-----------
0.15c, 2010/05/13 - added new customization options in the FM.ini file which control spell casts limits;
0.15b, 2010/05/08 - a hotfix for version 0.15: fixed an issue with startup diagnostic; attempt to fix the 'Rise undead' related CTD; debug messages should now ocurr less frequently;
0.15a, 2010/05/05 - a hotfix for version 0.15: Rise Undead spell will now be used more frequently, "EnemiesUseNewSpells" value in FM.ini file is now taken into account, removed edit on BW10 magic effect; few tweaks;
IF YOU ARE UPDATING FROM VERSION EARLIER THAN 0.15: IT IS STRONGLY RECOMMENDED TO START WITH A CLEAN SAVE(A SAVEGAME MADE WITH THIS MOD DISABLED) AFTER APPLYING THIS PATCH;
0.15, 2010/05/04 - added a FM.ini file which controls NPC's access to new spells; lowered prices of Scrolls containing new spells; Altered NPC's AI: new spells will now be used less frequently; now after mod is launched a diagnostic is performed to detect if all required files are installed; few other tweaks;
IT IS STRONGLY RECOMMENDED TO START WITH A CLEAN SAVE(A SAVEGAME MADE WITH THIS MOD DISABLED) AFTER APPLYING THIS PATCH;
A word of advice
-----------------------
Take note that every spell can be resisted(most with magic resistance, some with fire or frost resistance). That knowledge can sometimes save your life(your PC's life that is )
If you find enemy spellcasters too powerful, it might be a good moment to look for a companion or two. If your companion is a mage, he/she can also make use of new spells. There are some supporting spells provided by this mod, so having a skilled wizard in your party might greatly increase your PC's life length
IMPORTANT INFORMATION:
--------------------------------
One of OBSE plugins required to run the mod, RefStuff, is delivered in wrong directory(Data/OBSE/Plugin), make sure to install it in Data/OBSE/Plugins folder.
When you are installing Screen Effects, you are also placing obge v1 in OBSE/plugins directory. Many of you are also using obge v2(included in Oblivion Graphics Extender). Unfortunatelly those two are incompatible with each other and shouldn't be used at the same time. Solution: Screen Effects will work just fine with obge v2, so it's best to remove obge v1(only if you have obge v2 installed).
Author's notes
-------------------
When rating this mod please remember that this is still a Beta version. Although Beta Testers did really great job hunting down any bugs in this mod, there still might be some issues present. If you'll find any problems with this mod, please report it to me.
I've spent over two years working on this mod and I'll do my best to improve it. Thank you for your understanding
Trailer:
http://www.youtube.com/watch?v=EgkE0b88jJg
Here is the readme:
Version: 0.15c(Beta)
Date: 13/05/2010
Category: Gameplay Effects and Changes
Requirements: SHIVERING ISLES PATCH v1.2.0416, Oblivion Script Extender (OBSE) v0018, Screen Effects 1.0, Pluggy v132, RefStuff, ALGOHOL v0.11
Recommended mods: Windom Earle_s Oblivion Crash Prevention System, Oblivion Stutter Remover, Let there be Darkness, Bedrolls and Tents Anyone
Author: brucevayne
Forum thread: Official thread
Source:
Description
===========
Behold mages and warlocks, as from now you'll become more formidable than ever! But be warned: you are not the only ones that grow in power...
Trailer
=========
Features:
- New spells that affect the game in many various aspects,
- Most of spells are scaled, making them more powerful as the mage grow in experience
- New Magic System that controlls access to new spells, designed to make the new magic being used strategically
- NPC's and creatures will also use new spells, with the same magic system implemented
Location
========
To get the new spells find the student of Chronomancy.
If you are stuck and have no idea where to look for scroll down to find the answer.
Details
==========
Spells:
----------
All new spells are designed to increase immersion of magic experience. Magic is being made an actual power, that allows to affect and shift surrounding reality in more varied ways.
There are of course spells that deal damage to it's victims, but also spells that has other purposes, like shrouding the caster with darkness, time stopping or slowing down nearby enemies.
Magic System:
--------------
Fearsome Magicka brings a new magic system to Cyrodil. It is inspired on a system present in Forgotten Realms.
In Baldurs Gate(and other Forgotten Realms based games) spells are ascribed to one of levels from 1 to 9 with level one containing simple spells and level 9 with most powerful ones. A magic user could cast only limited number of spells before resting. Number of spells a character could use(and from which level) was determined by his experience level and his intelligence. With experience the character was gaining access to higher level spells. Number of spells available to cast on each spellcasting level was dependant on character level, which means that characters on level 5 sould cast e.g. 6 spells from level 1, 3-4 spells from level 2 and 1-2 spells on level 3. Upon resting the character could cast the spells again.
This system might sound a bit weird for someone who didn't play Baldurs Gate or Neverwinter Nights, but it has one adventage: it impells to strategic use of your magic.
This is how it works in Fearsome Magicka:
All spells belong to one of circles from 1 to 5. PC(well, the same goes to NPC's and creatures) is limited to number of times he can use those spells before resting. All spellcasters gain access to more powerful spells and increase number of times a certain circle spells can be cast with experience(+ modification from intelligence) according to this formula:
1st Circle spells: character level / 3 + (intelligence / 10 - 5)
2nd Circle spells: (character level - 5) / 4 + (intelligence / 10 - 5) * 0.8
3rd Circle spells: (character level - 13) / 5 + (intelligence / 10 - 5) * 0.6
4th Circle spells: (character level - 21) / 6 + (intelligence / 10 - 5) * 0.4
5th Circle spells: (character level - 29) / 7 + (intelligence / 10 - 5) * 0.2
The outcome is rounded down. Intelligence factor applies only if the minimum level for certain spell circle has been reached, which is:
1st circle: level 3 (a new 'spell slot' every three levels)
2nd circle: level 9 (a new 'spell slot' every four levels)
3rd circle: level 18 (a new 'spell slot' every five levels)
4th circle: level 27 (a new 'spell slot' every six levels)
5th circle: level 36 (a new 'spell slot' every seven levels)
Take note that spell casts limit multipier can be altered in the FM.ini file located in Data\FearsomeMagicka folder.
A 6 hours of sleep is required to be able to cast the spells again.
To be able to use a spell, one has to have apropriate skills. Most of the spells will have it's effects dependant from the caster's skill(so, if Fire Burst requires destruction on level 75, it will do more damage if caster has destruction on level 100, or even more if on level 125).
NPC's & Creatures spell casting AI:
------------------------------------
For the purpose of this mod an unique NPC's & Creatures spell casting AI was designed, making them more challanging opponents. It allows an intelligent use of the new spells by NPC's, and even lets them create combinations(sometimes deadly) of those spells.
NPC's will also use Magicka potions to regenerate their magicka if necessary.
A word of advice
=================
Take note that every spell can be resisted(most with magic resistance, some with fire or frost resistance). That knowledge can sometimes save your life(your PC's life that is )
If you find enemy spellcasters too powerful, it might be a good moment to look for a companion or two. If your companion is a mage, he/she can also make use of new spells. There are some supporting spells provided by this mod, so having a skilled wizard in your party might greatly increase your PC's life length
Customization
=================
You can control some features of this mod by altering FM.ini file located in "Data\FearsomeMagicka" directory. Those values are automatically applied when mod initializes.
You can modify this file at anytime, however you'll have to use "(FM) Reinitialize" spell to apply changes.
Compatibility
==================
Fearsome Magicka is fully compatible with almost everything, including: Midas Magic, FCOM(also OOO, MMM, Frans and Warcry separately), Supreme Magicka, LAME, Deadly Reflex, Unnecessary Violence and many more.
Future plans:
---------------
1. Add new spells.
2. Add support for companions.
3. Add customization options.
4. Add an unique vendor and quests to obtain spells.
4. .... we'll see
Install
=======
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Oblivion\Data\
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the Fearsome Magicka.esp file.
5. Fearsome Magicka.esp should be loaded as last(on the bottom of the load order).
Remember to install all required files. You can find it by following those links:
---------------------------------
Oblivion Script Extender (OBSE) v0018
Screen Effects 1.0
Pluggy v132
RefStuff
ALGOHOL v0.11
Recommended mods:
Windom Earle_s Oblivion Crash Prevention System
Oblivion Stutter Remover
Let there be Darkness
Bedrolls and Tents Anyone
Remember that Shivering Isles official add-on is also required!
Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the Fearsome Magicka.esp file.
2. Delete the files/folders associated with the mod.
Oblivion\Data\Meshes\Fearsome Magicka
Oblivion\Data\Meshes\HWings
Oblivion\Data\Textures\HWings
Oblivion\Data\Meshes\Characters\_male\Idleanims\FearsomeMagicka
Oblivion\Data\Textures\Weapons\pale_rider_berserker
Oblivion\Data\Textures\Weapons\pale_rider_guardian
Oblivion\Data\Textures\Weapons\pale_rider_NordicWarrior
Oblivion\Data\Textures\Armor\pale_rider_berserker
Oblivion\Data\Textures\Armor\pale_rider_guardian
Oblivion\Data\Textures\Armor\pale_rider_NordicWarrior
Oblivion\Data\Meshes\Weapons\pale_rider_berserker
Oblivion\Data\Meshes\Weapons\pale_rider_guardian
Oblivion\Data\Meshes\Weapons\pale_rider_NordicWarrior
Oblivion\Data\Meshes\Armor\pale_rider_berserker
Oblivion\Data\Meshes\Armor\pale_rider_guardian
Oblivion\Data\Meshes\Armor\pale_rider_NordicWarrior
Oblivion\Data\Textures\FearsomeMagicka
Oblivion\Data\Textures\Menus\Icons\FearsomeMagicka
Oblivion\Data\Textures\Menus\Icons\Weapons\pale_rider_berserker
Oblivion\Data\Textures\Menus\Icons\Weapons\pale_rider_guardian
Oblivion\Data\Textures\Menus\Icons\Weapons\pale_rider_NordicWarrior
Oblivion\Data\Textures\Menus\Icons\Armor\pale_rider_berserker
Oblivion\Data\Textures\Menus\Icons\Armor\pale_rider_guardian
Oblivion\Data\Textures\Menus\Icons\Armor\pale_rider_NordicWarrior
Oblivion\Data\Sound\FX\FM
Incompatibility
===============
Using Willfull Resistance together with Fearsome Magicka may produce an issue of 'displaced projectiles' when casting spells during the 'Time Stop' spell effect. This still needs to be confirmed though.
Known Issues or Bugs
====================
If you are playing with FOV other than standard (75), using Teleport spell might revert your FOV setting to original value. In order to prevent this, you should edit the 'Oblivion.ini' file:
you should set the fDefaultFOV line in the Display section to the appropriate value.
Troubleshooting
======================
1. Crash to desktop when starting Oblivion: you are missing ScreenEffects.esm in your load order. Download and install Screen Effects mod.
2. You are unable to cast any spell during Time Stop spell effect: put Fearsome Magicka at the VERY bottom of your load order.
3. Any other bug: please make sure that you have all of required mods/OBSE plugins installed. OBSE plugins have to be placed in Data/OBSE/Plugins folder, not in Data/OBSE/Plugin folder.
Make sure that you are running OBSE v.0018.
Make sure you are using the last version of Fearsome Magicka. If you are still experiencing the bug, please report it to me.
History
=======
0.15c, 2010/05/13 - added new customization options in the FM.ini file which control spell casts limits;
0.15b, 2010/05/08 - a hotfix for version 0.15: fixed an issue with startup diagnostic; attempt to fix the 'Rise undead' related CTD; debug messages should now ocurr less frequently;
0.15a, 2010/05/05 - a hotfix for version 0.15: Rise Undead spell will now be used more frequently, "EnemiesUseNewSpells" value in FM.ini file is now taken into account, removed edit on BW10 magic effect; few tweaks;
0.15, 2010/05/04 - added a FM.ini file which controls NPC's access to new spells; lowered prices of Scrolls containing new spells; Altered NPC's AI: new spells will now be used less frequently; now after mod is launched a diagnostic is performed to detect if all required files are installed; few other tweaks;
0.14, 2010/04/24 - fixed a problem with shader related with 'Aura of Fear' spell; fixed a problem with the 'Time Stop' spell(which was making some players unable to cast spells after this spell was cast by a NPC or creature); altered NPC's & creatures spellcasting AI; fixed some problems with the 'Veil of Darkness' spell;
0.13, 2010/04/19 - a hotfix for a 'switching camera bug'(present when enemy spellcasters used FireStorm or Aura of Fear spells);
0.12, 2010/04/12 - improved crime detection for using spells on NPC's; killstats will now increase correctly; added support for Atronach birthsigh; fixed the 'frozen actors issue' that occured sometimes(for some players) after an actor was hit with Magic Missle spell;
0.11, 2010/04/09 - removed the 'persistent gray shader issue' which sometimes occured after using the 'Time Stop' spell, changed an icon for Script Effect;
0.1, 2010/04/07 - Initial release.
Contact
=======
You can find me on the official Elder Scrolls forums as 'brucevayne'
You can find me on TESNexus as 'brucevayne'
You can send me an email here: brucevayne@wp.pl
Credits
=======
Thanks to all guys on the forum who helped me, especially to:
ShadeMe,
Scruggsywuggsytheferret,
QQuix,
The Filthy Spaniard,
throttlekitty
Much appreciated!
Thanks to XMarksTheSpot for acension animation and Froceball mesh.
Thanks to pale_Rider for his unique weapons and armor.
Thanks to Hentai for his Dark wings.
Thanks to Spike4072 for his Dark Flame shader.
Beta testers:
Thanks to Phoenix7, Dante20XX and YX33A fot beta testing. Muchos gracias, amigos!
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to God for creating us all.
Tools Used
==========
GIMP - http://www.tesnexus.com/downloads/file.php?id=14920
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Audacity - http://audacity.sourceforge.net/
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Licensing/Legal
===============
You must contact me and obtain my permission before re-packaging any part of
this mod.
Spoiler
=========
You can buy scrolls wich allow you to learn spells from Earil in Earil's Mysteries in Crucible(New Sheoth).
cheers,
brucevayne