» Tue Mar 29, 2011 11:02 pm
About OBME, using some new OBSE 20 functions, and adapting some of your mod's scripts, I have managed to recreate many effects from Morrowind: I have scripts for blind, detect enchantment and key, jump (aka 'no guarantees' fortify acrobatics effect), slowfall and swift swim. Plus I also edited the absorb effects so that they can be on target (very fun but a bit overpowered) and created a 'fortify attack' effect (which adds Attack Bonus to the actor) and damage/restore skill (mostly not to be used, they are mainly for testing)
In an esp file I made an 'OBME overhaul' assigning these effects the icons from Custom Spell Icons mod, placing all these effects in spells, potions, ingredients and scrolls, and these into leveled lists, problem is that it is dependent on Supreme magicka, bg's race and magic mods, and Cobl, and since Tes4Edit refuses to work with OBME mods, I'm having a hard time modularizing it.
If you want I could pass you the master file with the new effects so that you can take a look for ideas and stuff (they don't have any sounds associated though, so that I could make it independent of Oblivion.esm). The jump and slowfall scripts are pretty neat, they use the new Get/SetVerticalVelocity functions and don't require playing with the game settings like your scripted jump spells, plus there are various globals to control the effectiveness of the new effects. The blindness effect modifies an actor's Blindness AV (doesn't really do too much in combat), and his Attack and Defend bonuses AV's (so he does less and receives more melee damage), but it lacks a 'screen darkening' effect for when it is cast at the player (I would need an OBGE shader and script for that, and I'm clueless about that)
So, what do you think?