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):
- 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