[Beta] Midas Magic - Spells of Aurum Thread #26

Post » Sat Nov 07, 2009 7:34 pm

Did you try Midas' doorbell? That's supposed to reset his shop I think.

I haven't. It occured to me, but I figured it wouldn't work since, as far as I understand, the Astral realms are all separate cells, and therefore aren't affected. I'll try it anyway, though.
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Dustin Brown
 
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Post » Sat Nov 07, 2009 1:05 pm

I'm patched to the lastest version with GOTY and after a while of gameplay my force spells and nuclear blast disappear. Even when I load. Am I doing anything wrong. Also I've tried deactivating all of my mods, same problem.
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Ricky Meehan
 
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Post » Sat Nov 07, 2009 5:30 pm

I'm enjoying the new content, Xilver. I'm particularly loving Midas Fury of Fireballs. Wings of the Archangel is also a favorite of mine (just gorgeous work), with one caveat that I'll bring up below.

Just want to bring up my wish list. [Edit: Re-reading this, this is sounding a little demanding. It's not intended to be. I expect nothing from anybody. If I want it badly enough, I'll figure out how to do it myself. *chuckle* Just wanted to express these in wistful tones in the hopes that something might spark you a bit.]

Horses:
1) To be able to mark a horse (from a 3rd party mod, for example, like the two from that great Vineyards home) and be able to summon it like one would summon the white tiger. (The tiger is great, but sometimes one needs to low key one's way through town.)

2) To be able to mark a stable for that horse (that is different from it's point of origin!) and teleport it back there when not needed. (Example, if you make Battlehorn your home, but your horse won't return to that stable if abandoned.)

3) To be able to fast travel without teleporting your horse back to you all the time.

Utility spells:
4) I've brought it up before, but now that you're considering OBSE, I thought I'd bring it up again. It would be really handy to me if there could be a method to rename non-custom spells, or at least clone them into custom spells (so I could then rename them using Wyre Bash). I have a convention for naming my custom spells (and thus classifying and ordering them). It would be great if I could use the same naming convention with modded and vanilla spells too.

5) It'd be really nice if one could mark and teleport to more than six locations, in particular, to be able to teleport to each city. I was able to do so before by setting a single teleport gem to target Frostcrag, and use the teleport pads there, but Frostcrag (at least Frostcrag Reborn) isn't especially compatible with Open (Better) Cities. I know you don't do cross-patches, and that's fine (besides, others should be cross-patching to you, not the other way around), but a Midas Teleport with more targets would indirectly alleviate a lot of those headaches.

Maybe an astral mark spell that creates a portable, place-able portal (kind of like Imperial Furniture), so that one could make one's own nexus, such as in the Battlehorn throne room or something.

Others:

6) I'd like to second that really neat idea about being able to polymorph into merfolk.

7) It would be nice if the "Wings of" spells functioned like the "maintained spells" mod. In that you activate them and they stay activated with a constant magicka drain until you run out or explicitly toggle it off. Or at least have the ability to end the spell prematurely. Sometimes you don't need (or want) the full 90 seconds, and sometimes 30 just isn't enough. *chuckle* (You can swing a sword with wings, but you can't hit, even hovering at ground level. When fighting wind devils, for example, that's a problem. *chuckle* (Man, the 'Air boss' pwned me the first few times. I couldn't do it without several summonses to act as meat shields. I loved it.)

8) If you do wind up extending the planes, having some sort of compelling reason to "go in, kill everybody, loot" would be nice for a "heroic" roleplayer. Although I do like the moral ambiguity in Necropolis. It's a nice touch. (It's just that a heroic character would simply say "No" to both the Prince's and King's ambitions and walk away in disgust.)
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Samantha hulme
 
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Post » Sat Nov 07, 2009 3:39 pm

All, I've been away for a while so sorry for the delinquent replies.

hi xilver,
I have a couple of spell ideas if you are interested, so here they are:

Slow Time - Creates a field that warp space and time, slowing nearby monsters and projectiles (http://s272.photobucket.com/albums/jj185/maxy999/?action=view¤t=slowtime.jpg)
Hydra - Summons a multi-headed fire beast that attacks your enemies with bolts of fire (http://s272.photobucket.com/albums/jj185/maxy999/?action=view¤t=hydra01.jpg)
Fire Wall (line) - similar to your fire wall, but it would stay in straight line on place where casted (http://s272.photobucket.com/albums/jj185/maxy999/?action=view¤t=fireline.jpg)
Mass Confusion - well name explains it all, it would confuse enemies in AoE

Excellent job with newest spells, you always manage to surprise me, continue with the great job :tops:


Slow Time is nice but can't be done (atleast without OBSE). And could cause major gameplay issues. One of the complexities is that the Scripting, AI, and Havok engines are all on different "clocks."
Hydra, I wanted to finish up with this one, but the modeling is slow. I've had this in mind since I created the beholden (which took a solid month).
The others are easy enough.

hi this is my first time posting and i'm kinda new to modding. i just dl'ed your mod and it looks awesome, but im having some trouble running it. it works fine like i can go into his shop, the frat house, the broke back mine etc, but when i try to go into the beholden cave/lair, aurum's shop basemant, or when i try to create a spell, my game freezes up and displays an error message that kinda goes liek this "an error at (insert hex code) and (insert hex code) has occured. do you wish oblivion to debug it?" and whether i click yes or no, my game locks up and then quits. i was wondering if you could help me. i'm using all the official DLC like shivering isles etc and the only other mods im using are the unofficial oblivion patch, the druid class/profession mod and the ardonney's elven armor/weap mod. im running it on a mac (surprisingly well) using cider. i figured out how to put all my plugins in but for some reason this one just doesnt work. if anyone could help me thatd be great cause i really wanna check this mod out. im running it on a new macbook pro 2.56 GHZ and 4 GB of RAM. and please dont bash me for using a mac thats not why i posted



Could be a problem with the installation. Which version of Midas are you running?

I am having a problem quite out of the blue. My wonderful tiger seems to have grown old and slow. I summon him and he runs no faster then I do now. I have tried resummoning, feather spells, exiting and restarting the game and nothing. Is my poor tiger in the twilight of his life?


Yes, second report of this. The problem is that his speed (actor value) is too fast. Lower that with an "setav speed XX" command from the console.

Hi xilverbulet.
First of all: Amazing mod. Magic in Oblivion is so much more interesting due to your excellent work.

After playing with 9.9.0 for a bit, there are a few bugs I would like to report, as well as a few questions.
I realize this is a lot of bug reporting... I would like to emphasize that this isn't meant to be a negative review of the mod, just some functional QA work. I think "Midas Magic" is a must-have Oblivion mod.
My character has mainly been making use of the non-destruction schools of spells Midas has available in his lab.


POSSIBLE BUGS:
-------------------
A) "Entangle"
This is one the most used spells in my game, I've been enjoying its handiness. There is a bug which probably doesn't come up often, but because I zap almost every opponent with the spell, I have seen the defect a number of times. When the defect is observed, the location of the plant + opponent emits very long ("infinite") polygons. It's a tangled mess of polygons which quickly shifts position, probably because it is constantly colliding with the environment (banging noises are constantly played). I have reason to believe that these polygons are what has become of the opponent's dead corpse. The evidence for this is twofold: The rare times that the polygons had eventually gone away, the corpse was nowhere to be found. And there had been times where polygons would move in front of my mouse and for that brief time the name of the opponent would appear by the mouse with an icon for looting.
Often when this bug reproduces, I need to restart the game because the polygons are everywhere and/or I need something from the opponent's loot.
B) "Force Ball"
When the ball has traveled its full range, it stops in mid air and will remain floating there. It was quite the curious mystery the first time I encountered a shimmering orb floating in a forest. =)
There might be a bug where, if a creature way out in the distance is force-balled, the creature falls down and eventually gets up, and then it is force balled again, ...the creature will disappear before the second force ball reaches it. I observed this in Kvatch's Oblivion gate a few times, but I should investigate it further. At the time, I was zoomed in on the creatures (using the "binoculars" mod, so the right-mouse button was held down). I have not tried reproducing the bug without being zoomed in. But I did get these observations to reproduce during all 3 trials I had done. During one of the trials it MAY have been the case that the creature transported to a very different location... as I suddenly noticed a creature like it in a location where I did not think there were any creatures before. This new location was much closer to me.
C) "Missile Shield"
There was one instance where the shield remained static in one location rather than following the player. There was a lot of chaos going on during that skirmish, so it is hard to link any particular events as likely causing it. I can't recall if casting a new shield made the old one go away or not.
Also, there was one instance where I took falling damage while the shield was up. I have not reproduced this since, but I also haven't been falling much. This was a short fall, due to running across a rocky slope.
D) "Power Word Stun"
The manual's text reads, "Speaking this word will draw the attention of others." Is this meant to include friends? Casting this spell in the Leyawin mage's guild just now, while making sure not to target anyone, resulted in everyone attacking me. I reproduced this 2 out of 3 trials.
E) "Ring of Fire"
If more than one brandy is used to increase the power of the spell, only one of the brandies will be removed from the container. The proper level spell will still be created, however.
F) "Summon Pumpkin Atronach"
This is the only Midas summon spell I have tried so far. I don't know if the observed behavior is unique to the pumpkin summon or not.
There have been times where the summon would attack the player. I think every time this has happened, the summon had already been around for a bit (it did not attack the moment it was summoned.) I am not sure if walking through doors is one of the steps to reproduce the behavior, although that did happen at least once (maybe the summon was already "chasing" me before clicking on the door, however.)
Fairly often the summon will not attack an opponent which is charging the player (or even hitting the player, I think). If I do a vanilla summon then (such as summoning a scamp), this will often "Wake up" the pumpkin atronach and it will start to fight by my side.
Most every Midas spell I have tried felt like it was well balanced, the effort put into the spells' playability shows. The Pumpkin atronach is the only spell I've used so far which feels unbalanced, compared to Vanilla summon spells available at the same level and mana cost. It's a tank that stays on the screen for a very, very long time, and can be summoned along side vanilla summons (so there is more than 1 minion available for help.) Perhaps it's just a matter of decreasing the summon duration?
G) "Water Shell"
When trying out this spell, a shader is applied to the character and a message pops up concerning bound armor. Fine and dandy. However, after the mana is reduced by the spell's cost, the player's mana bar continues to tick down until it reaches 0 and will not tick back up. If "wait" is used to allow hours to pass by, the shader is still applied, but the mana bar is back at full. If ANY spell is cast then, the mana bar shall once again slowly tick down until it reaches 0.
H) "Light Arrow"
I probably should not report this one, has I had already reported it the last time I was playing Oblivion (which was late 2008). But just in case it has something to do with my computer set-up, I'll mention it again but with an offer to conduct any further tests on my machine if you think it may be worthwhile and are interested.
The manual's text states, "The arrow will illuminate the target area." I have not noticed any illumination from the arrows.
I) "Smoke Screen"
I haven't experimented with this one much.
The main time I had tried it, I was running through a dungeon casting the spell 2 or 3 times. At least one of the smoke screens never went away.
J) I imagine this one has already been reported, but there is a container next to the break-apart/combine apparatus which contains a great deal of materials. I imagine this is a test container which was accidentally left enabled for the release.

QUESTIONS
--------------
A) "Catapult"
Wow, that's rad. I've only tested it once, but that's a cool bit of mechanics.
I'm wondering if this is meant to have a use, aside from the cool factor? Do tossed objects cause damage to creatures hit by them?
I tried tossing myself (also casting "missile shield" to protect myself from the resulting trip), but attempting this caused my fatigue to drop to 0 and my character collapsed to the bottom of the catapult. I imagine this is intentional in order to keep players from tossing themselves, or perhaps it's due to an interaction with the "Realistic Fatigue" mod I also have installed.
B) "Smoke Screen"
Say, how does this one work? I haven't had a chance to play with this much yet, but the one time that I did look back to see how opponents handled it (a ghost, in this case), the ghost seemed to just enter and exit the smoke screen without tarrying. I need to play with it more, of course.



Thanks, belkieve it or not, some of the issues you pointed out are engine problems and not mod problems. For instance, the scripting engine "stalls" when there is too much other activity going on in the game. But I'll fix what I can.

As for your questions,
A) The catapult is made to work with certain Midas ammo that is also created via spell (bombs, rocks, meteors, etc.)
B) The smoke screen creates a negative light ingame and also gives the player a short term chameleon effect. This allows you to escape unnoticed.

So I just got wings of an angel spell... and every time I use it I just end up going straight up in the air (through walls, when I press 'w', my move forward key) with no way to get down (I get stuck above ceilings)? Is this a known issue or something or what?

Also Holy Flare has a tendency to just stop moving forward and just sit there moments after cast, forever.


The wings of an angel take some getting used to. You need to angle your camera in the vertical direction you want to head. To go down, look down and move forward.

Holy flare is probably experiencing the same script stalling bug I mentioned earlier. I'll look at the code

I have noticed strange blue dots in the astral pocket and zoomed through console using command "fov 5". It took me a while untill I noticed that those dots are force balls that missed the target.

Later, I wrote huge M made of force balls on the sky! :D


I've fixed this for the next release.

Hey, um, just thought I'd post again as my original question went unanswered. Somehow the portal that leads back to Midas's shop from the Astral Pocket has gotten displaced to one of the deeper levels of the Ayleid ruin Lindai. Help would be much appreciated, as it makes Astral Mark/Recall completely unusable. Is there a way that I can manually move it back with the console or something?


This is good information, I'm not sure I can fix your portal but at least I can identify the cause of the problem with this.

I'm patched to the lastest version with GOTY and after a while of gameplay my force spells and nuclear blast disappear. Even when I load. Am I doing anything wrong. Also I've tried deactivating all of my mods, same problem.


So, the spell disappears from your spell book? This is the second report of this but I have no explanation. Midas doesn't manipulate the spell book.
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Nikki Lawrence
 
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Post » Sat Nov 07, 2009 3:19 pm

xilver, do you have the stats for the various Midas summons anywhere? :)
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April D. F
 
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Post » Sat Nov 07, 2009 4:00 pm

So, the spell disappears from your spell book? This is the second report of this but I have no explanation. Midas doesn't manipulate the spell book.


Well only Midas Magic Spells.

But I think this is a great mod, but If I'm doing something wrong or its a glitch I hope there is someway to resolve this.

Also when I load they are still missing and I tried reinstall and no luck. It happens after 3-4 hours of gameplay on a new character.

Specifically, FORCE PUSH, FORCE BALL, NUCLEAR BLAST, ALL THE SUMMON SPELLS EXCEPT BALROG, TSUNAMI AND TORNADO. AND A FEW OTHERS.
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Nomee
 
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Post » Sun Nov 08, 2009 1:30 am

Ok, I don't know why, but for some reason the portal won't work (the one that you activate with the codes and leads to all the realms). I've activated the great crystal many times, and I've done this all before on a seperate save but its just not working this time. Any ideas why this may be?
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*Chloe*
 
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Post » Sun Nov 08, 2009 2:38 am

Midas Polymorph Wolf http://www.youtube.com/watch?v=JHvygZZ9Vc0

How do I get it? I so want this spell.
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Joanne Crump
 
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Post » Sun Nov 08, 2009 3:13 am

Midas Polymorph Wolf http://www.youtube.com/watch?v=JHvygZZ9Vc0

How do I get it? I so want this spell.


You'll need to do the Forest Glade astral plane, with its quest, to earn the druidic spellbook. Polymorph Wolf and Polymorph Eagle are in there.
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Tanika O'Connell
 
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Post » Sun Nov 08, 2009 2:44 am

Q:I've found all but one of the crystals, where's the last one?
A:Well, chances are...
Spoiler
you can't find the one crystal that is beyond the astral mist. On entering the "water" of the astral mist, follow the giant white fish to an upside down door. Sometimes the fish doesn't appear. If that happens, head due east, and look downward.


I'm stuck :(

I have found 4 prisms but I just can't find the 5th

Can someone help me please?

Here's what I've found:

Spoiler
Spire - Found the prism

Chaos - Found the prism

Claw - Found the prism

Temple - Found the prism

Is there a prism in Mist??

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Jessica Colville
 
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Post » Sat Nov 07, 2009 4:18 pm

Spoiler
Is there a prism in Mist??


Yes, there's a prism right where you've quoted from the FAQ.
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Emily Martell
 
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Post » Sun Nov 08, 2009 4:46 am

Yes, there's a prism right where you've quoted from the FAQ.


Yes, that door lead to
Spoiler
Temple
.

Did you mean there is a prism physically located in
Spoiler
Mist
?

Thank you for the response.
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Mr.Broom30
 
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Post » Sat Nov 07, 2009 9:56 pm

Yes, that door lead to
Spoiler
Temple
.


Oh, you did get that one. Let me think. I'm no good at associating the name with the location. I'll describe their locations instead, if that's okay.

First one
Spoiler
is gotten by swimming through Mist to, as you say, Temple.


Second one
Spoiler
is gotten (IIRC, not 100% sure about this one) by following the path to the left of the entry portal, up and over, past the stargate, through a portal, then up and around a bunch of times again.


Third one
Spoiler
is gotten by climbing to the top of the Spire.


Fourth one
Spoiler
is gotten by going past Spire, through a portal to an area where you have to leap (or fly, better yet) from floating rock to floating rock.


Fifth one
Spoiler
is gotten by going past Spire, through a different portal, past (IIRC) a covered area with a jelly, then to an area with a narrow path that leads to the prism.

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Annika Marziniak
 
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Post » Sun Nov 08, 2009 4:36 am

I've gotten all the prisms and activated them in the right order. I got the spell
Spoiler
that activating the prisms gives you
but now what?
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sam westover
 
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Post » Sat Nov 07, 2009 11:15 pm

Now go back to the Big Ring in the bottom of Midas's Shop. It is active.
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Robert Garcia
 
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Post » Sat Nov 07, 2009 9:53 pm

Oh thanks.
Also how do I get the polymorph spells?
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Sophie Payne
 
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Post » Sat Nov 07, 2009 3:56 pm

Oh thanks.
Also how do I get the polymorph spells?


Go to correct astral world (hint: obscure the forest), finish quest, get the reward in which you'll find out the details...
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Eduardo Rosas
 
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Post » Sat Nov 07, 2009 9:26 pm

This is good information, I'm not sure I can fix your portal but at least I can identify the cause of the problem with this.


I first noticed the bug after casting Astral Combat on a skeleton in the second area of Lindai. I popped up in the Astral Pocket over by the chest, but the skeleton was nowhere in sight and the portal back to Midas's shop was gone. I hopped off into the abyss below, and it warped me back to where I'd cast the spell. The portal was there, I used it, and wound up in Midas's basemant. The portal to the pocket still works, though, so it's just a matter of jumping off and going through Lindai to get back.
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Wane Peters
 
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Post » Sun Nov 08, 2009 5:31 am

How do the symbols on at the top of the spellbook pages represent things? I've got this figured out but I'm sure there is still more I need to know.

Letters:

A = Apprentice
J = Journeyman
E = Expert
Nothing = ???

Pictures:

Feather = Alteration
Fire Damage = Destruction


What are the others??
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biiibi
 
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Post » Sat Nov 07, 2009 10:58 pm

Go to correct astral world (hint: obscure the forest), finish quest, get the reward in which you'll find out the details...

Thanks! Here have a :cookie:




In a post earlier I mentioned a problem that I was having, that makes some MIDAS MAGIC spells disappear. (Force Spells, Nuclear Blast all the summon except Balrog, Tornado.)
But I just downloaded V0.0991 and the first time I used it no problems, so I quit and did something else. Excited that I finally got midas magic working again. I couldn't help but to try it one more time.
AND....The same spells were missing. :nope: :blink:
Now this problem is getting strange. Does anyone have ANY ideas of what can be going on. I mean pretty much all my MIDAS MAGIC spells have disappeared.

Thanks in advance
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Eileen Müller
 
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Post » Sun Nov 08, 2009 2:17 am

I've gotten all the prisms and activated them in the right order. I got the spell
Spoiler
that activating the prisms gives you
but now what?

Now go back to the Big Ring in the bottom of Midas's Shop. It is active.

I've also activated the Great Crystal on Astral Plane, and gotten the spell. I returned to Midas' basemant to the Big Ring (Gate) but can't seem to activate it to do anything. The small crystal on the pedastal on its right doesn't seem to do anything either, and the last time I saw it, it has turned black!? The pedastal on the left with the letters, I can't figure out how to use that. Has this got something to do with the crossword puzzle?? I've looked everywhere and just can't seem to think of anything else. Can someone give me a walkthrough please? I'm lost!
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Reanan-Marie Olsen
 
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Post » Sat Nov 07, 2009 10:17 pm

I've also activated the Great Crystal on Astral Plane, and gotten the spell. I returned to Midas' basemant to the Big Ring (Gate) but can't seem to activate it to do anything. The small crystal on the pedastal on its right doesn't seem to do anything either, and the last time I saw it, it has turned black!? The pedastal on the left with the letters, I can't figure out how to use that. Has this got something to do with the crossword puzzle?? I've looked everywhere and just can't seem to think of anything else. Can someone give me a walkthrough please? I'm lost!


Have you looked at the FAQ? This is covered there in detail.
Spoiler
But yes, the crossworlds puzzle (note the spelling)
is the clue you need to operate the waygate. The
Spoiler
puzzle
gets much easier
Spoiler
if you note that your "alphabet" is limited to the six available letters on the pedestal.

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Cccurly
 
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Post » Sat Nov 07, 2009 6:43 pm

Everyone, I've just released a new (minor) update to Midas Magic. It's available on TESNexus.
Version 0.991 07-04-2009
- Minor update with various bug fixes
- Adds 5 New spells including Death Grasp, Guided Missile & Water Burst
- Major Visuals overhaul for Nuclear Blast & Comet




Well only Midas Magic Spells.

But I think this is a great mod, but If I'm doing something wrong or its a glitch I hope there is someway to resolve this.

Also when I load they are still missing and I tried reinstall and no luck. It happens after 3-4 hours of gameplay on a new character.

Specifically, FORCE PUSH, FORCE BALL, NUCLEAR BLAST, ALL THE SUMMON SPELLS EXCEPT BALROG, TSUNAMI AND TORNADO. AND A FEW OTHERS.


If the spells have been removed by some means, the next time you create the aurum residue you should get all the spells you've created back. If they aren't showing up in your spell book for some other reason, I haven't a clue.


Ok, I don't know why, but for some reason the portal won't work (the one that you activate with the codes and leads to all the realms). I've activated the great crystal many times, and I've done this all before on a seperate save but its just not working this time. Any ideas why this may be?


There is some confusion between the Mark & Recall portals and the Great astral gate. The 6 portals for Mark/Recall are on the first astral island. The Great Astral Gate located in Midas' basemant is what you need to go to the various worlds.

How do the symbols on at the top of the spellbook pages represent things? I've got this figured out but I'm sure there is still more I need to know.

Letters:


A = Apprentice
J = Journeyman
E = Expert
M = Mastery
Nothing = Novice

Pictures:

Feather = Alteration
Fire Damage = Destruction


What are the others??


You're right on your Guesses so far. I've filled in the blanks for the rest. The rest of the icons and what they mean can be found on UESP.net but It seems to be having some issues right now. Basically the pictures represent the different schools of magic.
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CArla HOlbert
 
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Post » Sun Nov 08, 2009 7:46 am

Thank you, Thank you, Thank you for the update Xilver!!
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Nicole Coucopoulos
 
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Post » Sat Nov 07, 2009 7:17 pm

Oh, slick. I'm off to download.
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Judy Lynch
 
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