MOD Psychics - Thread 16

Post » Tue Dec 29, 2009 7:58 pm

I'm searching for a mod that improves the Enchanting and Spellmaking altars. More specifically, I want to add more effects and effects from mods. For spellmaking, I would like to get past the limits of 100 magnitude, and the duration also. I also want to be able to make spells from mods ( for example, create my own levitation spell, if I already have a weak one ).
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Add Me
 
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Post » Tue Dec 29, 2009 8:51 am

I'm searching for a mod that improves the Enchanting and Spellmaking altars. More specifically, I want to add more effects and effects from mods. For spellmaking, I would like to get past the limits of 100 magnitude, and the duration also. I also want to be able to make spells from mods ( for example, create my own levitation spell, if I already have a weak one ).


I would like to get past the limits of 100 magnitude

Can be done with UI tweaking. Check either one of these:
- http://www.tesnexus.com/downloads/file.php?id=2917
- http://www.tesnexus.com/downloads/file.php?id=17284

I also want to be able to make spells from mods

You can make all vanilla magic effect available for enchanting/spellmaking with Construction Set, however, you cannot use scripted magic effect for spellmaking at the altar. If you want to create new magic effect like levitation, you'll have to make it with script.
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Lily Something
 
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Post » Tue Dec 29, 2009 12:18 pm

Thanks!
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BlackaneseB
 
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Post » Tue Dec 29, 2009 9:27 pm

Are there any existing mods that replace Caranya and Irlav Jarol with new Mages' Council members after the player becomes Archmage? If not, I may do that myself as a small quest mod.
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vicki kitterman
 
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Post » Tue Dec 29, 2009 7:06 pm

Is there (I believe there is) a mod which keeps record of your longest marksman hits?
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Jennifer May
 
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Post » Tue Dec 29, 2009 1:05 pm

Is there (I believe there is) a mod which keeps record of your longest marksman hits?

Was it http://www.tesnexus.com/downloads/file.php?id=8626?
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Alisia Lisha
 
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Post » Tue Dec 29, 2009 7:31 pm

Was it http://www.tesnexus.com/downloads/file.php?id=8626?

Exactly! Thanks alot!
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Smokey
 
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Post » Tue Dec 29, 2009 12:55 pm

Is there a mod which gives trapped souls of certain creatures their own inherent magic effects, as it was in Morrowind?
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renee Duhamel
 
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Post » Tue Dec 29, 2009 9:24 am

I was wondering, is there a mod that makes the detect life shader on armor toggleable ? Because it's so annoying in the cities where you have to take of the enchanted piece of clothing to prevent everyone glowing...
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Jeff Tingler
 
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Post » Tue Dec 29, 2009 4:47 pm

I was wondering, is there a mod that makes the detect life shader on armor toggleable ? Because it's so annoying in the cities where you have to take of the enchanted piece of clothing to prevent everyone glowing...


This would be the mod your looking for - http://tesnexus.com/downloads/file.php?id=25512
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Catharine Krupinski
 
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Post » Tue Dec 29, 2009 5:53 pm

Many thanks, that will do just fine. :)
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Chris Cross Cabaret Man
 
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Post » Tue Dec 29, 2009 8:31 pm

Is there a mod which can help evaluate an enemy's "danger factor" (or, at least, level)? Some kind of spell, perhaps.

I vaguely remember there were plans to create one when OOO came into being, with its loads of enemies which could be unexpectedly hard for a player to tackle. I recall the problem was that the spell was not stealthy. Has it ever been fixed?
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Javaun Thompson
 
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Post » Tue Dec 29, 2009 7:30 am

Is there a mod which can help evaluate an enemy's "danger factor" (or, at least, level)? Some kind of spell, perhaps.

I vaguely remember there were plans to create one when OOO came into being, with its loads of enemies which could be unexpectedly hard for a player to tackle. I recall the problem was that the spell was not stealthy. Has it ever been fixed?

http://www.tesnexus.com/downloads/file.php?id=20371 has Detect Danger spells, which do exactly that, detect if you're near any big threats(IE foes are higher in level then you), and it has Detect Attitude spells that let you tell if the person up ahead is just a random traveling NPC or a foe(blue or red aura on them when you cast it). Both are not hostile spells, so they don't cause foes to detect you any more then they normally would when you cast a spell.
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Euan
 
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Post » Tue Dec 29, 2009 7:58 pm

Is there a mod that revamps the Imperial City shack, but is COBL compatible? I just can't leave my alchemy sorter :wub:
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benjamin corsini
 
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Post » Tue Dec 29, 2009 7:24 am

Is there a mod that revamps the Imperial City shack, but is COBL compatible? I just can't leave my alchemy sorter :wub:


Try http://www.tesnexus.com/downloads/file.php?id=15795. It puts original part in basemant, so if you have COBL, you can see COBL sorter(and luggage) at the basemant.
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Claire Lynham
 
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Post » Tue Dec 29, 2009 10:57 am

Try http://www.tesnexus.com/downloads/file.php?id=15795. It puts original part in basemant, so if you have COBL, you can see COBL sorter(and luggage) at the basemant.


Thanks!
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X(S.a.R.a.H)X
 
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Post » Tue Dec 29, 2009 1:25 pm

a friend of m i ne recently infromed me of so meo ne working on a rather indepth Necroman cy mod and i was wondering if anyone co uld maybe know what he could hyave been talk ing about? he said he saw a post ab out it around here
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Sarah Knight
 
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Post » Tue Dec 29, 2009 5:58 am

Is there a mod which can help evaluate an enemy's "danger factor" (or, at least, level)? Some kind of spell, perhaps.

I vaguely remember there were plans to create one when OOO came into being, with its loads of enemies which could be unexpectedly hard for a player to tackle. I recall the problem was that the spell was not stealthy. Has it ever been fixed?


YX33A mentioned the "Detect Danger" spell in LAME. LAME also has a "Combat Scry" spell which may be more what you're looking for -- it gives information on the target's combat abilities, resistances, etc.
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Abel Vazquez
 
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Post » Tue Dec 29, 2009 9:23 pm

That's a shame. I do not like the rest of LAME...
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Ash
 
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Post » Tue Dec 29, 2009 5:31 pm

Related to my other post on the subject,

I'm looking for the known book placing mods. I'm familiar with:

- Auto Book Placer. A very good option, but the shelf placing script is buggy and often multiple copies of books end up in inventory.

- Book Placement (v2). Likewise good, but having trouble finding a version that incorporates all DLC/SI books and is compatible with the various Book Jackets mods.
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Natasha Callaghan
 
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Post » Tue Dec 29, 2009 10:29 am

Related to my other post on the subject,

I'm looking for the known book placing mods. I'm familiar with:

- Auto Book Placer. A very good option, but the shelf placing script is buggy and often multiple copies of books end up in inventory.

- Book Placement (v2). Likewise good, but having trouble finding a version that incorporates all DLC/SI books and is compatible with the various Book Jackets mods.

Well, there the http://www.tesnexus.com/downloads/file.php?id=13962. Ya can also try http://www.tesnexus.com/downloads/file.php?id=6021.

Book Jacket wise for Book Placement (v2), I sure ya already look into http://www.tesnexus.com/downloads/file.php?id=5570 already? There was also a http://www.tesnexus.com/downloads/file.php?id=29358 as well.
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Nichola Haynes
 
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Post » Tue Dec 29, 2009 8:06 am

What are some house mods which are secretive for entry as an ideal thief/assassin hideout?

Is there a mod which can help evaluate an enemy's "danger factor" (or, at least, level)? Some kind of spell, perhaps.

I vaguely remember there were plans to create one when OOO came into being, with its loads of enemies which could be unexpectedly hard for a player to tackle. I recall the problem was that the spell was not stealthy. Has it ever been fixed?

http://www.tesnexus.com/downloads/file.php?id=5659 or http://www.tesnexus.com/downloads/file.php?id=7892, maybe?
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April
 
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Post » Tue Dec 29, 2009 9:51 am

Well, there the http://www.tesnexus.com/downloads/file.php?id=13962. Ya can also try http://www.tesnexus.com/downloads/file.php?id=6021.

Book Jacket wise for Book Placement (v2), I sure ya already look into http://www.tesnexus.com/downloads/file.php?id=5570 already? There was also a http://www.tesnexus.com/downloads/file.php?id=29358 as well.



Thanks Qawsed. I've played with a number of them and could still use some help.

Of the organizing mods,

Auto Book Placer definitely has some bizarre bugs (repeating a couple commands I accidentally loaded myself with 8 versions of all my inventory's books... they wouldn't stop replicating)

The Decorator's assistant is a bit clunky in using an alter

Book Placement would be the best alternative except it doesn't affect any DLC books. Has anyone come up with a patch that takes care of this? I tried editing in the CS, but without any luck. I couldn't get the material to save correctly.
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Lindsay Dunn
 
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Post » Tue Dec 29, 2009 6:53 am

Know of any mods that add speaking armor or weapons similar to the Lilacor speaking sword from Morrowind? Thanks : )
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Emily Shackleton
 
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Post » Tue Dec 29, 2009 3:21 pm

Know of any mods that add speaking armor or weapons similar to the Lilacor speaking sword from Morrowind? Thanks : )


Lilarcor, the talking sword, is actually from Baldur's Gate 2.

That not withstanding, http://www.tesnexus.com/downloads/file.php?id=22226 seems like exactly what you're looking for.

A much more intense option, more focused on the quest and story than on the equipment, is http://www.tesnexus.com/downloads/file.php?id=17781, which is a dark quest mod about an evil set of sentient armor. However, starting it requires you to have finished the main quest.
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Wanda Maximoff
 
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