[ RELz | WIPz ] ... tejón's thread-O-mods ...

Post » Thu May 12, 2011 10:08 am

http://www.gamesas.com/index.php?showtopic=1049541

Big Things...

  • http://www.tesnexus.com/downloads/file.php?id=14065
    See 1st post below for additional information.
    Smooth character advancement system: no level-up screens, no managing multipliers.
    Updated: 4 Aug '09
    Version: RC3
    Status: stable - needs updated documentation

  • http://www.tesnexus.com/downloads/file.php?id=14304
    See 2nd post below for additional information.
    Allows full configuration of both overall skill advancement and individual skill increase rates.
    Updated: 10 Aug '09
    Version: 2.2 pre
    Status: stable - needs updated documentation

  • http://www.tesnexus.com/downloads/file.php?id=12149
    See 3rd post below for additional information.
    An effort to make each birthsign uniquely influence how the game feels.
    Updated: 31 May '10
    Version: 3.11
    Status: stable release

  • http://www.tesnexus.com/downloads/file.php?id=26216
    See 4th post below for additional information.
    Like the last one, except for races!
    Updated: 25 Apr '10
    Version: 0.47
    Status: stable - but not final

  • http://www.tesnexus.com/downloads/file.php?id=25776
    See 5th post below for additional information.
    Magic overhaul formerly called MagLite. Undergoing major design revisions!
    Updated: 20 Oct '09
    Version: 0007
    Status: public prototype - active development

  • http://www.tesnexus.com/downloads/file.php?id=20850
    Six interwoven components, each of which can be enabled or disabled independently:
    • Hunger and exhaustion, with fatigue drain as the penalty for neglecting your needs.
    • Collapse whenever fatigue reaches zero.
    • Screen blur to indicate low fatigue (optionally also health).
    • Extensive and customizable adjustments to fatigue drain rates and the effects of low fatigue.
    • The base cost of the Restore Fatigue effect is increased.
    • Also includes Roughing It, which allows you to sleep without a bed (but not quite anywhere).
    Updated: 15 Aug '09
    Version: 1.11
    Status: stable release

  • http://www.tesnexus.com/downloads/file.php?id=25616
    No more mastery level restrictions on spells... but a chance of failure instead!
    Updated: 03 Aug '09
    Version: 2.6
    Status: stable release

  • http://www.tesnexus.com/downloads/file.php?id=25040
    Bringing you the latest technological advances in breaking stuff.
    Updated: 04 Aug '09
    Version: 1.5
    Status: stable release



Little Things...

  • http://www.tesnexus.com/downloads/file.php?id=11237
    The loading screens tell you Willpower affects vulnerability to magic. They aren't lying anymore!
    Updated: 12 Aug '09
    Version: 4.1
    Status: stable release

  • http://www.tesnexus.com/downloads/file.php?id=25204
    A collection of Detect Life shaders. Invis-savvy!
    Updated: 18 Jun '09
    Version: 1
    Status: stable release

  • http://www.tesnexus.com/downloads/file.php?id=26288
    Adjusts the rate of wear on armor and weapons based on the Armorer skill of the character using them.
    Updated: 19 Aug '09
    Version: 1.2
    Status: stable release

  • http://www.tesnexus.com/downloads/file.php?id=16065
    Grants increased Fatigue damage to unarmed attacks, so you can knock people out before they're dead.
    Updated: 19 Mar '08
    Version: 1
    Status: stable release

  • http://www.tesnexus.com/downloads/file.php?id=31297
    Game files indicate that these creatures were meant to have spell resistance. Granted! Includes OOO support.
    Updated: 23 Apr '10
    Version: 1
    Status: stable release - expanded mod support expected


These minor mods are bundled with others above, but can be downloaded separately:
http://www.tesnexus.com/downloads/file.php?id=26012 w/nGCD
http://www.tesnexus.com/downloads/file.php?id=24441 w/TFE
http://www.tesnexus.com/downloads/file.php?id=25016 w/Birthsigns Expanded
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electro_fantics
 
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Joined: Fri Mar 30, 2007 11:50 pm

Post » Thu May 12, 2011 7:13 pm

http://www.tesnexus.com/downloads/file.php?id=14065

GCD, Galsiah's Character Development, is a mod for Morrowind. Galsiah didn't move on to Oblivion, so I started working on this substitute. In tribute to Galsiah's masterpiece, this is "not Galsiah's Character Development," nGCD.

nGCD is a total overhaul for character advancement, meaning it completely replaces the standard Oblivion rules for gaining levels and attributes, including Health and Magicka. The primary goal of nGCD is to encourage an immersive perspective on advancement: your race gives you certain aptitudes, and you choose which skills to improve. Depending on those factors, your attributes develop naturally.

The level-up screen is completely removed. You are never asked whether you'd rather improve Strength or Agility: you've already made that decision by choosing to swing a warhammer, or sneaking around picking locks. Characters who spend time in melee will gain Health, and casting spells increases Magicka. nGCD also makes Magicka regeneration independent of the size of your Magicka pool. Playing an Altmer or Breton may give you a large Magicka pool, but your regeneration is based entirely on your Willpower and magic skill.

The formulas used to translate race and skill into attributes are very complex, which means no two characters will be the same. A pair of configuration files allows extensive customization of the formulas, letting you adjust influence of race and class or which skills give which attributes. There are also options for compatibility with Elys Uncapper, with various possible behaviors; you could let all attributes continue to 200, or let your racial attributes define the new cap.

nGCD is compatible with most mods, except of course for other advancement overhauls. It requires a few changes to vanilla Oblivion in order to function as expected, but all of these edits are provided as separate mods, so if another mod is already providing the necessary function you can simply not use the nGCD solution, eliminating potential conflicts.
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Beulah Bell
 
Posts: 3372
Joined: Thu Nov 23, 2006 7:08 pm

Post » Thu May 12, 2011 1:21 pm

http://www.tesnexus.com/downloads/file.php?id=14304

Progress gives you control over many aspects of skill advancement through the Progress.ini file. How much Blade increases per hit compared to Blunt, how fast or slow your skills increase overall, and how many times you can train per level are all examples of settings Progress can adjust. It can be set to match any other skill rate mod, and includes pre-configured .ini files with several popular defaults.

Progress is compatible with all character advancement overhauls (nGCD, Realistic Leveling, SPAM, KCAS, etc.) because those mods do not change skill advancement in any way. While an advancement mod determines the way your skills translate into attribute and level increases, Progress complements it by determining the way your actions translate into skills.

In addition to its basic functions, Progress allows other mods to make complex scripted changes to skill advancement without worrying about several otherwise common issues. Instead of reading certain data directly from Oblivion, which might have been changed by another mod or even a previously loaded game, the correct data can always be read from Progress. Progress plug-in mods can then make temporary changes without worrying about mistaking them for base values later, or make permanent changes by writing back to Progress.

The following plug-ins are included with Progress:

Magicka-Based Skill Progression (MBSP) causes the Magicka cost of a spell to affect how much your skill increases from casting it. Expensive spells will level up your magic more quickly than cheap ones. This module was inspired by HotFusion4's original MBSP for Morrowind.

Speed-Based Skill Progression (SBSP) causes the speed of a blade or blunt weapon to affect skill advancement. Your Blade skill is no longer penalized for using a greatsword instead of a dagger. This module was originally written by Kaldskryke.

Range-Based Skill Progression (SBSP) grants variable Marksman improvement based on the distance of your target. This module is based on an original by Kaldskryke, with an improved arrow tracking method contributet by Tekuromoto.

Progress Mercantile advances your Mercantile skill based on the base value of items exchanged, based on a unique and configurable formula.

Armorer Accelerated mends the broken mechanic of Armorer advancement, wherein higher skill both causes you to require more repair actions to advance, but also allows you to perform fewer repairs because you fix things too fast. This module was suggested by Kaldskryke.

Racial Advancement causes skills with a racial bonus to advance at a faster rate. Will the person who requested this please remind me who you are, so I can give credit!

Global Slow-Down (GSD) makes it harder for a jack-of-all-trades to become a master of any, but also harder for a specialized master to learn new tricks, so the decision of which path to follow is meaningful. This module was inspired by Galsiah's Character Development for Morrowind.
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N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Thu May 12, 2011 7:43 am

http://www.tesnexus.com/downloads/file.php?id=12149

Birthsigns Expanded hopes to make birthsigns an important part of gameplay at all levels. This means that they will generally be far more powerful than the vanilla signs. However, no birthsign-granted ability should be so strong that it removes the need to use any of your character's skills. While some signs obviously favor certain specializations, I've tried as much as possible to make most of them useful in different ways to classes they might not normally be associated with.

The signs are designed to be as unique as their individual flavors allow. They may not be perfectly balanced with each other, but they're meant to be more than just a package of abilities. Each birthsign should change your Oblivion experience in a way that no other sign imitates. Some are subtle about this, and some are downright intrusive. It is my goal to make every sign worth playing at least once for the experience it provides, regardless of mechanical benefits.

No unofficial content mod can claim to be "lore correct," but I did extensive (and exhausting) research before deciding on the flavor of each sign, and so I believe Birthsigns Expanded to be as lore-friendly as I could possibly make it. In keeping with the Elder Scrolls tradition of wrapping myths up in riddles and garnishing them with lies, I have chosen not to publicly describe my reasoning in this regard, though I may drop hints here and there, or in private.

A note on compatibility: Generally, this mod is compatible with anything that doesn't alter birthsigns. Because I used unique ID's, it is also fully compatible with any mod which adds vanilla birthsign abilities to NPCs, or similar. More importantly, the only conflict with other birthsign mods such as bg2408's Race Balancing Project is that when the birthsign selection menu is shown, only the signs from the mod listed last in your load order will be displayed. This means that you can start a character (or console ShowBirthsignMenu) with Birthsigns Expanded last in the order, pick one of my signs, then move RBP to last in the order and start a character with one of his signs... and forget about it! From then on, both characters will work correctly with signs from whichever mod was active when you picked them.


Version 2.1 is the final non-OBSE release. It is stable, but suffers from the limitations of non-OBSE scripting. The general concepts for its signs are the same as those outlined below, but the implementations are much simpler.

The current version 3.0 beta requires OBSE v0017, which is currently also in beta. If you want to try it out, make sure you have the latest revision. Modder's note: in this version, nothing is player-centric; that is, all these signs and powers can be safely given to NPCs. You are free to take these effects and use them as you please, though I hope to receive credit!


The remainder of this post describes the designs for the current 3.0 Release Candidate:

The effect "Exertion," used for all the lesser powers below, is a Fatigue cost. It varies with your Fatigue regeneration rate. It will never be more than 2/3 of your base Fatigue, or less than 1/3. Having insufficient Fatigue does not prevent a power from being used, but you will fall unconscious.

    The Warrior.
    The steadfast Warrior grants additional Strength and Endurance. You have a knack for finishing wounded opponents with a reckless final strike, and in dire situations you may invoke the Warwyrd to become an unstoppable juggernaut.
  • Warrior: ability
    (self) Fortify Strength 15.
    (self) Fortify Endurance 15.
    (self) Resist Paralysis 100%.
  • Clinch: lesser power
    (self) Exertion.
    (self) Collapse unless Warwyrd is active.
    (touch) Target killed if Health has been reduced to ~25% or less. Actual threshold is adjusted by speed of wielded weapon; slower weapons allow slightly more health.
  • Warwyrd: greater power
    (self 60s) Fatigue and Health will not suffer any reduction for the duration. All damage to both will be applied when the effect expires, but this will not leave you with less than 1 point in each.

    The Lady.
    You are blessed with the Lady's Grace, increasing your Willpower, Endurance and Personality and granting resistance to the elements. You know the secret of the Storm Voice which can blow enemies off their feet, and once per day you may perform a greater Storm Calling.
  • Lady's Grace: ability
    (self) Fortify Willpower 10.
    (self) Fortify Endurance 10.
    (self) Fortify Personality 10.
    (self) Resist Cold 25%.
    (self) Resist Fire 25%.
    (self) Resist Shock 25%.
  • Storm Voice: lesser power
    (self) Exertion.
    (touch) Damage Fatigue, 25% of caster's base fatigue.
    (touch) Target is blown away and knocked down.
  • Storm Calling: greater power
    (30' burst) Damage Fatigue, 50% of caster's base fatigue.
    (30' burst) Targets are blown away and knocked down.

    The Lord.
    Your wounds close and heal over in mere minutes, and though fire seems to burn you more than others, you can also call it to your aid. By manipulating the beat of your own heart you have the power to temporarily remove others from the fabric of existence.
  • Trollkin: ability
    (self) Weakness to Fire 50%.
    (self) Regenerate health, 100% per 120 seconds.
  • Clutch the Heart: lesser power
    (self) Exertion. (only if target is affected)
    (self 30s) Trollkin regeneration stops. (only while a target is affected, suppressed by Polyrhythm)
    (touch 30s) Target temporarily ceases to exist. (only one target at a time, cancel by casting with no target)
  • Skipped Beat: lesser power
    (self) Exertion.
    (self 12s) Weakness to Magic/Poison/Weapons 100%.
    (self) Instantly gain 12 seconds of Trollkin regeneration.
  • Polyrhythm: greater power
    (self 30s) Weakness to Fire 150%.
    (self 30s) Trollkin regeneration increases to 100% per 30s.
  • Wulfharth's Pyre: greater power
    (self) Damage equal to 75% of current health.
    (30' burst) Fire damage equal to 75% of caster's current health, reduced by caster's current Weakness to Fire.

    The Steed.
    Your soul's connection to the heavens frees your body of weight and lightens carried items. You can walk on water, and even overcome inertia in short bursts. Occasionally, those who offend you are reminded how heavy their own souls are.
  • Unfettered: ability
    (self) Water Walking. (can still swim underwater)
    (self) Carry limit tripled. No encumbrance up to normal limit, then half encumbrance.
  • Charioteer: lesser power
    (self) Exertion.
    (self 12s) Fortify Speed 50.
  • Burden of Souls: greater power
    (30' burst 30s) Burden equal to carry capacity.

    The Mage.
    The judicious Mage improves your Intelligence and Willpower. Magicka is tangible to you, and with effort you can draw it from your surroundings or send it away. You also have a knack for shaping magic into precisely the tool you need.
  • Mage: ability
    (self) Fortify Intelligence 15.
    (self) Fortify Willpower 15.
  • Ablation: lesser power
    (self) Exertion. (only if a dispel occurs)
    (self) Most powerful enemy spell on you which you could cast is dispelled.
  • Grasping Aurbis: lesser power
    (self) Exertion.
    (self) Restore Magicka. (amount based on caster's Willpower)
    (self 3s) Fortify Magicka +100%.
  • Epiphany: greater power
    (self) Create a spell. (no gold cost)

    The Apprentice.
    You hear whispers of divine lore, teaching you secrets of hardiness and enhanced magicka. The voices offer greater power at the price of extra focus, and occasionally they will reveal their mysteries at your command.
  • Hidden Lore: ability
    (self) Fortify Health 50.
    (self) Fortify Magicka 50.
  • Invocation: lesser power
    (self) Exertion.
    (self indefinite) Drain Attribute 5. (all but one, none if Arkay is invoked)
    (self indefinite) Fortify Attribute 35. (one of your choice, none if Arkay is invoked)
  • Mysteries Unbound: greater power
    (self 60s) Invocation effects suppressed, can select new Invocation without Exertion.
    (self 60s) Fortify Attribute 35. (all)

    The Atronach.
    Your Magicka capacity is doubled, but you cannot generate your own. With a touch you rip energy directly from others, an inefficient and mutually painful process. By anchoring yourself to the deeper reality of the world, you can for a time become an immovable, nigh-invulnerable magic sponge.
  • Wombburn: ability
    (self) Stunted Magicka.
    (self) Fortify Magicka +100%.
  • Discharge: lesser power
    (self) Exertion.
    (touch) Half of target's current Magicka pool transferred to caster.
    (touch) Target and caster each take damage equal to 1/4 transferred amount.
  • Bones of Earth: greater power
    (self 30s) Cannot move or be moved.
    (self 30s) Shield 100%.
    (self 30s) Spell Absorption 100%.

    The Ritual.
    The strange light of your stars seems to bolster the living and terrify the undead. You can force this light into others with a touch, or beseech the heavens to share it with all nearby. You also have Mara's Gift to instantly cleanse yourself of all ailments.
  • Stellar Flare: lesser power
    (self) Exertion.
    (self 30s) Light 12.
    (self 6s) Light 120.
  • Blessed Touch: lesser power
    (self) Exertion.
    (self 30s) Light 12.
    (touch 30s) Light 6.
    (touch 30s) Spectrum. (calm/frenzy/rally/fear depending on target's creature type.)
  • Blessed Word: greater power
    (self 30s) Light 12.
    (60' burst 30s) Light 6.
    (60' burst 30s) Spectrum. (calm/frenzy/rally/fear depending on target's creature type.)
  • Mara's Gift: greater power
    (self 30s) Light 12.
    (self) Rebirth. (All negative effects removed, any damaged attributes fully healed, Health and Fatigue restored to maximum.)

    The Thief.
    The nimble Thief boosts your Agility, Speed and Luck, and teaches you the trick of vanishing from a sticky situation. You can steal an enemy's life force for yourself with the Twilight Reaving.
  • Thief: ability
    (self) Fortify Agility 15.
    (self) Fortify Speed 15.
    (self) Fortify Luck 15.
  • Slip Away: lesser power
    (self) Exertion.
    (self 6s) Silence.
    (self 6s) Invisibility.
  • Twilight Reaving: greater power
    (touch) Absorb Health, Magicka and Fatigue equal to 50% of your current damage/loss for each. (capped by target's current values)
    (touch 120s) Soul Trap.

    The Lover.
    You are beautiful and outgoing, possessed of great Personality. Your kiss holds a compelling power, and if you indulge your passion it can even paralyze the recipient.
  • Allure: ability
    (self) Fortify Personality 30.
  • Lover's Kiss: lesser power
    (self) Exertion.
    (touch 12s) Command.
  • Deep Kiss: greater power
    (touch 12s) Paralysis.

    The Shadow.
    You are a Mooncalf, cursed with poverty and disease and often ignored as a harmless, luckless wretch. If you grovel, most creatures will give you pity. Your curse can sometimes be contagious.
  • Mooncalf: ability
    (self) Weakness to Disease 100%.
    (self) Carried gold slowly vanishes. (Luck/6 per game hour)
    (self) Member of the Beggars faction.
    (self) Crime bounty slowly vanishes. (12/Personality+1 per game hour)
  • Nobody: lesser power
    (self) Exertion.
    (self) Damage Personality 1.
    (self) Damage Luck 1.
    (self 30s) Chameleon 25%.
  • Take Pity: lesser power
    (self) Exertion.
    (self) Damage Personality 1.
    (self) Damage Luck 1.
    (12' burst 30s) Calm.
  • Contagion: greater power
    (self) Damage Personality 5.
    (self) Damage Luck 5.
    (30' burst) Damage Personality 50.
    (30' burst) Damage Luck 50.
    (30' burst) Attributes damaged by same amount as any Disease drain on caster.
  • Moonshadow: greater power
    (self) Damage Personality 5.
    (self) Damage Luck 5.
    (self 300s) Invisibility.

    The Tower.
    Few barriers hinder you. Standing proud against the world, your will to write your own destiny is so strong that any who strike you become victim to the wounds they inflict, and those who raise your ire soon find their defenses shattered.
  • Tower Rampart: ability
    (self) Reflect Damage 10%.
  • Tower Warden: lesser power
    (self) Exertion.
    (target 6s) Weakness to Magic 75%.
    (target 6s) Weakness to Normal Weapons 75%.
    (target 6s) Weakness to Poison 75%.
  • Tower Key: greater power
    (target) Open 99. (any lock which does not require a specific key)

    The Serpent.
    Though gifted in many ways, you are stricken with soul hunger: a void which can only be filled with the essence of others. When this hunger grows, you sense nearby souls; your sting leeches them away. Invoking the cursed stars poisons your prey, and you as well, but your cold blood cleanses itself.
  • Cold Blood: ability
    (self) Fortify Attribute 5. (all except Luck)
    (self) Restore Attribute 1. (all except Luck)
  • Soul Hunger: ability
    (self) Soul Hunger increases by 1 per GameMinute. (max 3840, min -480)
    (self) Very high Soul Hunger causes blurred vision. (magnitude = (hunger-960)/2880)
    (self) Soul Hunger above zero causes Detect Life. (magnitude = hunger/10)
  • Serpent Sting: lesser power
    (self) Exertion.
    (touch 30s) All effects cancelled if target is under a Soul Trap.
    (touch 30s) Damage Health, 1% of caster's base Health per second.
    (touch 30s) Damage Magicka, 1% of caster's base Magicka per second.
    (touch 30s) Damage Fatigue, 1% of caster's base Fatigue per second.
    (self 30s) Soul Hunger reduced by 1 per second. (stops if target dies)
    (self 30s) If target dies, caster's Soul Hunger is further reduced. (amount = SoulLevel * 60)
    (self) Health, Magicka, Fatigue restored per point of Soul Hunger lost. (amount = damage to target per second)
  • Star Curse: greater power
    (self) Damage Attribute 30. (all except Luck; will not reduce base value below 1)
    (12' burst) Damage Attribute 30. (all except Luck; will not reduce base value below 1)

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Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Thu May 12, 2011 11:38 am

tejón's Racial Adjustment Package http://www.tesnexus.com/downloads/file.php?id=26216
Current: v0.47

Argonian--------Well-suited to the swamps of their homeland, Argonians can breathe water andhave developed natural resistance to diseases and poisons. Though they facecultural challenges among other races, Argonians are highly adaptable andindividuals can be found excelling in any pursuit.		Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 35	  40	  35	  45	  50	  30	  35      Female	 40	  50	  40	  40	  40	  30	  30Abilities:					Skills:		Athletics +10  Water Breathing					     Hand to Hand  +5  75% Resistance to Disease					  Alchemy  +5  75% Resistance to Poison					Mysticism +10  50% Resistance to Shock					 Marksman  +5  25% Resistance to Normal Weapons				 Security  +5								    Sneak  +5Powers:  Sap Tongue -				     Reactions:		         NONE    on self, duration equal to    caster's highest base attribute      Restore Health 2      Restore Magicka 4      Restore Fatigue 5Breton------The product of long-past mingling between men and elves, the now-distinctBretons have a natural affinity for magicka. They nearly rival their distantAltmeri cousins in magic, and posess natural defenses against enemy spells.		Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 40	  45	  50	  30	  30	  35	  40      Female	 30	  45	  50	  30	  40	  30	  45Abilities:					Skills:	       Alteration  +5  15% Resistance to Magic				      Conjuration +10  15% Spell Absorption					      Destruction  +5  15% Spell Reflection						 Illusion  +5								Mysticism  +5Powers:							      Restoration +10  Dragon Skin -						      Speechcraft  +5    on self, 60 seconds      15% Fire Shield			     Reactions:		   Breton  +5      15% Frost Shield						      Orc  -5      15% Shock ShieldDark Elf--------Commonly known as "Dark Elves" among the races of men, the Dunmer are noted fortheir balanced integration of melee, archery and magic. Though culturallyinsular and often cold toward other races, they are a highly spiritual peopleand can call upon the spirits of their ancestors for aid.		Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 40	  45	  30	  35	  50	  40	  30      Female	 40	  40	  30	  40	  50	  35	  35Abilities:				 	Skills:		    Blade  +5  50% Resistance to Fire					  Alchemy  +5  50% of current lost Health				      Conjuration  +5	is added to base Magicka			      Destruction +10								Mysticism  +5Powers:								 Marksman  +5  Ancestor Guardian -						 Security +10    on self, 4 seconds + 2/level      Summon level 30 ghostly undead	     Reactions:		 Dark Elf +15								 Argonian  -5								 High Elf  -5								  Khajiit  -5High Elf--------Often called "High Elves" in reference both to their tall stature and oftenhaughty attitudes, the Altmer are the most gifted of all the races in artsarcane. However, they are particularly vulnerable to damage from elementalenergies.		Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 30	  50	  45	  40	  30	  30	  45      Female	 30	  50	  40	  45	  35	  30	  40Abilities:					Skills: 	  Alchemy +10  Base Magicka increased by				       Alteration  +5    2x highest base attribute				      Conjuration  +5  50% Resistance to Disease				      Destruction  +5  25% Weakness to Fire						 Illusion +10  25% Weakness to Frost						Mysticism  +5  25% Weakness to Shock					      Restoration  +5Powers:					     Reactions:		 High Elf +15  Deep Magicka							 Dark Elf  -5    on self, instant						 Redguard  -5      Restore Magicka X						 Wood Elf  -5      X = racial Magicka bonusImperial--------Native to the province which bears their name, the Cyrodiil are capablewarriors and shrewd diplomats. On the merits of these traits their civilizationhas subdued or assimilated nearly all of Tamriel, leading to the commonnickname for their race: "Imperials."		Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 45	  35	  40	  30	  30	  40	  50      Female	 40	  40	  40	  35	  30	  35	  50Abilities:					Skills:		  Armorer  +5  NONE								    Blade  +5								    Block  +5Powers:								    Blunt  +5  Star of the West -						 Illusion  +5    on touch, instant					       Mercantile +10      Absorb Fatigue X					      Speechcraft +10    X = 3x caster's highest    base attribute			     Reactions:		 Wood Elf  +5  Voice of the Emperor -					 Dark Elf  -5    60' area, 60 seconds      Charm 100Khajiit-------The feline Khajiit mature into various forms depending on the phases of themoons at their birth; the Suthay-raht is among the few types which canfrequently be found outside their native deserts. True to their appearance,they are highly acrobatic and can see in the dark.		Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 35	  40	  30	  50	  35	  40	  40      Female	 30	  30	  30	  40	  45	  50	  45Abilities:					Skills:		Athletics  +5  Night-Eye when in darkness				     Hand to Hand +10							       Acrobatics +10Powers:							      Light Armor  +5   Eye of Fear -						       Mercantile  +5    area equal to caster's level,				 Security  +5    on touch, 30 seconds					    Sneak  +5      Demoralize 100  Sugar -				     Reactions:		  Khajiit  +5    on self, 30 seconds						     Nord  -5      Fortify Acrobatics 2X      Fortify Athletics X    X = caster's highest    base attributeNord----Citizens of icy Skyrim, the tall and rugged Nords place great value in personalstrength, often warring as a matter of honor or simply for the challenge. Atradition of magical chanting known as thu'um grants them notable talent inspellcraft as well.		Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 50	  30	  40	  35	  40	  45	  30      Female	 50	  30	  45	  30	  35	  40	  40Abilities:					Skills:		  Armorer  +5  50% Resistance to Frost					    Blunt +10  10% Shield						      Heavy Armor  +5							       Alteration +10Powers:							      Destruction  +5  Nordic Frost -					      Restoration  +5    on touch, instant					      Speechcraft  +5      Frost Damage X    on touch, 30 seconds		     Reactions:		   Breton  +5      Drain Speed X						     Nord  +5    X = caster's highest					 Dark Elf  -5    base attribute						 Wood Elf  -5Orc---The Orsimer of the Dragontail and Wrothgarian Mountains, known to most as"Orcs," bitterly remember their elven roots; in form and temper they are nowseen as brutes. Still, Orcish armorers are prized for their peerlesscraftsmanship and Orc troops are among the finest in the Empire.		Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 45	  30	  50	  35	  30	  45	  35      Female	 45	  40	  45	  30	  30	  50	  30Abilities:					Skills:		  Armorer +10  When current Health % is less than				    Blade  +5    than current Magicka %, they are				    Block  +5    balanced by converting Magicka				    Blunt  +5    directly to Health					     Hand to Hand  +5  X% Resistance to Magic				      Heavy Armor +10  X% Reflect Damage						 Marksman  +5    X = 1/4 lost Health %					     Reactions:		      Orc  +5								   Breton  -5Redguard--------The race which once inhabited the shattered continent of Yokuda are known inTamriel as "Redguards," a phonetic corruption of the Ra Gada invasion forcewhich preceded the migration of their rugged culture. They are swift andtireless, and revel in combat.		Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 50	  30	  35	  40	  40	  45	  30      Female	 40	  30	  30	  40	  40	  50	  40Abilities:					Skills:		Athletics  +5  50% faster Fatigue recovery					    Blade +10  25% Resistance to Disease					    Block +10  25% Resistance to Poison				      Heavy Armor  +5							       Acrobatics  +5Powers:							      Light Armor  +5  Rush -						       Mercantile  +5    on self, 60 seconds      Fortify Speed X			     Reactions:		     Nord  +5    X = caster's highest					 Redguard  +5    base attribute						   Breton  -5								 High Elf  -5Wood Elf--------Clanfolk of the Western Valenwood forests, the nimble and stealthy Bosmer arebetter known as "Wood Elves." There are no finer archers in all of Tamriel, andtheir ability to command simpler creatures is well-known.		Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 30	  35	  30	  50	  45	  40	  40      Female	 30	  40	  35	  50	  45	  30	  40Abilities:					Skills:		Athletics  +5  50% Resistance to Poison				       Acrobatics  +5  When sneaking, undetected, and			      Light Armor +10    not moving, become invisible.				 Marksman +10    Broken by any action or movement.				 Security  +5    Once broken, cannot occur again				    Sneak +10    for at least 6 seconds.					     Reactions:		 Argonian  +5Powers:								 Wood Elf  +5  Beast Tongue -						 High Elf  -5    on touch, 120 seconds					     Nord  -5      Command Creature up to level      one less than caster (min. 1)

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Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Thu May 12, 2011 6:05 pm

http://www.tesnexus.com/downloads/file.php?id=25776
(The Mod Formerly Known As MagLite)

Watch this space!
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Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Thu May 12, 2011 11:19 am

Okay, I'm going to be a little later than I thought with Ars Gratia Artaeum... it's technically still my focus project, but http://www.gamesas.com/index.php?showtopic=1091638.
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Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Thu May 12, 2011 11:59 pm

Speaking of detours. :P Posting to crow about having successfully created my very first replacement icon. Witness: http://www.asis.com/users/liefc/Oblivion/LGHT.png! Properly transparent, successfully tested in-game. Eh? Eh? :D I'll be basing my icons on Riklund's, BTW.
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Josephine Gowing
 
Posts: 3545
Joined: Fri Jun 30, 2006 12:41 pm

Post » Thu May 12, 2011 4:35 pm

Hehe. Nice icon.

Looking forward to your magic thing. Will there be an English translation? ;)

gothemasticator
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Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm

Post » Thu May 12, 2011 10:53 am

Someone help me make up my mind...

Mark & Recall: classic mechanic which deserves to return? Or ultimately as bad for the game as any other barely-restricted fast travel system?

Edit: Y'know... the only reason I'm really considering this is that the thought came up when I was revising the spell schools, "teleportation would be Conjuration now." But thinking about it a little more, I don't want to add any script effect spells to the base mod. This is something that can be done separately, which makes the above question less pressing. Still a good conversation topic, tho. ;)
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neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm

Post » Thu May 12, 2011 4:15 pm

nGCD is experiencing problems for me. OBSE v0018, only nGCD, new character, nGCD tries to work, console: offset 0x125b, some function involving "let" is not working.
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Daramis McGee
 
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Joined: Mon Sep 03, 2007 10:47 am

Post » Thu May 12, 2011 1:52 pm

nGCD is experiencing problems for me. OBSE v0018, only nGCD, new character, nGCD tries to work, console: offset 0x125b, some function involving "let" is not working.

This is a reproducible issue? I've seen OBSE sometimes fail to fully initialize, causing lots that sort of error, but generally restarting Oblivion fixes it. Making sure to stay out of menus until the script engine starts (about 5 seconds) seems to help.
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danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Thu May 12, 2011 9:40 pm

hi tejon,

thx for answering! My favorite stays Progress, mostly because I like the classic Level ups where you decide where to put the points, combined with the dynamic skill increases. Also it slows down the advance considerably well. :turtle:
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^~LIL B0NE5~^
 
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Joined: Wed Oct 31, 2007 12:38 pm

Post » Thu May 12, 2011 9:26 pm

What do I need to change in the ini to be able to naturally get all skills and attributes to 200 (with elys) ?


Thanks!
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Robert Bindley
 
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Joined: Fri Aug 03, 2007 5:31 pm

Post » Thu May 12, 2011 8:33 pm

What do I need to change in the ini to be able to naturally get all skills and attributes to 200 (with elys) ?

iAttrMax and iSkillMax - set both to 200.
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Tom
 
Posts: 3463
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Post » Thu May 12, 2011 1:20 pm

iAttrMax and iSkillMax - set both to 200.


Thanks! and AttrCap?
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Anna Krzyzanowska
 
Posts: 3330
Joined: Thu Aug 03, 2006 3:08 am

Post » Thu May 12, 2011 2:46 pm

Thanks! and AttrCap?

Adjust the nGCD ini to read

set nGCD.iSkillMax to 200 ; 200
set nGCD.iAttrMax to 200 ; 200
set nGCD.iAttrCap to 200 ; 200

If using combined with Progress also alter

set Progress.iLevelUpSkillCount to 9999
set Progress.iTrainingSkills to 9999
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Skivs
 
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Post » Thu May 12, 2011 2:29 pm

Ok great, thanks a lot
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Cassie Boyle
 
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Post » Fri May 13, 2011 12:24 am

Augh, forgot about my own features. :facepalm: I never raise the 100-cap, so I never change those values except for testing. :hehe: Yeah, I added AttrCap a while back for an extra degree of control.
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LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Thu May 12, 2011 4:24 pm

Augh, forgot about my own features. :facepalm:

That's commonly called "old age" :evil:
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My blood
 
Posts: 3455
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Post » Fri May 13, 2011 1:29 am

Making lots of progress, but I keep finding more things to do...

Latest thing: an actor with a bound bow who has no arrows equipped instantly receives one bound arrow, which is auto-equipped. This effectively gives you infinite arrows, but allows you to use carried arrows without inconvenience. The bound arrow looks daedric but adds nothing to the bow's damage, so even iron is significantly better. Bound arrows vanish after six seconds in the game world, or instantly in the inventory of any creature which does not currently have a bound bow. (The arrows of a summoned skeleton hero likewise vanish.)

Edit: Had a nice little epiphany! All Fortify and Drain effects, Absorb Attribute/Skill, and Charm will not be disabled from spellmaking and/or enchanting. Instead, I've greatly increased their base costs; but after creating a custom effect, the duration will be multiplied by 15, the same way as I'm doubling fire effects. This nicely prevents all the stupid 1- or 2-second-spell tricks without actually taking the toys away. Hooray!
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Cathrine Jack
 
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Post » Thu May 12, 2011 1:50 pm

Thank you for all these mods; I have just two remarks related to Progress 2.2 PRE:

- ProgressRBSP.esp make Maksman skill progress very slow even for a stealth character with Marksman as major.
I think this mod or his INI file should be tweaked to match the speed of others skills.

- Alchemy default INI settings are too high.
Using FCOM and after a lot of test I found that lowering default settings by at least 40% is better. For instance I played with a steath character until level 29 with these settings:

set Progress.fSkillAlchemyCreation to 1.5 ; Per potion made
set Progress.fSkillAlchemyWortcraft to 1.0 ; Per ingredient eaten

and the result was quite balanced in comparison with the speed of the others major skills.
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Juliet
 
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Post » Thu May 12, 2011 8:27 pm

Thanks for the mods. about nGCD is it possible to set it so when I start I still get the normal skills/attributes? I don't mind starting off at lvl 2 or so. I'm guessing Attrmin to -1 and bAbilitiesReduceSkillMax to 0 ?
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Ernesto Salinas
 
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Post » Fri May 13, 2011 2:15 am

- ProgressRBSP.esp make Maksman skill progress very slow even for a stealth character with Marksman as major.
I think this mod or his INI file should be tweaked to match the speed of others skills.

How far are you from the target, usually? There is a strong penalty for using the bow from near melee range, but you should get lots of extra progress from long-range shots.

set Progress.fSkillAlchemyCreation to 1.5 ; Per potion made
set Progress.fSkillAlchemyWortcraft to 1.0 ; Per ingredient eaten

These are very close to the settings I'll be recommending once my magic mod is released. :)

about nGCD is it possible to set it so when I start I still get the normal skills/attributes?

You're right about AttrMin to -1. The other settings you should play with are RacialAttributesOffset and RacialAttributesRatio. The fact is, I haven't played around with those enough myself to give a real suggestion... I'd try starting with Ratio = 0.5, leave offset at zero, see how it looks and adjust from there!
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kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Fri May 13, 2011 1:40 am

You're right about AttrMin to -1. The other settings you should play with are RacialAttributesOffset and RacialAttributesRatio. The fact is, I haven't played around with those enough myself to give a real suggestion... I'd try starting with Ratio = 0.5, leave offset at zero, see how it looks and adjust from there!


Alright, I tried that and found that set
set nGCD.iRacialAttributesOffset to 0 ; 0
set nGCD.fRacialAttributesRatio to 0.855 ; 1.0
set nGCD.iAttrMin to -1 ; 0
There were one or two skills that were off by a level of the normal ones (tried on a Redguard). But that was about it.
Will I run into any problems later or does that only affect the starting attributes?

I also changed Luck
set nGCD.bLuckAlwaysIncreases to 1 ; 0
set nGCD.bLuckGetsClassAttr to 1 ; 0
set nGCD.iForceBaseLuck to -1 ;-1

It will automatically increase with the other attributes? eventually to 100?

Thanks
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Jack Bryan
 
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