Author: Borgut1337
Version: 2.0
Download Link: http://tesnexus.com/downloads/file.php?id=35264
Requirements:
- OBSE version 19+. Last stable version: http://obse.silverlock.org/
- Latest Official Patch: http://elderscrolls.com/downloads/updates_patches.htm
- OBME v1.0: http://tesnexus.com/downloads/file.php?id=31981
- 7zip or another similar program to unpack the .7z files.
Recommended:
- Unofficial Oblivion Patch: http://www.tesnexus.com/downloads/file.php?id=5296.
- Oblivion Mod Manager (OBMM): http://www.tesnexus.com/downloads/file.php?id=2097. Useful for sorting your load order if you’re using multiple mods at the same time.
Introduction
Recently Jroush released his 1.0 non-beta version of Oblivion Magic Extender, making it possible to create all new Magic Effects without the use of untested beta programs. I thought it would be a good idea to make a common library for magic effects, a bit in the same way that Cobl is for items, before people would start making duplicates of all kinds of magic effects.
Installation
Currently this mod only supports manual installing, so no OMOD. Installing the mod is fairly straightforward however, so it shouldn’t be a problem.
1. Download the .7z file and save it in a temporary location (for example C:\Downloads)
2. Unpack the .7z file
3. In the unpacked files you will find the following:
- Meshes
- Textures
- Diverse Magic Effects Resource.esm
Copy and paste (or move) all 3 files/folders to you Oblivion\Data folder, which will most likely be in either C:\Program Files\Bethesda Softworks\Oblivion\Data or in D:\Program Files\Bethesda Softworks\Oblivion\Data.
It might be located somewhere else too depending on where you installed the game.
Note on load order: Diverse Magic Effects Resource.esm should load after Oblivion.esm. Apart from that the load order doesn’t really matter, so you can safely put it directly after Oblivion.esm
Uninstall
Remove the following files:
- Diverse Magic Effects Resource.esp in Oblivion\Data folder
- Everything in the folder meshes\magiceffects\AADSDiverseMagicEffects
- Everything in the folder textures\magic\AADSDiverseMagicEffects
- Everything in the folder textures\menus\icons\AADSDiverseMagicEffects
Description
This is a modder’s resource.
This plugin adds many different magic effects, like Holy damage, Holy Fire, Nature’s Healing, Blood damage and many others. You can find a complete list with descriptions in an added .xls file.
You can use this modder’s resource in 3 ways:
1. Make your mod dependant on Diverse Magic Effects Resource.esp, adding this plugin and it’s requirements to your mod’s requirements. Your mod can then simply reference and use the new magic effects.
2. You can also copy the effects you want in your mod over to your own mod by hand or using some utility program. This defeats the original purpose of a common library, but if you prefer to do it this way you may. Your mod won’t be dependant on Diverse Magic Effects Resource.esp, but will still require the same requirements.
3. You can make totally new magic effects yourself using meshes or textures added by this resource. There won’t be any dependancies added to your mod from this resource if you include the used meshes and textures in your mod.
If you want to get some spells from each effect for testing purposes (or to enable using them in spellmaking and enchanting altars), enter the console (default key: ~ ) and type the following without the quotation markers: "Set AADSDiverseMagicEffectsTestQuest.DoOnce1 to 1".
There are now some effects of which the name start with ''DO NOT USE''. As a player you won't see them anywhere, but they are visible to modders. As the names say, do not use them, they either just don't work or they may even cause crashes. They are only left in there in case I try to make them work in the future or in case anyone wants to help and try to find out why they don't currently work.
Incompatibilities
This mod has a few incompatabilities, which are the same as OBME’s incompatabilities:
- It is incompatabile with Custom Spell Icons v3.1, because of that version’s .dll files.
- Some OBSE functions do not fully work with OBME. There are good replacements for these functions in OBME itself though.
- TES4Edit v2.5.3 may crash if a magic effect or magic item added by this plugin is selected. The plugin itself can still be loaded/saved though.
- Wrye Bash v287 should work fine as long as you don’t try to build a bashed patch which includes magic items.
To prevent further incompatabilities, all magic effects made by this resource use OBME’s dynamic magic effect codes functionality. This information is only important for modders using this resource, so don’t worry if you don’t know what this means.
Known Issues/Bugs
- The colors of the Absorb and Shock Damage effects are partially controlled through game settings. To make new versions of these (Nature’s Wrath, Drain Life and Steal Magicka), I made a script changing the game settings to the appropriate colors if the Player has these spells selected. It means they are not 100% appropriate for use by NPCs.
It also means that the colors of vanilla Shock/Absorb effects used in weapon enchants or by NPCs might be a little off if the Player has a new version of these types ‘’equipped’’ when they are used by NPCs/Weapons.
If this is game-breaking to you and you wish to disable the coloring functionality of these effects, that is possible! Enter the console ( ~ ) and type without the quotation marks:
‘’StopQuest AADSDiverseMagicEffectsGameSettingsQuest’’. This will however, also make Drain Life and Steal Magicka effects with an on Target range pretty much obsolete, since they will only work in a short range. To revert this, after entering the console type:
‘’StartQuest AADSDiverseMagicEffectsGameSettingsQuest’’.
Licensing/Legal
1. I can not be held responsible for any problems whatsoever, related or unrelated to this mod. These problems might include, but are not limited to, severe addiction to Oblivion, exploding PCs, ruined relationships etc.
2. Since this is a modder’s resource, you may use everything that comes with this file in any of the ways described in this readme’s description, provided that you give me and the people in my credits list credits where due! You may either add the files your mod requires from this resource in your mod, or you may link to this resource’s download location in your mod’s readme and tell your users to download this too.
What can you do to help?
With the aim of becoming a common library for Magic Effects, please by all means let me know (using the contact info below) if you have requests for any magic effects. If I think they’re doable and would make sense to add to the resource (e.g. if I think more people could make use of it), I’ll try to add them.
Contact
If you need to contact me to report bugs or for suggestions, you can do so through the following ways:
- You can PM me on official Bethesda Softworks forums as Borgut1337
- You can e-mail me at borgut1337@gmail.com (when emailing me, plz use something like ‘’Oblivion Mod’’ as subject)
Tools used
- TES Construction Set
- NifSkope
- Gimp
- TES4Files
- OBME
Credits
I hope I didn’t forget anyone in this credits list, but if I forgot anyone, please contact me as soon as possible and I’ll put you in the list.
Bethesda Softworks
TesNexus for a place for uploading and downloading
Cs.elderscrolls.com for lots of help with just about anything related to modding
The OBSE team
JRoush for OBME
statttis for some of the new icons
List of current effects (more detailed descriptions are in a .xls file included in the download)
Arcane Damage
Blood Damage
Death Coil
Drain Life
Earthquake
Frostfire Damage
Frost Weight
Holy Damage
Holy Fire
Holy Heal
Holy Shield
Ice Damage
Kinetic Damage
Knock Down
Magic Absorption
Nature's Healing
Nature's Wrath
Plague Damage
Shadow Damage
Steal Magicka
Telekinetic Knock
Telekinetic Pull
Water Damage
Wind Damage
Changelog
13-11-2010: Version 2.0 released.
- Added Earthquake
- Added Knock Down
- Added Telekinetic Knock
- Added Telekinetic Pull