Picking a new birthsign mod

Post » Sun Aug 08, 2010 10:25 am

I'm looking to add a new birthsigns mod and was wondering what other people here would suggest. I want something that adds quite a few birthsigns with interesting new powers but nothing that would be considered over-powered.
User avatar
Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Sun Aug 08, 2010 9:44 am

The most interesting IMHO are:

1. Birthsigns Expanded: http://www.tesnexus.com/downloads/file.php?id=12149

and

2. Applers Birthsigns: http://www.tesnexus.com/downloads/file.php?id=29917
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Sat Aug 07, 2010 10:54 pm

Woops, nm, I need to learn to read. RBP has no new signs.
:facepalm:

I personally like the modifications made by http://www.gamesas.com/bgsforums/index.php?showtopic=1059546 by bg2048, but it includes much more than just Birthsign changes (new races, eyes, hair, etc.). Best of the type, imho.
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Sun Aug 08, 2010 8:44 am

You can check my http://www.tesnexus.com/downloads/file.php?id=24550. A very small mod i made to balance birthsigns and skills. Although there are no new birthsigns, the vanilla ones have much more equal, useful and interesting powers.
User avatar
Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Sun Aug 08, 2010 11:40 am

You can check my http://www.tesnexus.com/downloads/file.php?id=24550. A very small mod i made to balance birthsigns and skills. Although there are no new birthsigns, the vanilla ones have much more equal, useful and interesting powers.

I downloaded your mod, but it came without any information about the changes.
You'll understand that I won't add this to my game without knowing what it changes. :shrug:
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Sun Aug 08, 2010 5:07 am

I assume you want to know exact changes of the skills and powers for the classes and birthsigns (for an unreal example, blade + block + light armor + illusion for Bard, or Fire Weakness 20% + Major Power 30 dmg and 10% Weakness to Poison on touch for Serpent)? I didn't include those because i think it doesn't matter what the exact changes are, the important thing is the pattern and the style of execution of the mod, counting that the mod is very small and easy to (un)install.
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Sun Aug 08, 2010 11:25 am

I like http://www.tesnexus.com/downloads/file.php?id=26216 very much.

gothemasticator
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Sun Aug 08, 2010 11:19 am

If you're looking for actual new birthsigns, rather than changes to the original 13, check out this mod:

http://tesnexus.com/downloads/file.php?id=19445

It adds 24 signs which are pretty different from the standard 13. They will likely be overpowered in the early game unless you use something like FCOM, in which case they balance out with the difficulty curve.

There's also a version that modifies the original 13 at http://tesnexus.com/downloads/file.php?id=19380, which accompanies the New Birthsigns.

Every sign has passive abilities, lesser powers, and greater powers. Note that I'm not a pro modder, so I didn't write my own Script effects. The advantage is that it doesn't require OBSE, which is the main reason I made these, since for some reason OBSE doesn't work on my computer.
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am


Return to IV - Oblivion