[REL] No Spells For Sale

Post » Sat May 28, 2011 6:17 pm

Here's just a simple thing I whipped up based on a request from SCO at GHF. It just removes the options to buy spells from ALL NPCs in the game.


Download:

http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=3874#p67593

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9002


Readme:
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The Elder Scrolls III
MORROWIND:
No Spells For Sale

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Index:

1. Description
2. Installation
3. Playing the Plugin
4. Features
5. Version
6. Conflicts
7. Thanks
8. Copyright


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1. PLUGIN DESCRIPTION

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TITLE: No Spells For Sale
VERSION: 1.0

PLUG-IN TYPE: Tweak

BY: Fliggerty
CONTACT: http://www.fliggerty.com

This simple mod only removes the spell selling option from all NPCs that have it, with
the intention of making the game a bit more difficult.

It is dynamic, so it will work with all trainers added by any mods or expansions.

This mod is dependent upon Morrowind Script Extender (MWSE)


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2. INSTALLING THE PLUGIN

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To install the plugin, unzip the files into the Morrowind/Data Files
directory.

REQUIREMENTS: Morrowind, Bloodmoon, Tribunal, Morrowind Script Extender (latest version)


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3. PLAYING THE PLUGIN

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From the Morrowind Launcher, select Data Files and check the box
next to the No Spells For Sale.esp file.
Launch Morrowind via the MWSE shortcut.


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4. PLUGIN FEATURES

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-- Spells can now only be acquired through quests and spellmaking.


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5. PLUGIN VERSION

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v1.0
Initial release


I hope you'll enjoy playing this mod. Please direct comments, suggestions,
bug reports, questions to : fliggerty@fliggerty.com

Or visit Great House Fliggerty at http://www.fliggerty.com


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6. CONFLICTS

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I have tried to avoid any conflicts with any common mods. I may have missed something
here or there, if I did please let me know!


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7. THANKS

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Too many right now. Still compiling the list.
But to start it off:

FreshFish: For giving us MWSE.
CDCooley: For continuing the support of MWSE.
SCO: Originally suggested this on the GHF forums.
Bryss Phoenix: As always, infinite friendship!
Those who have made GHF all that it is and have inspired me to continue modding.
Everybody else who has always been supportive of modders in general.


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8. COPYRIGHT

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This plugin is freely modifiable, as long as this readme
file accompanies it and credit is given to the original author. But please remember
that not everything here is my work. Refer to section 7.THANKS. By downloading
and running this plugin, you acknowledge the following :

- You have read and understood this readme file.
- You acknowledge that the author of this plugin accepts no responsibility for
damage to your game saves, operating system, computer, etc,
when using this plugin.

NOTE: Please do not upload any of my plugins for distribution without my permission. I strongly prefer to have
access to everywhere that my work is hosted so that I can update and maintain all of it.


Enjoy!
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Sat May 28, 2011 6:22 am

That's... Interesting. There are probably quite a few spell effects you can never cast because of this. And you're screwed if you want to advance to the top of House Telvanni. :P
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Sat May 28, 2011 1:50 pm

Heh. Yesterday I decided to play a thief character who doesn't buy anything through barter menu. Is there a chance you also remove the barter menu (only if it isn't gamebreaking)?
User avatar
Sarah Unwin
 
Posts: 3413
Joined: Tue Aug 01, 2006 10:31 pm

Post » Sat May 28, 2011 2:59 pm

This sounds very realistic, actually. Now there would just have to be a cool system for learning all those magic effects somehow.

...Perk trees, anyone?

Or maybe a random chance for learning a new spell if you get trained from another NPC.
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Sat May 28, 2011 5:57 pm

Doesn't this make it practically impossible to play a mage character? Except for the start spells (and a few other exceptions) this is the only way to acquire spells.
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Sat May 28, 2011 7:16 pm

This sounds very realistic, actually. Now there would just have to be a cool system for learning all those magic effects somehow.


Tamriel Rebuilt does teach spells via books,,,,

edit: replaced acronym
User avatar
Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Sat May 28, 2011 11:59 am

Thanks Fliggerty. Much appreciated.

Hope this turns the "unique" quest spells more special and desirable.
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm


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