[RELZ] Supreme Magicka V0.89, Beta 0.90, Thread 26

Post » Tue Dec 07, 2010 9:26 am

For some reason Absorb spells in my game are still in the Restoration school, even though I have SM loading after LAME and the setting in the ini is correct. Here is my load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]05  TamrielTravellers.esm  [Version 1.39c]06  Armamentarium.esm  [Version 1.35]07  Better Cities Resources.esm08  TNR ALL RACES FINAL.esp09  TNR - ShiveringIsles.esp0A  Unofficial Oblivion Patch.esp  [Version 3.2.5]0B  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0C  Oblivion Citadel Door Fix.esp0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Better Cities .esp10  LoadingScreens.esp11  LoadingScreensAddOn.esp12  LoadingScreensSI.esp13  All Natural.esp  [Version 0.9.9]14  All Natural - SI.esp  [Version 0.9.9]++  All Natural - EW + NW + AWS.esp  [Version Final]15  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]16  WindowLightingSystem.esp17  Book Jackets Oblivion.esp18  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp++  CM_Better Wine_SI.esp19  ImprovedSigns.esp1A  Enhanced Economy.esp  [Version 3.4.3]1B  sr_super_hotkeys.esp1C  DLCHorseArmor.esp1D  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1E  DLCOrrery.esp1F  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]20  DLCVileLair.esp21  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]22  DLCMehrunesRazor.esp23  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]24  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]25  Book Jackets DLC.esp++  GrimbotsSpellTomes.esp26  DLCThievesDen.esp27  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]28  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]29  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2A  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]30  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]31  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]34  TamrielTravellers4OOO.esp  [Version 1.39c]35  ShiveringIsleTravellers.esp  [Version 1.39c]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]36  Geomancy & Gem Dust OOO (No Spell Change).esp37  OOO-WaterFish.esp  [Version 1.34]38  VaultsofCyrodiilBC.esp39  za_bankmod.esp3A  DLCBattlehornCastle.esp3B  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]3C  DLCFrostcrag.esp3D  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]3E  Knights.esp3F  Knights - Book Jackets.esp40  Knights - Unofficial Patch.esp  [Version 1.0.9]41  SM Plugin Refurbish(Merged).esp  [Version 1.21]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]++  KotN Wayshrine Fix.esp42  The Lost Spires.esp43  MannimarcoRevisited.esp44  MannimarcoRevisitedOOO.esp  [Version 0.1]45  xuldarkforest.esp  [Version 1.0.4]46  LostSpires-DarkForest patch.esp47  xulStendarrValley.esp  [Version 1.2.2]48  xulTheHeath.esp49  MMMMWL-TheHeath patch.esp4A  XulEntiusGorge.esp4B  xulFallenleafEverglade.esp  [Version 1.3.1]4C  LostSpires-Everglade patch.esp  [Version 1.2]4D  xulColovianHighlands_EV.esp  [Version 1.2.1]4E  xulChorrolHinterland.esp  [Version 1.2.2]4F  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]50  xulBravilBarrowfields.esp  [Version 1.3.2]51  xulLushWoodlands.esp  [Version 1.3]52  xulAncientYews.esp  [Version 1.4.2]53  xulAncientRedwoods.esp  [Version 1.6]54  xulCloudtopMountains.esp  [Version 1.0.3]55  xulArriusCreek.esp  [Version 1.1.3]56  xulPatch_AY_AC.esp  [Version 1.1]57  xulRollingHills_EV.esp  [Version 1.3.2]58  MMMMWL-RollingHills patch.esp59  xulPantherRiver.esp5A  xulRiverEthe.esp  [Version 1.0.2]5B  xulBrenaRiverRavine.esp  [Version 1.0.2]5C  xulImperialIsle.esp  [Version 1.6.3]5D  xulBlackwoodForest.esp5E  xulCheydinhalFalls.esp  [Version 1.0.1]5F  xulAspenWood.esp  [Version 1.0.1]60  xulSkingradOutskirts.esp61  Medium_FPSFIX_Natural_Vegetation.esp62  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]63  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]64  Dousing The Flames.esp  [Version 1.10]65  Dungeon Actors Have Torches 1.6 CT.esp66  Exterior Actors Have Torches 1.3 CT.esp67  Kyoma's Journal Mod.esp  [Version 3.2.0]68  Alternative Start by Robert Evrae.esp69  MidasSpells.esp6A  RenGuardOverhaul.esp6B  RenGuardOverhaulShiveringIsles.esp6C  Denock Arrows.esp6D  RealisticLeveling.esp6E  bgBalancingEVCore.esp  [Version 10.52EV-D]6F  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]70  bgMagicEVPaperChase.esp  [Version 1.68EV]71  SupremeMagicka.esp  [Version 0.90]72  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]73  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]++  Diverse Effect Icons for SM.esp++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]74  bgMagicBonus.esp  [Version 1.7EV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]75  bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp  [Version 10.0EV-D]76  Better Cities - Full City Defences.esp77  Better Cities Full.esp78  BCBravilFULL-Barrowfields patch.esp79  BCChorrol-ChorrolHinterland fix.esp7A  BCCheydinhalFULL-CheydinhalFalls patch.esp7B  BCSkingrad-SkingradOutskirts patch.esp7C  Better Imperial City.esp7D  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]7E  bgMagicLightningbolt.esp++  Visually Realistic Deadly Lava.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]7F  Bashed Patch, 0.esp


User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Mon Dec 06, 2010 6:20 pm

@FantomX: You are loading lame plugins after supreme magicka which may be overriding some of SM's features. You will need to load them before supreme magicka and then use the bashed patch to import graphics from the lame shader mods. Thats what stands out to me the most. The other thing to check is that you havn't disabled that feature in the ini.
User avatar
Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Mon Dec 06, 2010 6:50 pm

I didn't think the shaders at the end would be a problem (BOSS put them there), but that did the trick. Thanks!
User avatar
Aman Bhattal
 
Posts: 3424
Joined: Sun Dec 17, 2006 12:01 am

Post » Tue Dec 07, 2010 2:05 am

Strategy Master: Did you ever get around to looking into that issue I had with the multiple rings thing? I know I had the "show rings" tweak on in the bashed patch, but I thought the duplication part of the problem had been a bug. I still love your mods, no worries. ;)
User avatar
April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Mon Dec 06, 2010 10:53 pm

For some reason the starter spell of flare was turned into a scroll, Is this what Supreme Magicka does?

Load Order.

Spoiler
00 Oblivion.esm
01 Francesco's Leveled Creatures-Items Mod.esm
02 Francesco's Optional New Items Add-On.esm
03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
04 Mart's Monster Mod.esm [Version 3.7b3p3]
05 FCOM_Convergence.esm [Version 0.9.9MB3]
06 Armamentarium.esm [Version 1.35]
07 Artifacts.esm [Version 1.1]
08 Unofficial Oblivion Patch.esp [Version 3.2.5]
09 DLCShiveringIsles.esp
0A Unofficial Shivering Isles Patch.esp [Version 1.4.0]
0B Francesco's Optional Chance of Stronger Bosses.esp
0C Francesco's Optional Chance of Stronger Enemies.esp
0D Francesco's Optional Chance of More Enemies.esp
0E Francesco's Optional Leveled Guards.esp
0F FCOM_Francescos.esp [Version 0.9.9]
10 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
11 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
12 DLCHorseArmor.esp
13 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
14 DLCOrrery.esp
15 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
16 DLCVileLair.esp
17 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
18 DLCMehrunesRazor.esp
19 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
1A DLCSpellTomes.esp
1B DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
1C XiaNewAmuletsV1.esp
1D DLCThievesDen.esp
1E DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
1F DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
20 KDCircletsOOOOptimized - NPC Equip.esp [Version 1.2]
21 FCOM_KDCircletsOOOOptimizedNPCEquip.esp [Version 0.9.9]
22 Bob's Armory Oblivion.esp
23 FCOM_BobsArmory.esp [Version 0.9.9]
24 Loth's Blunt Weapons for Npcs.esp
25 FCOM_LothsBluntWeapons.esp [Version 0.9.9]
26 Oblivion WarCry EV.esp
27 FCOM_WarCry.esp [Version 0.9.9MB3]
28 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
29 OOO_XiaNewAmulets Addon - LLOnly.esp [Version 0.5]
2A OMOBS.esp [Version 1.0]
2B OMOBS_SI.esp [Version 1.0]
2C ArmamentariumLLVendors.esp [Version 1.35]
2D ArmamentariumArtifacts.esp [Version 1.35]
2E FCOM_Convergence.esp [Version 0.9.9Mb3]
2F FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
30 FCOM_RealSwords.esp [Version 0.9.9]
31 Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3]
32 Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]
33 Mart's Monster Mod - Diverse Runeskulls Loot.esp [Version 3.7b3p3]
34 FCOM_Archery.esp [Version 0.9.9]
35 FCOM_Archery_Armamentarium.esp
36 FCOM_Archery_Artifacts.esp
37 FCOM_Archery_RealSwords.esp
38 Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
39 ArmamentariumLL4OOO.esp [Version 2.01]
3A ArmamentariumLLMagicOOO.esp [Version 1.35]
3B Artifacts.esp [Version 1.1]
3C Artifacts - ArmaCompleteAddon.esp [Version 1.0]
3D DLCBattlehornCastle.esp
3E DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
3F DLCFrostcrag.esp
40 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
41 Knights.esp
42 Knights - Unofficial Patch.esp [Version 1.0.9]
43 FCOM_Knights.esp [Version 0.9.9Mb3]
44 SupremeMagicka.esp [Version 0.90]
45 SM_ShiveringIsles.esp [Version 0.86]
46 SM_DLCSpellTome.esp [Version 0.80]
47 SM_OOO.esp [Version 0.89]
48 SM_MMM.esp [Version 0.89]
49 bgMagicEV_Conjuration_for_Supreme_Magicka.esp [Version 1.5]
----> Delinquent MASTER: bgMagicEV.esp
4A MidasSpells.esp
4B bgMagicEV.esp [Version 1.7EV]
4C bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
4D bgMagicItemSigil.esp [Version 1.68EV]
4E bgMagicEVStartspells.esp [Version 1.68EV]
4F bgMagicBonus.esp [Version 1.7EV]
50 bgMagicEVAddEnVar.esp [Version 1.68EV]
51 bgMagicEVPaperChase.esp [Version 1.68EV]
52 bgMagicAlchemy.esp [Version 1.57]
53 bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]
54 bgMagicEVShader.esp [Version 1.7EV]
55 bgMagicShaderLifeDetect.esp [Version 1.68]
56 bgMagicLightningbolt.esp
57 Bashed Patch, 0.esp

User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Tue Dec 07, 2010 9:43 am

I believe that LAME does that, and your load order needs fixing. Remove the LAME conjuration for SM plugin. The whole point of that plugin is to override SM, when SM is loading after LAME. You have LAME loading later, so that plugin is doing nothing other that giving you a load order error.
User avatar
KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Tue Dec 07, 2010 12:43 am

Ahh stupid me, After and later seem the same to me.
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Mon Dec 06, 2010 8:21 pm

"After" and "later" are the same when referring to load order. What are you confused about now...?
User avatar
sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Mon Dec 06, 2010 8:08 pm

Well the Forum just broke...

Uhh Ok maybe i wasnt confused, just didnt read enough.

Is there anything else wrong with that order?

Mainly because its still happening.
User avatar
u gone see
 
Posts: 3388
Joined: Tue Oct 02, 2007 2:53 pm

Post » Tue Dec 07, 2010 7:52 am

Yeah, the forum went wonky on me too...

Nothing else is wrong with your load order, and SM does not do that. It looks like LAME does not do that either, but I know I read about a mod that I use that does that. I use SM and LAME...maybe RBP...I will look some more.
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Mon Dec 06, 2010 9:42 pm

From L.A.M.E.'s readme:

- StartingSpells: Usually you're starting with a fixed set of spells. Let's say you want to be a druid and choose conjuration - you'll get the Scamp summon spell. Not with this module anymore! Instead of normal starting spells, you're getting a "Memory" spell for each chosen magic school. When cast they allow you to choose with magic you want to start with.

Edit: Sorry about the double post. I was on the wrong page when I responded...
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Tue Dec 07, 2010 6:46 am

From L.A.M.E.'s readme:

- StartingSpells: Usually you're starting with a fixed set of spells. Let's say you want to be a druid and choose conjuration - you'll get the Scamp summon spell. Not with this module anymore! Instead of normal starting spells, you're getting a "Memory" spell for each chosen magic school. When cast they allow you to choose with magic you want to start with.

Edit: Sorry about the double post. I was on the wrong page when I responded...


So what am i supposed to do exactly, is that after the Emperor
Spoiler
dies
and i get too choose what i want?
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Tue Dec 07, 2010 1:18 am

I do not know. I do not use that plugin. It does not take long to play through, so I would play through the starter dungeon. However, I would expect that you would get to choose right off the bat. Maybe you get to choose when you pick your class, so that would be post the Emperor dying. (I think most of us figured that out, haha.)
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Tue Dec 07, 2010 5:43 am

I do not know. I do not use that plugin. It does not take long to play through, so I would play through the starter dungeon. However, I would expect that you would get to choose right off the bat. Maybe you get to choose when you pick your class, so that would be post the Emperor dying. (I think most of us figured that out, haha.)


Hmm I shall test it out.
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Tue Dec 07, 2010 2:49 am

For some reason the starter spell of flare was turned into a scroll, Is this what Supreme Magicka does?

From L.A.M.E.'s readme:

- StartingSpells: Usually you're starting with a fixed set of spells. Let's say you want to be a druid and choose conjuration - you'll get the Scamp summon spell. Not with this module anymore! Instead of normal starting spells, you're getting a "Memory" spell for each chosen magic school. When cast they allow you to choose with magic you want to start with.


I also had the starter spells changed to scrolls, but I'm only using SM, no LAME in my load order, any ideas as to what else could be causing this?

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 Armamentarium.esm [Version 1.35]
• 08 Artifacts.esm [Version 1.1]
• ++ HrmnsOblivionScriptOptimizationv1.0.esp
• 09 LD_Patrick_Stewart_Sean_Bean.esp
• 0A Unofficial Oblivion Patch.esp [Version 3.2.4]
• 0B UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
• 0C Oblivion Citadel Door Fix.esp
• 0D DLCShiveringIsles.esp
• 0E Unofficial Shivering Isles Patch.esp [Version 1.4.0]
• 0F Francesco's Optional Chance of Stronger Bosses.esp
• 10 Francesco's Optional Chance of Stronger Enemies.esp
• 11 Francesco's Optional Chance of More Enemies.esp
• 12 Francesco's Optional Leveled Quests-SI only.esp
• 13 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]
• 14 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
• 15 Fran_Lv30Item_Maltz.esp
• ++ Item interchange - Extraction.esp [Version 0.78]
• 16 Enhanced Economy.esp [Version 3.3.4]
• 17 DLCHorseArmor.esp
• 18 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
• 19 DLCOrrery.esp
• 1A DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
• 1B DLCVileLair.esp
• 1C DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
• 1D DLCMehrunesRazor.esp
• 1E DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
• 1F DLCSpellTomes.esp
• 20 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
• 21 DLCThievesDen.esp
• 22 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
• 23 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
• 24 Cobl Glue.esp [Version 1.72]
• 25 Cobl Si.esp [Version 1.63]
• 26 OOO 1.32-Cobl.esp [Version 1.72]
• ++ FCOM_Cobl.esp [Version 0.9.9]
• 27 Loth's Blunt Weapons for Npcs.esp
• ++ 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-No_Guild_Ownership.esp [Version 1.33]
• 2C OOO-Container_Trap_Instant_Effects.esp [Version 1.33]
• ++ OMOBS.esp [Version 1.0]
• ++ OMOBS_SI.esp [Version 1.0]
• 2D ArmamentariumArtifacts.esp [Version 1.35]
• 2E Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
• 2F FCOM_Convergence.esp [Version 0.9.9Mb3]
• ++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
• 30 FCOM_RealSwords.esp [Version 0.9.9]
• 31 FCOM_DurabilityAndDamage.esp [Version 0.9.9]
• ++ FCOM_SpawnRatesReduced.esp [Version 0.9.9Mb3]
• ++ FCOM_SaferRoads.esp [Version 0.9.9]
• ++ FCOM_LessRats.esp [Version 0.9.9]
• ++ FCOM_LessReaversInGates.esp [Version 0.9.9]
• 32 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
• 33 Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]
• 34 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
• 35 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
• 36 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
• 37 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
• 38 Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
• 39 Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]
• ++ FCOM_HungersUnitySI.esp [Version 0.9.9]
• ++ FCOM_Archery.esp
• ++ FCOM_Archery_Armamentarium.esp
• ++ FCOM_Archery_Artifacts.esp
• ++ FCOM_Archery_RealSwords.esp
• ++ FCOM_Archery_MMM_H&C.esp
• ++ FCOM_FriendlierFactions.esp [Version 0.9.9]
• 3A Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
• ++ ArmamentariumLL4OOO.esp [Version 2.01]
• ++ ArmamentariumLLMagicOOO.esp [Version 1.35]
• ++ MMM-Cobl.esp [Version 1.69]
• 3B Artifacts.esp [Version 1.1]
• ++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]
• 3C DLCBattlehornCastle.esp
• 3D DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
• 3E DLCFrostcrag.esp
• 3F DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
• 40 Knights.esp
• 41 Knights - Unofficial Patch.esp [Version 1.0.9]
• ++ FCOM_Knights.esp [Version 0.9.9Mb3]
• 42 Harvest [Flora].esp [Version 3.0.0]
• 43 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
• 44 Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
• 45 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
• 46 Scouter.esp
• 47 SupremeMagicka.esp [Version 0.90]
• 48 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
• 49 SM_EnchantStaff.esp [Version 0.80]
• ++ SM_Scrolls.esp [Version 0.84]
• ++ SM_SigilStone.esp [Version 0.83]
• 4A Oblivion XP.esp [Version 4.1.5]
• ++ Item interchange - Placement for FCOM.esp [Version 0.78]
• 4B CCR - EE.esp
• 4C Bashed Patch, 0.esp
• 4D OOO-Magic_Script_Effect_Fix.esp [Version 1.33]
• 4E FormID Finder4.esp
• 4F Oblivion Graphics Extender Support.esp [Version 0.2]
• 50 Streamline 3.1.esp

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Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Tue Dec 07, 2010 12:23 am

Maybe SM is the one that changes the starting spells. An easy way to figure out this one is to just start out a new game with everything but SM (and its dependencies) installed. That will answer these questions. I have had SM in my load order a long time, so I probably just did not notice or pay it much attention. I knew that one of the mods in my load order did it, haha.
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joseluis perez
 
Posts: 3507
Joined: Thu Nov 22, 2007 7:51 am

Post » Mon Dec 06, 2010 9:56 pm

From the first post:
Health, Magicka and fatigue now all regain naturally over time. In combat all regeneration is slowed. Some birthsigns can increase this combat regeneration. Because of this change the default two starting spells are disabled on new games (health spell still exists but does nothing) unless you have a major skill in restoration or destruction. Once again the ini can modify these changes or disable them all together.

This gave me a few hours of wonderment when I first tried to determine what went wrong in my install.
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alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Tue Dec 07, 2010 3:15 am

From the first post:
Health, Magicka and fatigue now all regain naturally over time. In combat all regeneration is slowed. Some birthsigns can increase this combat regeneration. Because of this change the default two starting spells are disabled on new games (health spell still exists but does nothing) unless you have a major skill in restoration or destruction. Once again the ini can modify these changes or disable them all together.

This gave me a few hours of wonderment when I first tried to determine what went wrong in my install.

I was looking for those instructions. I did not search "disable," haha.
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james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Mon Dec 06, 2010 11:10 pm

Hi all, here's what I found in the console the other day after fighting two Balrogs (or rather tgm-ing them - it's just too long otherwise -lame I know)

http://i980.photobucket.com/albums/ae286/pastador59/ScreenShot1.jpg

I'm using 0.90 Beta 3. I should mention the game didn't crash.

On an unrelated note I got a few repeatable ctds after frying mudcrabs and zombies - as soon as the wizard's fury spell hit them, the game would ctd. Could that be related to SM? I also use LAME and DR, but this crash started recently and SM was the only spell mod that was updated recently. (hmm, along with Midas, come to think of it).

Thanks for any help.
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Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Tue Dec 07, 2010 10:09 am

Hi all, here's what I found in the console the other day after fighting two Balrogs (or rather tgm-ing them - it's just too long otherwise -lame I know)

http://i980.photobucket.com/albums/ae286/pastador59/ScreenShot1.jpg

I'm using 0.90 Beta 3. I should mention the game didn't crash.

On an unrelated note I got a few repeatable ctds after frying mudcrabs and zombies - as soon as the wizard's fury spell hit them, the game would ctd. Could that be related to SM? I also use LAME and DR, but this crash started recently and SM was the only spell mod that was updated recently. (hmm, along with Midas, come to think of it).

Thanks for any help.

Do you use Quest Award Leveler? Also, I think SM has the spell leveling off by default because of compatibility awareness, anyway.
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Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Tue Dec 07, 2010 2:22 am

Hmnm, interesting looking mod. I just returned to Oblivion after about a 1.5-2 year absence, and I decided to play a straight mage with the Atronach birthsign. I thought it would be a fun challenge, but instead it's a bit of a nightmare, mostly due to the insanely high magicka costs of everything (especially considering that the hit points of enemies are plainly balanced for high-strength-and-endurance fighter types). Looking over your description of the mod, there are a couple of things in here I'm not a fan of, but mostly these sound like the way the game should have been.

A couple of things:

A.) Does OBSE slow down the game? My computer isn't exactly cutting-edge, and I have some problems in outdoor settings. This is the first OBSE-dependent mod I've ever really wanted, so I really have no experience with it.

B.) A though/suggestion: I would love to see a magicka cost reduction tied to Spell Effectiveness of 100%, so unarmored straight mages see more of a benefit from not wearing armor. Currently, all those lost enchantment slots plus the protection is an awful lot to give up for not much gain.

C.) Looking over your optional birthsign changes, I just have to ask, don't you think the Atronach birthsign is gimped enough in vanilla?
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RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Tue Dec 07, 2010 12:16 am

Hmnm, interesting looking mod. I just returned to Oblivion after about a 1.5-2 year absence, and I decided to play a straight mage with the Atronach birthsign. I thought it would be a fun challenge, but instead it's a bit of a nightmare, mostly due to the insanely high magicka costs of everything (especially considering that the hit points of enemies are plainly balanced for high-strength-and-endurance fighter types). Looking over your description of the mod, there are a couple of things in here I'm not a fan of, but mostly these sound like the way the game should have been.

A couple of things:

A.) Does OBSE slow down the game? My computer isn't exactly cutting-edge, and I have some problems in outdoor settings. This is the first OBSE-dependent mod I've ever really wanted, so I really have no experience with it.

B.) A though/suggestion: I would love to see a magicka cost reduction tied to Spell Effectiveness of 100%, so unarmored straight mages see more of a benefit from not wearing armor. Currently, all those lost enchantment slots plus the protection is an awful lot to give up for not much gain.

C.) Looking over your optional birthsign changes, I just have to ask, don't you think the Atronach birthsign is gimped enough in vanilla?

I recommend using the mod along with the http://theelderscrolls.info/?go=dlfile&fileid=215, which sounds right up your alley. Supreme Magicka is one of the most balanced of the magic overhauls. Consider the overall changes to the magic system when looking at a specific change. Race Balancing Project increases the benefits of lacking armor and tones down the birth signs, however. If you use BOSS to install your load order, RBP will load last, so you will have its birth sign changes. (Read the readme thoroughly to see all of the changes. It is quite impressive.) You can also tweak the Supreme Magicka INI to match all of RBP's settings if you look for the default RBP value in comments. I suggest first playing with SM's settings because (as I said earlier) it is already well balanced.

Edit: Since you are coming back after a long absence. I suggest reading through the guide linked in my sig. It will walk you through the process of installing Oblivion, the latest patches (official and unofficial) the current utilities and the installation of various mods. There is a lot of other information on the site that you may want to catch up on as well, but I suggest going through the guide first.

From SM's readme (first post): It attends to the armor penalty as well. RBP is much more severe, which is easy to see if you look at the differences in the defaults in the INI file.

* General Changes:

Changes some game settings: armour now penalizes your magical abilities more if you wear more equipment but penalizes less if you only wear a few small objects. Your magicka regeneration rate is slower at the beginning but increases a lot faster at higher willpowers. Magic projectiles are faster and travel further but are still not at the speed of light. Ranged and area spells cost slightly less than before. NPCs also have higher magicka to compensate for their stupidity. Most of these settings are configurable in the customization file.
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Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Tue Dec 07, 2010 3:20 am

Yes Tomlong, I do use Quest award leveler. Are there compatibility problems I shold know about? I've just seen there was an option to disable the levelled changes to Wizard's fury, I didn't know about that. I've turned it off to see if that helps.

Thanks for the reply ;)
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Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Tue Dec 07, 2010 2:45 am

Yes, I have always used QAL, and I actually forgot to turn off the quest spells leveler in one of the mods, resulting in duplicates. I recommend turning off QAL's because SM's are balanced to fit its overhauled magic system.
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El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Tue Dec 07, 2010 2:37 pm

Supreme magicka quest spell levelling is more advanced than the QAL's one. The checks for when you actually gain the spells are much more accurate and it upgrades the spell dynamically per level rather than upgrading it only at particular levels.

@Hubris:

A: No OBSE itself has no performance drops. Only performance drops could occur if the modder dosn't do his scripting in his mod safely.

C: Actually no, Atronach is a very powerful ability especially for a straight warrior. In any case I prefer to think of birthsigns as playstyles rather than just a bonus spell or stat boosts.
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Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

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