An FCOM Mage

Post » Sat Feb 19, 2011 12:13 pm

So I'm thinking of doing a new game with a mage type character. I want to avoid sneaking and melee as much as possible. Can anyone give me advice on a build for FCOM? I'm also running RBP. Here's my full load order, for those interested:

Spoiler
00 Oblivion.esm
01 Francesco's Leveled Creatures-Items Mod.esm
02 Francesco's Optional New Items Add-On.esm
03 Cobl Main.esm [Version 1.72]
04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
05 Mart's Monster Mod.esm [Version 3.7b3p3]
06 FCOM_Convergence.esm [Version 0.9.9MB3]
07 Unofficial Oblivion Patch.esp [Version 3.2.0]
08 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
09 Oblivion Citadel Door Fix.esp
0A DLCShiveringIsles.esp
0B Unofficial Shivering Isles Patch.esp [Version 1.4.0]
0C Francesco's Optional Chance of Stronger Bosses.esp
0D Francesco's Optional Chance of Stronger Enemies.esp
0E Francesco's Optional Chance of More Enemies.esp
0F Francesco's Optional Leveled Guards.esp
10 Francesco's Dark Seducer Weapons Patch.esp
11 FCOM_Francescos.esp [Version 0.9.9]
12 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
13 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
14 LoadingScreens.esp
15 Natural_Weather_HDR_by_Max_Tael.esp
16 Natural_Habitat_by_Max_Tael.esp
17 Natural_Water_by_Max_Tael.esp
18 Symphony of Violence.esp
19 Diverse Voices.esp
1A WindowLightingSystem.esp
1B Book Jackets Oblivion.esp
1C Harvest[Containers].esp
1D Harvest[Containers] - Player Home Add-on.esp
1E Harvest[Containers] - Flat-Top Barrels Add-on.esp
1F Harvest[Containers] - Havok Crates Add-on.esp
20 Enhanced Economy.esp [Version 4.0.5]
21 Cobl Glue.esp [Version 1.72]
22 Cobl Si.esp [Version 1.63]
23 OOO 1.32-Cobl.esp [Version 1.72]
24 Bob's Armory Oblivion.esp
25 FCOM_BobsArmory.esp [Version 0.9.9]
26 Loth's Blunt Weapons for Npcs.esp
27 FCOM_LothsBluntWeapons.esp [Version 0.9.9]
28 Oblivion WarCry EV.esp
29 FCOM_WarCry.esp [Version 0.9.9MB3]
2A Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
2B OOO-Water_Weeds.esp [Version 1.33]
2C OMOBS.esp [Version 1.0]
2D OMOBS_SI.esp [Version 1.0]
2E OMOBS Optional Combat Settings.esp [Version 1.0]
2F Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
30 FCOM_Convergence.esp [Version 0.9.9Mb3]
31 FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
32 FCOM_RealSwords.esp [Version 0.9.9]
++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]
33 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
34 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Adventurers.esp [Version 3.7b3p3]
35 Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b3p3]
36 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
37 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
38 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
39 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
3A Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
3B Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3]
3C FCOM_DiverseGuardUnity.esp [Version 0.9.9]
3D FCOM_BobsGuardUnity.esp [Version 0.9.9]
3E FCOM_HungersUnitySI.esp [Version 0.9.9]
3F Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
40 MMM-Cobl.esp [Version 1.69]
41 Knights.esp
42 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
43 FCOM_Knights.esp [Version 0.9.9Mb3]
44 xuldarkforest.esp [Version 1.0.4]
45 xulStendarrValley.esp [Version 1.2.2]
46 xulTheHeath.esp
47 XulEntiusGorge.esp
48 xulFallenleafEverglade.esp [Version 1.3.1]
49 xulColovianHighlands_EV.esp [Version 1.2.1]
4A xulChorrolHinterland.esp [Version 1.2.2]
4B xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
4C xulBravilBarrowfields.esp [Version 1.3.2]
4D xulLushWoodlands.esp [Version 1.3]
4E xulAncientYews.esp [Version 1.4.2]
4F xulAncientRedwoods.esp [Version 1.6]
50 xulCloudtopMountains.esp [Version 1.0.3]
51 xulArriusCreek.esp [Version 1.1.3]
52 xulPatch_AY_AC.esp [Version 1.1]
53 xulRollingHills_EV.esp [Version 1.3.2]
54 xulPantherRiver.esp
55 xulRiverEthe.esp [Version 1.0.2]
56 xulBrenaRiverRavine.esp [Version 1.0.2]
57 xulImperialIsle.esp [Version 1.6.3]
58 xulBlackwoodForest.esp
59 xulCheydinhalFalls.esp [Version 1.0.1]
5A xulAspenWood.esp [Version 1.0.1]
5B xulSkingradOutskirts.esp
5C Natural_Vegetation_by_Max_Tael.esp
5D Harvest [Flora].esp [Version 3.0.0]
5E Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
5F Salmo the Baker, Cobl.esp [Version 3.08]
60 attack and hide harder v2.0.esp
61 Wrye Leveling.esp [Version 07]
62 Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]
** _Ren_BeautyPack_full.esp
63 bgBalancingEVCore.esp [Version 10.52EV-D]
64 bgBalancingEVOptionalMoreEyes.esp [Version 10]
65 bgBalancingEVOptionalNPCDiversity, TNR Merge.esp [Version 10.0EV-D]
66 bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
67 Francesco's 10 days respawn time - 1-20 day lenght rescale.esp
68 Cobl Silent Equip Misc.esp [Version 01]
69 Bashed Patch, 0.esp


Are there any other mods (especially magic mods) I should be running to give me a decent chance? I don't want anything overpowered though. Thanks for what advice you can give :)
User avatar
Kelly Tomlinson
 
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Post » Sat Feb 19, 2011 12:30 pm

http://tesnexus.com/downloads/file.php?id=12466 AND http://theelderscrolls.info/?go=dlfile&fileid=219 are both wonderful magic mods. Use them both :)

Plus, with LAME, and the fact you're already using RBP, you can pick up and play Integration, which is just joygasmic.
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Bellismydesi
 
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Post » Sat Feb 19, 2011 9:38 am

^^ ... This!

However, I will say I can't comment on Supreme Magicka. I only use LAME and I love it. Not overpowered and a lot of nice spell choices plus a little quest to find spells along with it :)
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{Richies Mommy}
 
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Post » Sat Feb 19, 2011 11:26 am

Any advice on a character build?
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I love YOu
 
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Post » Sat Feb 19, 2011 12:41 am

I've used LAME in conjunction with http://tesnexus.com/downloads/file.php?id=9562 in several OOO/FCOM games. I thought the two mods worked splendidly together when used with FCOM.
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neil slattery
 
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Post » Sat Feb 19, 2011 1:53 am

Are there any other mods (especially magic mods) I should be running to give me a decent chance? I don't want anything overpowered though. Thanks for what advice you can give :)


I'm not directing this to you specifically, but there seem to be something of a myth that it's not viable to play a Mage with FCOM, i.e. that it is more or less necessary to use magic overhauls when doing so. I don't agree with this at all. In fact, I'd say the game is generally easier with a Mage char than a Melee char - and this goes both for vanilla and for FCOM (with OOO's magic settings).

I also think all magic overhauls are "overpowered" in the sense that they make it even easier. For example, LAME prolongs buff spells considerably - and it's of course easier to only have to cast a Shield spell once or twice during a dungeon run than having it run out after 30 secs. With SM you can have, for example, sustainable summons - and it's of course easier to have a summon that lasts until it is killed than one who lasts 25 seconds.

That said, LAME and Supreme Magicka are excellent mods that make the Mage experience more diverse and fun. My point is only that they aren't necessary for viable Mage builds in FCOM.
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Lalla Vu
 
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Post » Fri Feb 18, 2011 9:51 pm

...okay, long rambling on game design moved to PM. ;) Short version: I generally agree with Arkngt on the topic of overhauls being necessary for any reason related to difficulty. Magic is already by far the easiest path. However, there's a lot of blandness and a few things just plain broken in the vanilla system, so an overhaul can definitely make things more interesting. (I'm working on one that generally makes magic weaker while introducing a lot more variety.) So, yeah... I think it's an area of the game that deserves attention. Worth grabbing an overhaul if you've already played through it and want a new experience. Not in any way necessary for survival.
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Cameron Wood
 
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Post » Fri Feb 18, 2011 8:23 pm

Any advice on a character build?


Why not try a Dark Elf with a Atronach birthsign and a custom class emphasizing mage-skills?

http://theelderscrolls.info/?go=9XReadMeBalancingProject

As you can see, the Dark Elves get resistance to fire and disease, a medium magic bonus, and +2 magic regeneration. They also have a shock weakness, but I think that is easily negated.

The Atronach birthsign will stop your regular magicka regen (You still get the +2 regen from your race power!) and give a weakness to normal weapons, but will give you a huge magicka bonus and the ability to absorb 50 percent of the magic sent at you. Not to mention a magicka regen spell, which comes at the cost of fire damage, which Dark Elves are resistant to! Not to mention that the Dark Elf race gets its own magic regen power as well.

That'll be my suggestion. Class is really up to you. I'm guessing your going Willpower/Intelligence as your major skills. If you do, make sure you grab the mods Willful Resistance and Intelligence Overhaul. They'll benefit you greatly. You'll be able to learn skills faster with a high intelligence and be even more resistant to magic, helping further minimize your weakness to shock.

Only thing to do to offset your weakness to normal weapons is to do some serious training in alteration and grab some shield and reflect spells.
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David Chambers
 
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Post » Fri Feb 18, 2011 8:58 pm

I'm not directing this to you specifically, but there seem to be something of a myth that it's not viable to play a Mage with FCOM, i.e. that it is more or less necessary to use magic overhauls when doing so. I don't agree with this at all. In fact, I'd say the game is generally easier with a Mage char than a Melee char - and this goes both for vanilla and for FCOM (with OOO's magic settings).

I also think all magic overhauls are "overpowered" in the sense that they make it even easier. For example, LAME prolongs buff spells considerably - and it's of course easier to only have to cast a Shield spell once or twice during a dungeon run than having it run out after 30 secs. With SM you can have, for example, sustainable summons - and it's of course easier to have a summon that lasts until it is killed than one who lasts 25 seconds.


I agree that playing with a Mage isn't exactly difficult -- back when I played on console, my Mage char was a god. Is there any way to add the variety and fun of LAME and other mods without the "drawback" of creating an overpowered character?

(I'm working on one that generally makes magic weaker while introducing a lot more variety.)


Sounds interesting. Can't wait :)

Why not try a Dark Elf with a Atronach birthsign and a custom class emphasizing mage-skills?

http://theelderscrolls.info/?go=9XReadMeBalancingProject

As you can see, the Dark Elves get resistance to fire and disease, a medium magic bonus, and +2 magic regeneration. They also have a shock weakness, but I think that is easily negated.

The Atronach birthsign will stop your regular magicka regen (You still get the +2 regen from your race power!) and give a weakness to normal weapons, but will give you a huge magicka bonus and the ability to absorb 50 percent of the magic sent at you. Not to mention a magicka regen spell, which comes at the cost of fire damage, which Dark Elves are resistant to! Not to mention that the Dark Elf race gets its own magic regen power as well.


I was going to go with a Xivilai, but only because the weaknesses inherent in the other races were rather off-putting. If you think an Atronach Dark Elf is viable though, I'd love to try it out. Dunmer are by far my favorite race, and I'm a huge, huge Morrowind fan. Their voices are insufferable, though; I'd love to have the old voice acting back, especially for the Dunmer. I can't stand hearing the whiny voices all the elves have now. In fact, is there a mod or two to address this?
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Mel E
 
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Post » Sat Feb 19, 2011 7:25 am

I cannot just pass by this thread and not to mention that http://http://www.tesnexus.com/downloads/file.php?id=30973(which just happen to be of my authorship) might be a nice addition, especially if you plan to start a new game as a mage. This way you'll have to work your way up to the higher level spells. Plus your enemies will also have access to new spells.

cheers,
brucevayne
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k a t e
 
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Post » Sat Feb 19, 2011 10:32 am

I wouldn't necessarily agree that overhauls overpower magic. It's true magic is pretty overpowering as it is. However some of the magic in the vanilla game was down right annoying. It was the same same over and over again. With LAME, I get some great new spells that can enhance my game play tenfold above what it was. Each mage I make can be vastly different from the other and I love that. Yes, the buffs last longer. But that means I also don't level up near as fast. It also means I get some fairly heavy penalties with my magic using armors and such. It does balance out quite nicely. I only play with OOO, not FCOM and my mage definitely does not just waltz through dungeons that's for sure. BUT, I only use one overhaul, so I'm not sure if adding two overhauls makes it more overpowering or not *shruggin*

Tennyson - yes a Dunmer with the Atronach sign is doable! I have one and she's great fun. And search TESNexus on the voice thing. I swore I saw some replacement voices for them. Or maybe someone was working on it, I can't remember for sure.
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nath
 
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Post » Fri Feb 18, 2011 9:29 pm

My latest character was my first pure mage, with FCOM and all the trimmings. I chose an Altmer with the Atronach birthsign and vanilla Mage class. The character was weak physically, but the most fun character I've ever played. Playing as an Atronach is tough, and makes you completely dependent on Alchemy to regenerate your magicka, at least with an Altmer. It's not that bad though; there are plenty of flax plants and steel blue 'shrooms around. My mage spent lots of time harvesting Skingrad.

Using LAME, Supreme Magicka, Fearsome Magicka, Telekenetic Mastery, and Midas Magic ensures that you always have a spell for any given situation; if you can afford to buy them or are fortunate to find a few. Telekenetic and "force push"-type spells and Burden spells are useful to keep mobs of enemies away from you, especially in Goblin caves where they tend to swarm. LAME also makes Command Humanoid and Command Creature spells very useful...

My mage reached level 7 before the game refused to save anymore (would CTD upon saving). He was becoming more powerful with more spells and better gear. He could still get one-hit killed by tougher opponents like giants, minotaurs, atronachs, etc. But with lots of summons and decent shield spells, he was just starting to be able to hold his own.
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Charlotte Buckley
 
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Post » Sat Feb 19, 2011 1:04 am

I'm convinced that as a mage..and at my level, only a full balrog is a challenge to me. I only use SM as a magic overhaul. It has everything I need. I don't use conjuration, at all.
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Nymph
 
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