class Advantages.esp  [Version 0.25.02]++  GotNoClass.esp92  Oblivifall - Ambiant Dungeon SFX+Closing Time+Let's Talk! esp - Merged Plugin.esp  [Version 1.1]93  Oblivifall - New Classes.esp  [Version 1.2]94  PersuasionOverhaul.esp  [Version 1.43]95  ReneerNPCNameCorpse Merged Plugin.esp96  kuerteeGoldIsAnInventoryItem.esp97  Salmo the Baker, Cobl.esp  [Version 3.08]98  BetterInns - Salmo the Baker, Cobl PATCH.esp++  BetterInns - Harvest Containers PATCH.esp99  Side's Backpacks.esp  [Version 1.0]9A  Side's Backpacks (COBL).esp  [Version 1.0]9B  Soulgem Magic.esp  [Version 1.0]9C  SetsunaDummyTraining+Slof's Dogs+talkwithyourhands2 esp - Merged Plugin.esp9D  Enhanced Economy - House prices.esp  [Version 1.0]9E  Quest Award Leveller.esp9F  RealisticHealth.espA0  RealisticForceMedium.espA1  RealSleepExtended.esp  [Version 2.5]A2  RefScope.esp  [Version 2.0.2]A3  Fizzle.esp  [Version 3.0]A4  StealthyAbsorbsAndDrains.espA5  Syc_AtHomeAlchemy_No_Bounty_v2+RshAlchemy+RshAlchemyRecipes Merged Plugin.espA6  Realistic Sneak for NPCs.esp  [Version 1.04]A7  StealthOverhaul.espA8  ZumbsLockpickingMod - OBSE.espA9  RenGuardOverhaul.espAA  kuerteeClothingMatters.espAB  WR Villages Addon.espAC  sycShout+Enhanced Grabbing Merged Plugin.esp  [Version 1.02]AD  Willful Magic Resistance Merged Plugin.esp  [Version 4.0]AE  Armorer'sKayoAdvantage Merged Plugin.espAF  Duke Patricks - Actors Can Miss Now.espB0  ExperienceBasedTraining.espB1  Intelligence Overhaul-RR.espB2  nGCD.espB3  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.espB4  Progress Merged Plugins.esp  [Version 2.0]++  Immediate Character Generation.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.espB5  TRAP.esp++  Disable Tutorial Text.espB6  Really Immersive Messages.espB7  SPAWN.esp  [Version 0.3]++  Duke Patricks - BASIC Script Effect Silencer.esp**  Open Cities Reborn Road Record.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  Harvest Containers Filter patch for mods.esp  [Version 1.00]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]B8  Bashed Patch, 0.espB9  MergedMaps.esp

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D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

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