L.A.M.E. versus Supreme Magicka

Post » Thu Jul 15, 2010 6:00 am

I recently installed L.A.M.E. however it had overwritten Supreme Magicka and i want to keep the magical settings from SM, but i also want some stuff from L.A.M.E. so im gonna post my load order and if you guys can't help me at all i'm gonna have to get rid of L.A.M.E..
Spoiler
Active Mod Files:
00 Oblivion.esm
01 ScreenEffects.esm
02 You Are Here.esm
03 EnhancedWeather.esm [Version 1.4]
04 Francesco's Leveled Creatures-Items Mod.esm
05 Francesco's Optional New Items Add-On.esm
06 Cobl Main.esm [Version 1.71]
07 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
08 Mart's Monster Mod.esm [Version 3.7b3p3]
09 FCOM_Convergence.esm [Version 0.9.9MB3]
0A Armamentarium.esm [Version 1.35]
0B Artifacts.esm [Version 1.1]
0C Toaster Says Share v3.esm
0D HorseCombatMaster.esm
0E Unofficial Oblivion Patch.esp [Version 3.2.0]
0F UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
10 DLCShiveringIsles.esp
11 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
12 Francesco's Optional Chance of Stronger Bosses.esp
13 Francesco's Optional Chance of Stronger Enemies.esp
14 Francesco's Optional Chance of More Enemies.esp
15 Francesco's Optional Leveled Guards.esp
++ Francesco's Dark Seducer Weapons Patch.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
16 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
17 Fran Armor Add-on.esp
18 Fran_Lv30Item_Maltz.esp
19 _Real_Lights.esp
1A Natural_Habitat_by_Max_Tael.esp
1B EnhancedWeather.esp [Version 1.3.5]
++ EnhancedWeather - Darker Nights, 80.esp [Version Final]
1C Enhanced Water v2.0 HD.esp
1D MIS Low Wind.esp
1E AmbientDungeons.esp [Version 1.3]
** Book Jackets Oblivion.esp
++ Item interchange - Extraction.esp [Version 0.74]
1F Oblivion Collectible Cards.esp
20 Enhanced Economy.esp [Version 3.4.3]
21 C&C - The Blackwood Company.esp
22 Expanded Hotkeys and Spell Delete v1.0.esp
23 DLCHorseArmor.esp
24 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
25 DLCOrrery.esp
26 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
27 DLCVileLair.esp
28 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
29 DLCMehrunesRazor.esp
2A DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
2B DLCSpellTomes.esp
2C DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
2D Slof's Horses Base.esp
2E DLCThievesDen.esp
2F DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
30 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
31 ExnemRuneskulls.esp
++ FCOM_ExnemRuneskulls.esp [Version 0.9.9]
32 Cobl Glue.esp [Version 1.69]
33 Cobl Si.esp [Version 1.63]
++ FCOM_Cobl.esp [Version 0.9.9]
34 Bob's Armory Oblivion.esp
35 FCOM_BobsArmory.esp [Version 0.9.9]
36 Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
37 Oblivion WarCry EV.esp
38 FCOM_WarCry.esp [Version 0.9.9MB3]
39 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
3A FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
3B FCOM_RealSwords.esp [Version 0.9.9]
3C Mart's Monster Mod - More Wilderness Life No Gates.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
3D Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
3E Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
++ FCOM_TamrielTravelers.esp [Version 0.9.9]
3F FCOM_MoreRandomSpawns.esp [Version 0.9.9]
40 FCOM_MoreRandomItems.esp [Version 0.9.9]
41 TIE In.esp [Version 1.2b]
++ TIE In - ExnemRuneskulls.esp [Version 1.2b]
++ TIE In - Cobl.esp [Version 1.2b]
42 TIE In - FCOM Convergence.esp [Version 1.2b]
++ TIE In - RealSwords.esp [Version 1.2b]
++ TIE In - MMM Craft.esp [Version 1.2b]
++ ArmamentariumLL4OOO.esp [Version 2.01]
++ ArmamentariumLLMagicOOO.esp [Version 1.35]
** C&C - The Blackwood Company - OOO.esp
43 Enhanced Quest Roleplaying.esp
44 Cyrodiil transportation network 1.3.esp
45 AlchemistsCave.esp
46 Artifacts.esp [Version 1.1]
++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]
47 JSRandomTasks.esp [Version 1.1a]
48 Snow Dragon Temple v1.0.esp [Version 1.1]
49 The Ayleid Steps.esp [Version 3.1]
4A DLCFrostcrag.esp
4B DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
4C Knights.esp
4D Knights - Unofficial Patch.esp [Version 1.0.9]
++ TIE In - Knights.esp [Version 1.2b]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
4E xulStendarrValley.esp [Version 1.2.1]
4F xulTheHeath.esp
50 XulEntiusGorge.esp
51 xulFallenleafEverglade.esp [Version 1.3.1]
52 xulColovianHighlands_EV.esp [Version 1.2.1]
53 xulChorrolHinterland.esp [Version 1.2.2]
54 xulBeachesOfCyrodiilLostCoast.esp
55 xulBravilBarrowfields.esp [Version 1.3.2]
56 xulLushWoodlands.esp [Version 1.3]
57 xulAncientYews.esp [Version 1.4.2]
58 xulAncientRedwoods.esp [Version 1.6]
59 xulCloudtopMountains.esp [Version 1.0.1]
5A xulArriusCreek.esp [Version 1.1.2]
5B xulPatch_AY_AC.esp [Version 1.1]
5C xulPantherRiver.esp
5D xulRiverEthe.esp [Version 1.0.2]
5E xulBrenaRiverRavine.esp [Version 1.0.2]
5F xulImperialIsle.esp [Version 1.6.3]
60 xulBlackwoodForest.esp
++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]
61 Natural_Vegetation_by_Max_Tael.esp
62 Dungeon Actors Have Torches 1.6 DT.esp
63 gardening.esp
64 PersuasionOverhaul.esp
65 Enhanced Economy - House prices.esp [Version 1.0]
66 Roleplaying Dialogues.esp
67 Quest Award Leveller.esp [Version 2.0.1]
68 Quest Award Leveller - Vile Lair.esp [Version 2.1.0]
++ Quest Award Leveller - Mehrunes Razor.esp [Version 2.1.0]
69 Quest Award Leveller - Knights of the Nine.esp [Version 2.1.0]
++ TIE In - DLCOrrery.esp [Version 1.2b]
++ TIE In - DLCThievesDen.esp [Version 1.2b]
++ TIE In - DLCFrostcrag.esp [Version 1.2b]
6A Alternative Start by Robert Evrae.esp
6B RealisticFatigue.esp
6C RealisticHealth.esp
6D RealSleep.esp
6E SupremeMagicka.esp [Version 0.89]
6F SM_ShiveringIsles.esp [Version 0.86]
++ SM_DLCSpellTome.esp [Version 0.80]
++ SM_OOO.esp [Version 0.89]
++ SM_MMM.esp [Version 0.89]
++ SM_COBL.esp
++ SM_Scrolls.esp [Version 0.84]
70 MidasSpells.esp
71 Enhanced Grabbing.esp [Version 0.4]
72 Deadly Reflex 5 - Timed Block with no damage or durability changes.esp
73 DeadlyReflex 5 - Combat Moves.esp
++ SM_DeadlyReflex.esp [Version 0.86]
74 Seph's new animations.esp
** _darker_dungeons.esp
++ Item interchange - Placement for FCOM.esp [Version 0.74]
** Atmospheric Loading Screens - No Text.esp
++ Slof's Oblivion Better Beasts.esp
75 Slof's Clouded Leopard.esp
76 Toaster Says Share Faction Recruitment.esp
77 Cobl Races.esp [Version 1.52]
78 bgMagicEV.esp [Version 1.7EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicItemSigil.esp [Version 1.68EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
79 bgMagicEVPaperChase.esp [Version 1.68EV]
++ Cobl Races - Balanced.esp [Version 1.52]
7A _burning_kvatch.esp
7B bgMagicEVShader.esp [Version 1.7EV]
++ bgMagicShaderLifeDetect.esp [Version 1.68]
7C Real Hunger, Cobl.esp [Version 1.6.1]
7D Bashed Patch, 0.esp
7E Duke Patricks - Combat Archery.esp [Version 3a]
7F Streamline 3.1.esp
80 The_Eagles_Nest_Returned.esp

by the way does L.A.M.E. make the player overpowered?
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alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Thu Jul 15, 2010 8:29 am

No It makes the Player make sense when focusing on magicks, are their not compatability patches for them regarding each other? if anything the INI files can be configered to include what you want/dont want...no where near my comp at the moment to clarify. weird, L.A.M.E and SM should go just fine without overwriting..but that is what the INI is for in SM i believe.
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NO suckers In Here
 
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Post » Thu Jul 15, 2010 1:41 pm

Obviously because you are loading LAME after SM
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saharen beauty
 
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Post » Thu Jul 15, 2010 6:29 am

As stated in the readme, loading LAME before Supreme Magicka will achieve exactly the effect you desire.
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Harry-James Payne
 
Posts: 3464
Joined: Wed May 09, 2007 6:58 am

Post » Thu Jul 15, 2010 1:27 pm

I recently installed L.A.M.E. however it had overwritten Supreme Magicka and i want to keep the magical settings from SM, but i also want some stuff from L.A.M.E. so im gonna post my load order and if you guys can't help me at all i'm gonna have to get rid of L.A.M.E..
by the way does L.A.M.E. make the player overpowered?


How do you have that many mods and not know how to do something this basic?!

Just load all of the SM files *after* LAME, not the other way around. As well, there is a compatibility patch which I recall comes with the SM download. There is literally no problem running both of them together, as I've done it myself (though I eventually got rid of Supreme Magicka).

As for LAME being overpowered, well.... Maybe - if you weren't running FCOM. With mods like that which make the game overall much more difficult, any edge the PC can get which is not completely godly is IMO completely fair.
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Kit Marsden
 
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Joined: Thu Jul 19, 2007 2:19 pm

Post » Thu Jul 15, 2010 7:30 pm

How do you have that many mods and not know how to do something this basic?!

Just load all of the SM files *after* LAME, not the other way around. As well, there is a compatibility patch which I recall comes with the SM download. There is literally no problem running both of them together, as I've done it myself (though I eventually got rid of Supreme Magicka).

As for LAME being overpowered, well.... Maybe - if you weren't running FCOM. With mods like that which make the game overall much more difficult, any edge the PC can get which is not completely godly is IMO completely fair.

Also NPCs get the same edge that the player gets. Their spells are effected by the balance changes just like yours are. Granted NPCs don't get any or at least not very many of the scripted spells, and they don't always use/exploit things as intelligently as the player does, but enemy spell-casters are plenty more deadly with LAME.
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Josephine Gowing
 
Posts: 3545
Joined: Fri Jun 30, 2006 12:41 pm

Post » Thu Jul 15, 2010 5:50 pm

I recently installed L.A.M.E. however it had overwritten Supreme Magicka and i want to keep the magical settings from SM, but i also want some stuff from L.A.M.E. so im gonna post my load order and if you guys can't help me at all i'm gonna have to get rid of L.A.M.E..

by the way does L.A.M.E. make the player overpowered?

LAME? I thought SM made the player overpowered? I am using LAME with Midas Magic. I don't have FCOM (too many modifications for me) but I am using TIE.

I just started a new game to test it out against random enemies and find my Flame (whatever it's actually called) spell is pretty powerful against some enemies, but I did run into some random guy on the Imperial Isle outskirts that took at least 3 -4 flame hits before promptly smacking down my newbie mage dude. :sadvaultboy:
So it's a little challenging atm. I imagine with FCOM you'll need a edge!

How do you have that many mods and not know how to do something this basic?!

Just load all of the SM files *after* LAME, not the other way around. As well, there is a compatibility patch which I recall comes with the SM download. There is literally no problem running both of them together, as I've done it myself (though I eventually got rid of Supreme Magicka).

As for LAME being overpowered, well.... Maybe - if you weren't running FCOM. With mods like that which make the game overall much more difficult, any edge the PC can get which is not completely godly is IMO completely fair.

Aw... don't be so hard on the guy.

Again, I thought SM was supposed to be the one that was a bit overpowered...
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Charleigh Anderson
 
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Joined: Fri Feb 02, 2007 5:17 am

Post » Thu Jul 15, 2010 10:01 am

How about Fearsome Magicka?
it's the magicka system that make Oblivion experience and enemiers more challenging...

From my own (humble) experience SM is more balanced in his default settings, while L.A.M.E is an improved continuation of vanilla magicka system.
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suniti
 
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Post » Thu Jul 15, 2010 5:58 am

How about Fearsome Magicka?
it's the magicka system that make Oblivion experience and enemiers more challenging...

From my own (humble) experience SM is more balanced in his default settings, while L.A.M.E is an improved continuation of vanilla magicka system.

Very true
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Laura Elizabeth
 
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Post » Thu Jul 15, 2010 7:10 am

How do you have that many mods and not know how to do something this basic?!

Just load all of the SM files *after* LAME, not the other way around. As well, there is a compatibility patch which I recall comes with the SM download. There is literally no problem running both of them together, as I've done it myself (though I eventually got rid of Supreme Magicka).

As for LAME being overpowered, well.... Maybe - if you weren't running FCOM. With mods like that which make the game overall much more difficult, any edge the PC can get which is not completely godly is IMO completely fair.


I know what you mean but i don't want to screw up my game by moving L.A.M.E. somewhere it doesn't matter where even though BOSS told me to keep it there well i guess i'll have to experiment


I don't see SM as a overpowering mod i see it "balancing" mod because i found it that most spells were super weak... well at the end. Not unless you make them yourself...
I just want a bigger arsenal that applies to enemies and makes it more difficult to destroy, i mean i got pwned by a dark elf female assassin in a black suit used by dark brotherhood assassins and she only needed one arrow to take me out haha i find it very challenging and i like that, so why not make spells a little more useful and verstile, i wanna end up getting set on fire by a pathetic bandit wizard. I also balanced my races so that some choices do rly matter and right now my character can't bare much physical contact, however he's racial and birthsign powers make him a very powerful anti - mage who's able to absorb a small amount of magicka and also reflect it. I focused on mysticism because i wanted that and it suits this character ... SM makes absorb > mysticism like it should be and it got overwritten by L.A.M.E.

I think just by moving the main esp for L.A.M.E. before SM will fix it...

Thanks for the replies
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Russell Davies
 
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Post » Thu Jul 15, 2010 6:58 am

In regards to overall balancing, I'll point you to http://www.gamesas.com/index.php?/topic/814477-magic-overhaul-comparison/.

EDIT: I am a happy LAME + SM user myself :)
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Andrew Lang
 
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Post » Thu Jul 15, 2010 6:47 am

Sorry, I didn't mean to sound harsh.

What I'm trying to say is that regardless of what BOSS says, if you want one mod's changes to take precedence over that of another, then you will need to move the mod you want to 'win' closer to the bottom of the load order than the other mod. SO in this case, you want to move the SM files so that they load closer to the bottom than the LAME files.

E.G. move bgMagicEV.esp so that it is above SupremeMagicka.esp. This will make LAME's spells stick around, but SM's changes to the magic system and spell costs will be applied.

Edit: Trust me, it's safe to do so. If you're that unsure, then just keep a clean save before you make the change.
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Sandeep Khatkar
 
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Post » Thu Jul 15, 2010 4:37 pm

As stated in the readme for LAME, you change the load order. This is what readmes are for ya know?
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maya papps
 
Posts: 3468
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Post » Thu Jul 15, 2010 4:38 am

Dante my dear friend thats why humans exist to screw up things...
Such as..crashes, getting [censored] by a summoned ogre that came out of the sky, a imperial guard casting lightning at you, a deer suddenly summons 15 deers and you get deergoded and finally you find yourself infront of a imp who casts paralyze that lasts 20 seconds, then implings pop out of nowhere and they [censored] you like a fruit basket... thats my point you can screw up your game by one small error

I didn't bash the stuff and i put it before SM here's how it goes:
Spoiler
6D RealSleep.esp
6E bgMagicEV.esp [Version 1.7EV]
6F bgMagicEVShader.esp [Version 1.7EV]
70 bgMagicEVAddEnVar.esp [Version 1.68EV]
71 bgMagicShaderLifeDetect.esp [Version 1.68]
72 bgMagicEV_Conjuration_for_Supreme_Magicka.esp [Version 1.5]
----> Delinquent MASTER: SupremeMagicka.esp
73 SupremeMagicka.esp [Version 0.89]
74 SM_ShiveringIsles.esp [Version 0.86]
++ SM_DLCSpellTome.esp [Version 0.80]
++ SM_OOO.esp [Version 0.89]
++ SM_MMM.esp [Version 0.89]
++ SM_COBL.esp
++ SM_Scrolls.esp [Version 0.84]
75 MidasSpells.esp
76 Enhanced Grabbing.esp [Version 0.4]
77 Deadly Reflex 5 - Timed Block with no damage or durability changes.esp
78 DeadlyReflex 5 - Combat Moves.esp
++ SM_DeadlyReflex.esp [Version 0.86]


No objections? In any case i gotta see what changes can/will L.A.M.E. i want to keep some changes from SM (mysticism for absorb magic) however i wanna see those shaders, i wanna see those spells, life shader,..
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Maeva
 
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Post » Thu Jul 15, 2010 2:05 pm

If you look at Boss's masterlist, there is a comment after Lame's plugins that says "Expect SM to be moved here for people who want SM to 'win' over LAME." So just copy and paste all of SM's plugins right after Lame in your masterlist and you're good to go, until you update your masterlist.
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Joe Bonney
 
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Post » Thu Jul 15, 2010 1:13 pm

If you look at Boss's masterlist, there is a comment after Lame's plugins that says "Expect SM to be moved here for people who want SM to 'win' over LAME." So just copy and paste all of SM's plugins right after Lame in your masterlist and you're good to go, until you update your masterlist.


http://www.tesnexus.com/downloads/file.php?id=29790 :)
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Pants
 
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