Mage Equipment 2

Post » Fri Mar 04, 2011 5:34 pm

Mage Equipment 2
Version: 2
Creator: Najaknevrec
Requires: Shivering Isles Expansion Pack (cannot be avoided at the moment for both practical and legal reasons)
Features: Robert's Male and Female body replacer (it is not absolutely neccessairy, but some exposed body parts (except for hands, feet and heads) might have strange textures on them if you do not use Robert's)


Hallo everyone!
I know it has been long, but here commes the second version of my MAGE EQUIPMENT mod. Due to my sort of burn-out from this mod, It took me way much longer to finish it than I wanted. I'm sorry for that.

Updating from previous version:
If you are updating from the previous version, you definitely do NOT need either of the patches. They all are included in this version. You will need to replace the .esp and also the Mesh and texture folder. I ahve added some new content and improved (hopefully) some of the existing items, so it would be best to overwrite the old mod.

Description for those who do not know this mod:
This mod is designed maily, but not only for those among us who like to play as magic using characters. In vanilla Oblivion, the robes were very ugly in my opinion and absolutely useless. I tried to change this. Now all the robes have new meshes and except for two, they are all enchanted.
When I was at it anyway, I also added some shoes and gloves, that are enchnted as well.
And to finish up, I added some weapons. All suited primarily butnot only for mages. So you will have battle staves, that you can use as melee weapons and ceremonial daggers. All staves and daggers are enchanted adn they also have some beneficial effects on the wielder.

Most of the things are in leveled lists, so you will be finding them as you play through the game. The lesser ones can be found at various shops. There are also severa artifacts, that are hand placed. Unfortunately I cannot write quests, so it will happen once in a while that you will find a special NPC wearing a special robe somewhere. If they are added by this mod, do not hesitate to kill them.
Since I have changed a lot of leveled lists, I strongly recomend you use Wrye Bash to make this mod compatible with the "big mods" like OOO, MMM, FCOM. As I use Francesco's mod, I have made a special version of this mod which supports this mod. It is located in the "Extras" file. DO NOT USE THIS VERSION UNLESS YOU USE FRANCESCO'S MOD !!!

bug fixed - thanks to DewShine !!!

Links and pictures
http://www.tesnexus.com/downloads/file.php?id=18875 - version 2.1
http://files.filefront.com/Mage+Equipment+217z/;11325649;/fileinfo.html - version 2.1
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4814- version 2.1
There seems to be a little bug which removes one of the vanilla characters. I'll try to get this to work as soon as possible

And some pictures as a teaser:
http://img150.imageshack.us/my.php?image=whiterobery8.jpg,http://img150.imageshack.us/my.php?image=goldenpriestgu0.jpg, http://img150.imageshack.us/my.php?image=goldendragonkx7.jpg, http://img150.imageshack.us/my.php?image=robesjy4.jpg, http://img255.imageshack.us/my.php?image=daggersvl7.jpg
There are more pictures at the download sites.

Dewshine jsut released two .esps known as Mage Equipment LITE, this new .esp allows you to combine Mage Equipment 2.1 with another very popular mod - Slof's Robe Replacer. You still need to have the original Mage Equipment 2.1 installed
http://www.tesnexus.com/downloads/file.php?id=19880


Mage Equipment for OOO

a patch that should add Mage Equipment stuff - robes, hood, gloves, weapons to OOO NPCs as well. Also this mod should change the look of OOO's original robe mesehs to ones more similar to ME meshes.

This mod is mostly for visuals. Unfortunately it does not change the price bug when the items added by Mage Equipment cost incredible ammounts of money. I still have no idea how to change this, so it waits for someone with more skill then myslef.

Download http://www.tesnexus.com/downloads/file.php?id=20728


some pictures:
http://img508.imageshack.us/my.php?image=elvenlf2.jpg, http://img508.imageshack.us/my.php?image=bawrobeee3.jpg, http://img508.imageshack.us/my.php?image=darkwizardhg1.jpg, http://img508.imageshack.us/my.php?image=wewl7.jpg, http://img508.imageshack.us/my.php?image=underkingvh4.jpg, http://img508.imageshack.us/my.php?image=bloodjl3.jpg and many others
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butterfly
 
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Post » Fri Mar 04, 2011 5:24 pm

Sweet!
I was looking forward to this! :D
My battlemage thanks you.


Oh, and should I install this and then disable the other Mage Equipment esp's?
Because I have the other ones too.
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Dalia
 
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Post » Sat Mar 05, 2011 3:13 am

You forgot include texture for Warlock Shield.

Edit: It also seems you deleted Ri'Bassa. Esp need a bit cleaning.
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Bereket Fekadu
 
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Post » Fri Mar 04, 2011 3:17 pm

Nice to see this mod again.
One question that I have to ask after briefly using the previous version is does this now address the only thing that stopped me using it the last time: namely compatability with FCOM?
You say it can be merged into it's leveled lists - but has the price of enchanted gear been fixed? In the last version when used with FCOM it ballooned the price of all enchanted clothing. Examples being a Black Robe carried by all vampires which was originally worthless, to 40,000 septims and a Mercantile Black outfit had zoomed to almost 100,000.
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Lynette Wilson
 
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Post » Sat Mar 05, 2011 12:48 am

You forgot include texture for Warlock Shield.

Edit: It also seems you deleted Ri'Bassa. Esp need a bit cleaning.



Well, more likely I have forgotten to remove the Warlock shield mesh and icon. This item is not put in the game, so you can as well delte the mesh.

Now, Ri'Bassa is a bit of a problem. I can see him as deleted as well, but I cannot find any refference to him in the details. I really do not know what has happened to him or why he is gone. This is definitely worth investigating!
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Susan Elizabeth
 
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Post » Fri Mar 04, 2011 11:59 pm

Nice to see this mod again.
One question that I have to ask after briefly using the previous version is does this now address the only thing that stopped me using it the last time: namely compatability with FCOM?
You say it can be merged into it's leveled lists - but has the price of enchanted gear been fixed? In the last version when used with FCOM it ballooned the price of all enchanted clothing. Examples being a Black Robe carried by all vampires which was originally worthless, to 40,000 septims and a Mercantile Black outfit had zoomed to almost 100,000.



I'm sorry, but I have never found why the prices act so strange. The balck robe should cost 2700 gp. This was too much for me, so I used a script with a negative value attached to this robe to decrease it to 95 gp. Now, I really do not know what FCOM does as I have never used it, but if it or any part of it mess with the "price" of the magic effects, it would make my computation go out of the window. But this does not explain why the price bolts so much! I really do not know what the problem is nor how to fix it. I'm mostly a modeller, doing anything in the CS is quite a bit of pain to me and especially scripts are a complete unknown ot me.
What I would suggest, if you want to experiment is removing the script form say the black robe and see what it does. If nothing else, it might make the price to be around 3,000 rather than 40,000. Other thatn that, I really do not know.
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Arrogant SId
 
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Post » Fri Mar 04, 2011 10:46 pm

Wow! These look fantastic!

Sorry that other request hasn't been fulfilled yet, but the AC armor should be released this weekend and after that, your robe is next :)

I especially love the weapons too!
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Mariaa EM.
 
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Post » Fri Mar 04, 2011 10:39 pm

Wow! Gotta say these robes look great, especially the one in the first pic. Most clothing mods out there are borderline generic Japanese fantasy but this one just screams Elder Scrolls!

Kudos, will download.
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Cool Man Sam
 
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Post » Fri Mar 04, 2011 4:56 pm

I ask about the compatability issue with FCOM again, just as I did in your previous thread for version 1 http://www.gamesas.com/bgsforums/index.php?showtopic=812640&hl=equipment&st=41#
As this will effect all enchanted clothing in the game, not just from your mod, I'm afriad that your suggestion to remove the script via the CS is totally unrealistic.
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jessica Villacis
 
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Post » Fri Mar 04, 2011 11:48 pm

Wow! These look fantastic!

Sorry that other request hasn't been fulfilled yet, but the AC armor should be released this weekend and after that, your robe is next :)

I especially love the weapons too!

Thanks and do not mind the ther robe. I have put the mesh to a different use and made a texture myself. It did turn out rather well.

Wow! Gotta say these robes look great, especially the one in the first pic. Most clothing mods out there are borderline generic Japanese fantasy but this one just screams Elder Scrolls!

Kudos, will download.


Ah, thanks a lot. I'm very glad you like it. Actually I like Japanese style, but somehow I might have managed to include it into the game witout it looking too out of place.
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John N
 
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Post » Fri Mar 04, 2011 7:51 pm

The hats are a little goofy :P But the rest looks hawt! :wub: I really have to do more dungeon hopping, as I have only found a few items so far. Fantastic work m8.
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marina
 
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Post » Fri Mar 04, 2011 11:16 pm

Sorry for the double posts, but I' trying hard to find ot what has happened to that Ri'Basha, so now I'm doing several things at the same time

I ask about the compatability issue with FCOM again, just as I did in your previous thread for version 1 http://www.gamesas.com/bgsforums/index.php?showtopic=812640&hl=equipment&st=41#
As this will effect all enchanted clothing in the game, not just from your mod, I'm afriad that your suggestion to remove the script via the CS is totally unrealistic.



Whoops I somehow managed to skip this part. I have absolutely no idea why my mod would influence other clothing than the robes/shoes/glvoes added by this mod.
Now this is the reason why I developed my headache.
Is there anyone else around who uses this mod and FCOM together? Is is surely a problem of compatibility with FCOM?
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Meghan Terry
 
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Post » Sat Mar 05, 2011 3:19 am

It's a shame if something like this would have a diverse effect on players using this mod as it really is an excellent idea, the items being very useful and look impressive too.
Perhaps speaking to dev_akm via PM may come up with a compatibility patch?
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Brιonα Renae
 
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Post » Fri Mar 04, 2011 4:52 pm

I found the deleted reference to Ri'Bassa too. The odd thing is that in the CS the records are not marked Delete.

Anyhow, I wanted to ask if the weapons were MOBS stats or non-MOBS stats and if they weren't MOBS if I could make a patch for them.

Edit: I used TES4Edit and removed NPC_ record [NPC_:00026AED].

This undid the delete of Ri'Bassa. I then removed all the records that he's referred to in that copied over because of the delete (mainly his house, the dialogue, and the quest reference).
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Manuel rivera
 
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Post » Fri Mar 04, 2011 6:35 pm

i could use some of these meshes in The necropolis, would it be okay to use some of the meshes as long as cedit is given?
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Miss K
 
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Post » Fri Mar 04, 2011 5:18 pm

It's a shame if something like this would have a diverse effect on players using this mod as it really is an excellent idea, the items being very useful and look impressive too.
Perhaps speaking to dev_akm via PM may come up with a compatibility patch?

Yes, it is very frustrating. It is a good idea to get in touch with Dev_akm. I'll try as soon as I finish writing this

I found the deleted reference to Ri'Bassa too. The odd thing is that in the CS the records are not marked Delete.

Anyhow, I wanted to ask if the weapons were MOBS stats or non-MOBS stats and if they weren't MOBS if I could make a patch for them.

Edit: I used TES4Edit and removed NPC_ record [NPC_:00026AED].

This undid the delete of Ri'Bassa. I then removed all the records that he's referred to in that copied over because of the delete (mainly his house, the dialogue, and the quest reference).


I do not have MOBS, so i guess no. I tried to make the new weapons a little bit weaker than the vanilla ones, which is supposed to be ballanced by the enchantements on them. If you want, please, do a MOBS patch. It would be very nice for the people who use that mod. Also, I'm sending you a PM regarding that Ri'Bassa.

i could use some of these meshes in The necropolis, would it be okay to use some of the meshes as long as cedit is given?


Sure, feel free to use the meshes. Just be careful about tetures. Most of the textures in this mod come from other people. If you are not sure, PM or something which items you want to use and I'll tell you whome to credit for them.
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Andrea Pratt
 
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Post » Fri Mar 04, 2011 10:50 pm

Actually, ater looking at them i need to rephrase my question, Would it be okay if i Included your robes as is in my own leveled lists For the Necropolis, i didn't see all of the quality of these robes before.
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Anthony Diaz
 
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Post » Fri Mar 04, 2011 8:17 pm

Actually, ater looking at them i need to rephrase my question, Would it be okay if i Included your robes as is in my own leveled lists For the Necropolis, i didn't see all of the quality of these robes before.



You mean all of them? Well, yes. Only one thing, though. Could you keep the unique ones (espcially the Mannimarco, Archmage adn the two balck-gold ones) sort of unique? Like that they ar not a common loot at level 5 or so. Otherwise, feel free to use them. I always sort of hoped that people will start using those new meshes in stead of the vanilla ones.
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Jamie Lee
 
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Post » Fri Mar 04, 2011 7:22 pm

I do not have MOBS, so i guess no. I tried to make the new weapons a little bit weaker than the vanilla ones, which is supposed to be ballanced by the enchantements on them. If you want, please, do a MOBS patch. It would be very nice for the people who use that mod. Also, I'm sending you a PM regarding that Ri'Bassa.

Cool. I'll work on that. I can keep the blade stats between Dagger and Short Sword and still have them MOBS-ified. Folks will like that. :)
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Damien Mulvenna
 
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Post » Fri Mar 04, 2011 9:36 pm

So, how soon until the removed NPC is back, and thus people can download this great looking mod. (I need new gloves, and this looks like it'd fit my needs.
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NAtIVe GOddess
 
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Post » Fri Mar 04, 2011 8:20 pm

You have some excellent work here Naja ^^ Well done! I'm going to DL when you get this finished.

Aoikani
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SEXY QUEEN
 
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Post » Sat Mar 05, 2011 9:35 am

Another weirdness in .esp. You have two Oblivion.esm files as master. Also theres NPC_ FranConjurerFB3Lev06DUPLICATE000 which is placed to Fort Cuptor Battlemains. This NPC use that second master file thus have very weird inventory.
Better to remove NPC and second master file.
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мistrєss
 
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Post » Fri Mar 04, 2011 9:27 pm

You mean all of them? Well, yes. Only one thing, though. Could you keep the unique ones (espcially the Mannimarco, Archmage adn the two balck-gold ones) sort of unique? Like that they ar not a common loot at level 5 or so. Otherwise, feel free to use them. I always sort of hoped that people will start using those new meshes in stead of the vanilla ones.



the mannicore and unique ones will only be used by random encounter bosses that will ave like a 5% chance of dropping one. so yes, tey sould be fairly rare :)
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Liv Staff
 
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Post » Fri Mar 04, 2011 6:45 pm

oOOOOoooo thank you!! Can't wait!
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Juliet
 
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Post » Fri Mar 04, 2011 6:46 pm

This looks fantastic, man! I can't wait to check it out! :tops:

Cool. I'll work on that. I can keep the blade stats between Dagger and Short Sword and still have them MOBS-ified. Folks will like that. :)


Even better! :wub:

I'm sorry, but I have never found why the prices act so strange. The balck robe should cost 2700 gp. This was too much for me, so I used a script with a negative value attached to this robe to decrease it to 95 gp. Now, I really do not know what FCOM does as I have never used it, but if it or any part of it mess with the "price" of the magic effects, it would make my computation go out of the window. But this does not explain why the price bolts so much! I really do not know what the problem is nor how to fix it. I'm mostly a modeller, doing anything in the CS is quite a bit of pain to me and especially scripts are a complete unknown ot me.
What I would suggest, if you want to experiment is removing the script form say the black robe and see what it does. If nothing else, it might make the price to be around 3,000 rather than 40,000. Other thatn that, I really do not know.

It's a shame if something like this would have a diverse effect on players using this mod as it really is an excellent idea, the items being very useful and look impressive too.
Perhaps speaking to dev_akm via PM may come up with a compatibility patch?


I will see what can be done about it.
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Taylah Haines
 
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