[Relz] Less Annoying Magic Experience

Post » Fri Mar 18, 2011 3:02 pm

Last update: 06/06/2009 to 1.7

Less Annoying Magic Experience (short: LAME) changes many aspects of Oblivion's magic, and has three main goals:
- making magic less annoying. Examples: Extend many spell durations, so that you don't have to recast some buffs every couple of seconds. Removing (some) spell book cluttering. Making spells http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameicons.jpg (thanks to riklund's "Diverse Effect Icons"). Increase the power of formerly useless spells. Although LAME has many more features, this is it's core - a magic that just "feels" right, and not like you're a rat in a cage tapping constantly a button.
- making magic more interesting, giving the player spells to look forward to. In Oblivion you get, when you master the next skill level, mostly the same spells with just a higher magnitude. Not anymore! An experienced Mysticism mage can http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamedetectdanger.jpg or use various teleport spells; an expert in Alteration can disrupt http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamemovement.jpgor http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamephasing.jpg for a couple of seconds; a master in Conjuration can http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamegateanim.gif or summon a http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamesummonsteed.jpg; a Restoration master can http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamespiritexodus.jpg to gain a powerful ally, an expert in Destruction can create http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamefrostfire.jpg, especially useful to block doors and tunnels with it.
- enhancing some magic schools, which weren't that interesting in Oblivion (like Mysticism). There are more than hundred new spells added. Mysticism now has a wide array of knowledge, teleport and http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameforcepush.jpg spells, Conjuration has http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamensi.jpg and much better summon behavior, Alteration can transmute various items into other items or uses (e.g. fletching and enchanting arrows from ingredients).

http://theelderscrolls.info/?go=dlfile&fileid=219
http://theelderscrolls.info/?go=dlfile&fileid=220
http://www.youtube.com/watch?v=XPaMKoilJyY
http://www.youtube.com/watch?v=W8FaqYfOQFo
(Info: Gate opening animation wasn't yet included in this preview trailer.)
http://www.youtube.com/watch?v=-b8sQL4JEqE
http://youtube.com/watch?v=NzeJdIaT9vc
http://www.youtube.com/watch?v=IKzEpSHCiOI

And that's only a short summary. There's so much more. A "nature summon" path for conjuration, which uses magic effects and are therefore available at the spell making altar, including new icons and a http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamense.jpg. A rebalance of various magic effects - while the duration of many buffs has been increased, some other magic effects like Drain Health or Charm aren't exploitable anymore. "Level spells" like Frenzy scale now up to level 50. "Light" isn't nuclear green anymore. Some special summons, which used to create only normal ghosts, are now truly unique: Dunmer are protected by a http://theelderscrolls.info/images/artikel/oblivion/krempel/news/avatar_firethingy2.png, and http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamespectral.jpg. Different http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameskelli.jpg don't look like one egg to another anymore. Self made permanent enchantments can now be nearly as powerful as those done with equivalent Sigil Stones (and not five times weaker). Summoned creatures don't attack their summoner as easily as before. A new take on sustained spells, which gives an old idea a new twist by requiring fatigue. Edgar sells really debatable "discount" spells now. And even more...

It's not LAME's intention to make magic per se stronger, but more diverse and less annoying. In a way LAME makes magic more powerful - but only defensive magic, and that for all casters in game. Ever cast a bound weapon spell, ran to an enemy and that weapon has already disappeared due to it's 15 seconds duration? That won't happen anymore. But it won't happen to your enemies, too. Usually "more powerful" only affects the spells' duration - they last longer, but their effect is not raised.

Also LAME comes with several additional modules, to enhance your magic experience even more - or taking care of some other magic related matters. They are not required, but recommended.
- Shader: This adds very many new http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameshaderalpha3.jpg. You know about the mods that make fire enchanted weapons actually burn? This is one of them. But it goes far beyond that - nearly http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameshaderalpha2.jpg have their own shader effect. Some even carried over to hit effects (like small sparks bursting from someone hit with a shock spell, or http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameshaderalpha.jpg when poisoned). (Standalone available, see http://www.gamesas.com/bgsforums/index.php?showtopic=840691.)
- SpellTomes: This plugin actually adds http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamenotes.jpg These notes appear in various random locations, even some merchants. This was included for two reasons. On the one hand to include some dungeon diving rewards for mages, so that they don't have to buy all their spells. On the other hand to include a new way to get the new spells - usually they're only sold by a new spell merchant in Skingrad. Important: This module has, except it's name, nothing to do with the official DLC. Also when using it you have to rebuild your bashed patch.
- Paperchase: Instead of simply buying all new "master" spells like Meteor Shower you have to find them! This module adds special "notes" (like the above ones, but hand placed) into the world. But not only that - there are a lot of http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameriddle.jpg given, in many different forms, so it's much more a real paperchase than the "find XYZ" quests in Oblivion which don't give any clues. This little quests has many. Hard ones, though. This module can be customized (depending if you want to have the spells buyable or not) with startquest paperchase . Oh and the riddles could make your brain hurt.
- StartingSpells: Usually you get predefined spells when you select a magic school. Let's say you select Conjuration, because you want to create a druid. Now you get a "Summon Scamp" spell. Not with this module anymore, now you can actually choose which spells you want to have. To complete that example for Conjuration you can either pick nature, daedra or undead summons.
- ItemSigil: This balances out every single sigil stone and premade enchantment. Main reason for this is to remove exploits (or making them much harder to get, like chameleon 100), and to make some underpowered gear (mostly quest rewards) actually useful, and to balance things a bit more out.
- Bonus: This replaces nearly all of the various greater powers and fortify skill abilities you get as quest rewards with something that is, in my humble opinion, more useful - small permanent bonuses (like resist fire 5 and the like). Please use this only with MagicItemSigil, because that other module makes some important enchantments weaker, and without that this module may be a bit too much.
- AddEnVar: This is a small beginning of what will (hopefully) be a big mod in the future. It adds many new spells to enemy casters (around 50 this time), so they don't only use the same few spells over and over. I'm planning to expand it greatly in the future. Requires Wrye Bash. (Standalone available, see http://www.gamesas.com/bgsforums/index.php?showtopic=840691.)



Still interested? Here are some important things from the readme (full readme can be read at LAME's download):
1. INSTALLATION:
- put the bgMagicEV.esp and the bgMagicEV.BSA into your Oblivion/Data folder.
- important: To get the Shivering Isles exclusive spell you need to have Shivering Isles installed, and have at least heard from or found the Shivering Isles door. So Shivering Isles unnerfed plugins may cause you to not immediately being able to buy any new SI exclusive spells.
- unfortunately some mods (e.g. OOO) overwrite some new icons - therefore an unpacked version of the bsa file is now included. Use either- or. Both are a waste of space.
- the menu folder is NOT necessary - it rises spellmaking and enchanting limits, and is highly recommended.
- L.A.M.E. does require the 1.2 patch.
- L.A.M.E. does NOT require OBSE
- if you want an alternative script effect icon, unzip the texture folder from "Alternate Script Effect Icon.zip" into your Oblivion\Data folder. Unfortunately this great looking icon didn't work when packed into a BSA file.
- if you're using Supreme Magic, and you are loading LAME first, and you want to use the new summons from LAME: Only then (if you have answered every question with yes!) use the SM Conjuration Overwrite also. This has to be loaded after SM, of course.

5. COMPATIBILITY: You can use any mod with this. Although please be aware that one spell can only be affected by one mod. Example given you want to use this mod with Supreme Magicka. If you want to have SM's settings for spells (duration, magnitude) and only L.A.M.E's new spells, then load SM last. If you want to have SM's new spells and my settings for spells then load L.A.M.E. last. The new spell icons are included in a BSA to not accidently overwrite yours.

7. Acknowledges / Thank yous / Credits
- riklund for his new Diverse Spell Icons
- GlasMond for his additional new spell icons for the extra summons
- J3X for his nature summon effect (released as "Better Bear Summon Effect"), for his better undead summon effect, for his better Turn Undead Shader (which texture also used in Mark Corpse), and for his Summon Oblivion Gate Mod (which was causing savegame bloating and had to be rewritten nearly completely, to be honest), and his animated weapons.
- Flyfightflea for Supreme Magicka - some spells and some additional spell icons were taken from it.
- LazyMonk for the Bound Arrow concept.
- madcat221 and Legion2k5 for their Script Effect Icon
- the team of cs.elderscrolls.com, without their excellent Wiki many things would have been impossible for me.
- jcd13 for his blue Will'o resource
- Umpa for his animations
- greenwarden, DeadlyAccurate and Thraxonas for testing
- Lazarus for the Skeleton Lord meshes and textures
- Contact: Either write me a private message at the official Elder Scrolls forums ( http://www.gamesas.com/bgsforums/index.php?s=&showuser=116004 ), in the TheElderScrolls.info forums ( http://www.multimediaxis.de/member.php?u=7727 ), or write an E-Mail to bg2408(at)web.de


Changelog 1.62:
- new icons for bound light armors.
- glitches fixed (thanks to YX33A for finding them)
- option to toggle off summoned creature shaders
- potential problem(s) in Paperchase module fixed
- extended "merchant script", so going to chapel spell merchants becomes a bit more interesting. Use startquest bgXMerchantquest for existing savegames.

Changelog 1.63:
- new module: No Spell Lighting.
- new module: PotionNumberSoulGemValue - tweaks soul gem values a bit, also limits the number of drinkable potions depending on Alchemy. Rather harshly - 1 for Novice to 5 for Master. I'm playing a long time now with this setting, and it creates a new challenge.
- Feather rebalanced.
- various small fixes.
- German version only: Recreated missing Startspell module (now how could that get lost?)

Changelog 1.65:
- made area spells a bit more costly.
- startingspells: All schools now have four options to choose from.
- a couple of "missing" spells included (like journeyman / expert / master Calm spells), so you can actually buy these kind of spells instead of merely using the spellmaking altar. For existing saves use startquest bgXMerchantChest

Changelog 1.66:
- fixed annoying bug for new characters taking Illusion as major.
- due to some requests I've also experimented a bit with enchantment costs. In the end only the most useful enchantments are a bit pricier, rest were reverted back to usual LAME prices.

Changelog 1.68:
- a couple of new spells
- small tweaks and rebalances
- new module for improved Detect Life look
- Shader module: New shader for dominated NPCs / creatures
- added updated Conjuration for SM module
- added two warnings to readme: 1. If I don't get help with "customander" modules (e.g. no spellsorting) I'll cut them in future versions. 2. I'm going to ignore any questions that are answered in the readme.

Changelog 1.69:
Update to 1.69:
- fixed bug with Atronach Form spells (thanks for thieum for pointing them out!)
- archive is now BAIN ready

Changelog 1.7:
- various small tweaks and fixes.
- included option for quest mods to temporarily turn off (and later on) teleportation magic.
- some new variations of existing spells (e.g. Slowfall spells starting at Apprentice Skill level).
- changed method used for NPC animations.
- a few new resources in the BSA file (it has become bigger, so replace the old one).
- gave J'shivrizza her own daily routine (until now her was a carbon copy of Vigge's).
- files changes: bgMagicXV.esp, bgMagicXVShader.esp, bgMagicXVNoSorting.esp, bgMagicBonus.

Note: There was some demand for lists of what the more obscure new spells do. They can now be found as some (really great!) interviews and books in Integration: The Stranded Light, thanks to Bleral!

(Why did I put it into Integration? On the one hand because LAME is multilingual, while Integration is not. So a lot less to do for me [the book Bleral wrote alone is 78 ingame pages long!]. On the other hand because I needed to place it somewhere in the world.)

http://www.gamesas.com/bgsforums/index.php?showtopic=750280
http://www.gamesas.com/bgsforums/index.php?showtopic=793879
http://www.gamesas.com/bgsforums/index.php?showtopic=819546
http://www.gamesas.com/bgsforums/index.php?showtopic=830032
http://www.gamesas.com/bgsforums/index.php?showtopic=844117
http://www.gamesas.com/bgsforums/index.php?showtopic=872582
http://www.gamesas.com/bgsforums/index.php?showtopic=932486
http://www.gamesas.com/bgsforums/index.php?showtopic=984335
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Thu Mar 17, 2011 11:53 pm

It's a mathematical example. You can't cast more spells, but your spells do considerable more damage, which makes them equal to more spells :).


Oh, silly me :facepalm: Thanks for explanation.

And 1 more time, Thank you for your outstanding mods.
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Trey Johnson
 
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Post » Fri Mar 18, 2011 3:54 pm

Hmm, the new spells don't get added to the vendors. It looks alright, following the same kind of ID you used, "bgRestore..." and added the same kind of lines as the other one's in the script.

Does not the script run each time Oblivion starts?

Ah well, off to work - maybe when I get back there will be an answer waiting for me :D
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Nick Swan
 
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Post » Fri Mar 18, 2011 4:19 am

Hmm, the new spells don't get added to the vendors. It looks alright, following the same kind of ID you used, "bgRestore..." and added the same kind of lines as the other one's in the script.

Does not the script run each time Oblivion starts?

Ah well, off to work - maybe when I get back there will be an answer waiting for me :D

startquest bgXMerchantquest

Have to go now, back in a few days.
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kat no x
 
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Post » Fri Mar 18, 2011 2:34 pm

- important: To get the Shivering Isles exclusive spell you need to have Shivering Isles installed, and have at least heard from or found the Shivering Isles door. So Shivering Isles unnerfed plugins may cause you to not immediately being able to buy any new SI exclusive spells.


Is there a way to activate the SI spells manually? I want to use LAME with SM Plugin Refurbish - Shivering isles.

EDIT: Nevermind, I just modified bgJShivScript and bgXMerchantquestSI
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Shirley BEltran
 
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Post » Fri Mar 18, 2011 4:28 am

Couldn't find this answer in the short search I did in the previous thread and readme, so:

What does the "sustained" version of a spell do, exactly?

Or otherwise, is there a full list of the changes somewheres? It's not necessary, I just enjoy reading the exact details.
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keri seymour
 
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Post » Fri Mar 18, 2011 6:50 am

sustained is like a constant effect; ie. casting it once turns the effect on, and casting it again turns it off.
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roxanna matoorah
 
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Post » Fri Mar 18, 2011 12:48 pm

sustained is like a constant effect; ie. casting it once turns the effect on, and casting it again turns it off.
And they're balanced by the fact that they sap your fatigue.
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Dean Brown
 
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Post » Fri Mar 18, 2011 5:13 am

bg2408, you've probably been asked this before in other threads, but do you plan to add support for the DLCs? Like adjusting the spells from the Spell Tomes DLC or adding the DLC homes to the Teleport Home spell?
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Ellie English
 
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Post » Fri Mar 18, 2011 8:32 am

Pretty sure he's stated in the past that he doesn't use the DLC's so won't be adding any components from them.
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Eric Hayes
 
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Post » Fri Mar 18, 2011 5:34 am

Just wonderful, man.
Now other casters are a real threat to me, because they use the same powerfull spells as i do ^^
Is there a posiibility to sort spells by schools?
And wher/when can i get the portable oblivion Gate? *drool*

Also is there a list of the new vendors?
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Louise Andrew
 
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Post » Fri Mar 18, 2011 4:07 am

Been trying to figure out how to use "Leap on self"; as of right now I just fall down as if extremely fatigued or paralyzed. Tried jumping and activating it; although it did seem that something happened when I jumped from a higher place and activated - flied upwards in third person without camera movement, or maybe the paralyzed activated in midair and the camera was where I aught to have been when I landed.

And I am wondering if there is a spell for "Repair other"; I have a sore need to repair companions easy.

Thanks for everything!
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Michelle davies
 
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Post » Fri Mar 18, 2011 3:39 am

Just wonderful, man.
Now other casters are a real threat to me, because they use the same powerfull spells as i do ^^
Is there a posiibility to sort spells by schools?
And wher/when can i get the portable oblivion Gate? *drool*

Also is there a list of the new vendors?

u can sort ur spells by school while building ur bashed patch (if u use wyre bash) there's an option in tweak names . there are some options as which format u want . probably what ur looking for . and i would also like to know about the oblivion gate ?? none of the spell vendors sell it . paperchase maybe ?? if ur using midas u can get them at conjuration mastery .
the vendors are supposed to be semi secret :) . there are three i think

@above -what companion mod r u using ? i think in companion share and recruit if have a companion whose major is armorer he can repair the gear of ur party . same for retoration .
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Jason Rice
 
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Post » Fri Mar 18, 2011 12:01 pm


@above -what companion mod r u using ? i think in companion share and recruit if have a companion whose major is armorer he can repair the gear of ur party . same for retoration .

The only dedicated companion mod I am using is Viconia - and that is mainly causa I wanted to play something quest-like in Underdark; not to say it is very nice too.

Then I got Enhanced Deadric Invasion - Having a bunch of Defenders tagging along getting training.

Heart of the Dead adds CM partners v0.8 I think. I was going to ask if one could upgrade that to the latest; but then one has to fix the companions in HoD.

Been searching for a mod/script that adds repair armour but have yet to find one. EDIT: Had a look at supreme magicka's repair spells, thinking I might convert them into repairing on others but there is alot of scripting and I feel I would more likely break something than make something usuable. END EDIT

What I was thinking was a spell that uses Hammers since hammers got a set of repair points on them. Some limitation on when you can use it on enchanted armour would balance it.
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Rex Help
 
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Post » Fri Mar 18, 2011 12:02 pm

hmm the mods u r using are all based on cm partners . that doesn't have the repair option for ur companions like share and recruit . i've used both cm partners and share & recruit , cm partners is much better in adding new and varied npcs as companions but i personally found using share and recruit better while actually playing with ur companions as a team (simply due to a context sensitive point and click system ) . point and click on a companion and the healer in ur party will heal/buff him , armorer will repair him . click on a chest and security expert in ur party will unlock it etc.
but if u insist on spells i dont think there is one in lame . maybe in the next version if we ask bg :)
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Zosia Cetnar
 
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Post » Fri Mar 18, 2011 11:29 am

Anyone know if LAME and race balancing project are compatible with Mighty Magic Reborn? Maybe with Wyre Bash?
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Scott
 
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Post » Fri Mar 18, 2011 9:51 am

Whichever you load last will "win", and you'll get the custom spells from the other, but their very reasons for existence are different, they're incompatible not in fact, but in spirit.
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Sxc-Mary
 
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Post » Fri Mar 18, 2011 2:58 pm

Anyone know if LAME and race balancing project are compatible with Mighty Magic Reborn? Maybe with Wyre Bash?

l.a.m.e rocks anyway, and I think him to be really a lot better then mighty magic reborn.
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Anthony Santillan
 
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Post » Fri Mar 18, 2011 9:38 am

If I recall, MM:Reborn modified totally the way the magicka pool was handled (no constant regeneration). So, make sure to get it to load after both RBP and LAME, and it should work fine - I think. It might cause some odd interferences, though. I mean, if RBP and MM:R both change different GMSTs. It should work, but the gameplay will probably be different than intended... could be interesting. Or messy :D
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Steven Hardman
 
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Post » Fri Mar 18, 2011 1:39 am

Interesting and messy...sounds like fun. :) Ill try it out and let you guys know, haha. Ill load MMR after both of them.
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Danial Zachery
 
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Joined: Fri Aug 24, 2007 5:41 am

Post » Fri Mar 18, 2011 7:12 am

The startspells module will not work for me.

I've tried loading it last, i've tried going back to version 1.69, nothing works.


Active Mod Files:00  Oblivion.esm01  Toaster Says Share v3.esm02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.65]05  Enhanced Daedric Invasion.esm06  CyrodiilUpgradeResourcePack.esm07  Francesco's Optional New Creatures Add-On.esm08  Lamps of Oblivion Master.esm09  HorseCombatMaster.esm==  ROOT-1===================0A  Unofficial Oblivion Patch.esp  [Version 3.2.0]0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]==  ROOT=====================0C  DLCfrostcrag.esp0D  DLCOrrery.esp0E  DLCShiveringIsles.esp0F  DLCSpellTomes.esp==  ROOT+2===================10  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]==  MISC=====================11  Expanded Hotkeys and Spell Delete V2.esp12  SetEssentialActors.esp==  LIBRARY==================++  Brighter_Torches.esp13  Lamps of Oblivion.esp14  Natural_Habitat_by_Max_Tael.esp15  Natural_Vegetation_200%_by_Max_Tael.esp16  Natural_Water_by_Max_Tael.esp17  Natural_Weather_HDR_with_darker_Nights_by_Max_Tael.esp==  LIBRARY+1================18  300_Classes.esp==  MAGIC-4==================19  SupremeMagicka.esp  [Version 0.88]==  MAGIC-3==================1A  SM_EnableRestoreEnchanting.esp  [Version 0.80]1B  SM_Scrolls.esp  [Version 0.84]1C  SM_ShiveringIsles.esp  [Version 0.86]==  MAGIC====================1D  Arcane Infusion.esp1E  MidasSpells.esp==  COSMETIC-1===============1F  77_Umpa_Animation.esp20  actors_in_charge.esp21  EFGAddPose.esp22  Eroblivion.esp==  COSMETIC=================23  bgBalancingEVCore.esp  [Version 10.5EV-D]24  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]----> Delinquent MASTER: bgMagicEV.esp++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversity, for Wrye Bash.esp  [Version 10.0EV-D]==  COSMETIC+1===============++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]==  CLOTHING-1===============25  ACCCGR SI.esp==  CLOTHING+1===============26  Francesco's Mage Equipment.esp==  OVERHAUL-4===============27  Cobl Glue.esp  [Version 1.63]28  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]29  Francesco's 10 days respawn time - 1-24 day lenght rescale.esp2A  Francesco's Optional Files.esp==  OVERHAUL+1===============2B  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.895]----> Delinquent MASTER: bgMagicEV.esp----> Delinquent MASTER: bgIntegrationEV.esp2C  bgIntegrationEV - Unique Clothes.esp  [Version 0.9]----> Delinquent MASTER: bgMagicEV.esp----> Delinquent MASTER: bgIntegrationEV.esp2D  Living Economy.esp2E  Living Economy - Items.esp==  OVERHAUL+4===============2F  Kobu's Cure for Fatigue Mod.esp  [Version 1.0.1]30  Kobu's Health Modifier Mod.esp31  Kobu's Lighter Backpack Mod.esp32  Kobu's Personality Enhancer.esp33  Oblivion XP.esp  [Version 4.1.5]==  OVERHAUL+5===============34  Birthsigns Expanded.esp  [Version 3.]35  CDM-CGO Unlimited Training.esp++  SM_COBL.esp  [Version 0.86]==  QUEST====================36  bgIntegrationEV.esp  [Version 0.96]----> Delinquent MASTER: bgMagicEV.esp37  Choices and Consequences.esp38  Enhanced Daedric Invasion.esp39  Enhanced Quest Roleplaying.esp3A  Knights.esp3B  MannimarcoRevisited.esp3C  Origin of the Mages Guild.esp  [Version 6.1]3D  SentientWeapon.esp  [Version 3]3E  SentientWeaponExchange.esp3F  TheElderCouncil.esp40  VHBloodlines 1.2.esp  [Version 1.4]==  PLACE-1==================41  Blood&Mud.esp==  PLACE====================42  Wayshrines Improved.esp43  za_bankmod.esp==  TWEAK-1==================44  Midas BeastFortify Fix OBSE.esp45  Midas Betterholy.esp46  Midas Reduced Costs Half.esp47  Midas Tigernolevel OBSE.esp==  TWEAK+1==================48  DecoratorAssistant with OBSE v1.1.esp==  LAST-1===================++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]==  LAST=====================49  Bashed Patch, 0.esp----> Delinquent MASTER: bgMagicEV.esp==  LAST+1===================4A  bgMagicEV.esp  [Version 1.69EV]==  LAST+2===================4B  bgMagicAlchemy.esp  [Version 1.57]4C  bgMagicBonus.esp  [Version 1.62EV]++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]**  bgMagicEVShader.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]4D  Deadly Reflex 5 - Timed Block and 250% damage.esp4E  DeadlyReflex 5 - Combat Moves.esp4F  SM_DeadlyReflex.esp  [Version 0.86]==  LAST+3===================50  bgMagicEVStartspells.esp  [Version 1.68EV]


Edit: NM i got it now. not sure what I did, but oh well.
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Fri Mar 18, 2011 5:23 pm

Interesting. Err. What do you exactly mean with "will not work"? Do the memory spells not work? Don't you even get them? Something other amiss?
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Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Fri Mar 18, 2011 3:03 pm

Just found the "shadowstep" spell in Edgar's cheap spell list.

What does it do?
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Fri Mar 18, 2011 7:59 am

Invisibility for a short duration, but only if you're not seen while casting it.
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Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Fri Mar 18, 2011 12:21 pm

I truely love this mod

Thank you for this mod bg2408, you're awesome :thumbsup:
User avatar
Sophh
 
Posts: 3381
Joined: Tue Aug 08, 2006 11:58 pm

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