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

Post » Wed Mar 30, 2011 1:16 am

http://www.gamesas.com/index.php?showtopic=1090851

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: 30 Dec '10
    Version: 2.1.1
    Status: stable release

  • 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: 28 Jan '11
    Version: 3.21
    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: 20 Nov '10
    Version: 0.91
    Status: release candidate

  • 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

  • http://www.tesnexus.com/downloads/file.php?id=http://www.tesnexus.com/downloads/file.php?id=36795
    Hunger and sleep mechanics, prioritizing gameplay over realism.
    Updated: 24 Jan '11
    Version: 1.1
    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=36313
    Use it or lose it!
    Updated: 30 Dec '10
    Version: 1.1
    Status: stable release

  • http://www.tesnexus.com/downloads/file.php?id=36349
    a.k.a. Anyclass: changes your character class based on your current highest skills.
    Updated: 31 Dec '10
    Version: 1.0
    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


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/Bare Necessities
http://www.tesnexus.com/downloads/file.php?id=25016 w/Birthsigns Expanded
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Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Wed Mar 30, 2011 1:12 am

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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DAVId MArtInez
 
Posts: 3410
Joined: Fri Aug 10, 2007 1:16 am

Post » Wed Mar 30, 2011 12:35 am

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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Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Tue Mar 29, 2011 10:53 pm

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

Birthsigns Expanded aims 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.

The current version 3.2 requires OBSE v0019. Make sure you have the latest revision.


The remainder of this post describes the birthsigns.

The effect "Exertion," used in lesser powers below, is a Fatigue cost generally equal to 12 seconds of regeneration. (This scales properly with all known fatigue mods.) 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 Strength, Endurance and resistance to paralysis. You have a knack for finishing wounded enemies with a reckless strike, and in dire situations the Warwyrd makes you 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 pools are filled and cannot be reduced. When the effect ends, they return to whatever values they had before Warwyrd was activated.

    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.
  • 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.
    You are called trollkin, for any wounds upon you swiftly vanish. Although fire seems to burn you more than others, you can also call it to your aid.
  • Trollkin: ability
    (self) Weakness to Fire 50%.
    (self) Regenerate Health, 1% per second.
  • Time Lapse: lesser power
    (self) Exertion.
    (self 12s) Receive 5x damage from all sources.
    (self 12s) Health regeneration increased to 5% per second.
  • Wulfharth's Pyre: greater power
    (self) Damage equal to 75% of current health.
    (30' burst) Fire damage equal to 50% of caster's current health.

    The Steed.
    Part of your soul resides among the stars, and this heavenly connection lightens any load you bear. When you wish it, your presence is a crushing burden to those whose souls are bound more firmly to the mundus.
  • 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 100.
  • 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 a thought you can draw it from your surroundings or force it away.
  • Mage: ability
    (self) Fortify Intelligence 15.
    (self) Fortify Willpower 15.
  • Ablation: lesser power
    (self) Exertion. (only if a dispel occurs)
    (self) Dispels the most powerful enemy spell affecting you which you could currently cast.
  • Eye of Magnus: greater power
    (self 60s) Magicka pool is filled to capacity and cannot be reduced. When this effect ends, your available Magicka returns to whatever value it had before Eye of Magnus was activated.

    The Apprentice.
    You hear whispers of divine lore, teaching you secrets of hardiness and enhanced magicka. These voices offer greater power at the price of narrow focus, and will occasionally reveal their mysteries at your command.
  • Hidden Lore: ability
    (self) Fortify Health 35.
    (self) Fortify Magicka 35.
  • 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. You can fasten yourself to the foundations of the world, becoming nearly invulnerable and absorbing hostile spells.
  • 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 60s) Shield 100%.
    (self 60s) Spell Absorption 100%.

    The Ritual.
    The strange light of your stars bolsters the living and terrifies the undead. You can press this light into others with a touch, or beseech the heavens to share it with all nearby. You also bear Mara's Gift, the ability to cleanse yourself of all ailments once each day.
  • 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 12s) Light 6.
    (touch 12s) 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. When all else fails, the Twilight Reaving restores your vitality by stealing the life force of an enemy.
  • 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 Fatigue, Health and Magicka equal to 62% of your current reductions in each. (capped by target's current values)
    (touch 30s) 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 paralyze.
  • 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. When necessary, your curse can become 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.
    Little can stand between you and your goals. Steadfast foes, swarms of assailants, even simple locked doors: such barriers fall swiftly before your determined advance.
  • Tower Rampart: ability
    (self) Reflect Damage 10%.
  • Tower Warden: lesser power
    (self) Exertion.
    (target 12s) All losses of Fatigue, Health and Magicka are increased by 62%.
  • 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 cripples all in the vicinity.
  • 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 10 GameMinutes. (max 384, min -48)
    (self) Very high Soul Hunger causes blurred vision. (magnitude = (hunger-96)/288)
    (self) Soul Hunger above zero causes Detect Life. (magnitude = hunger)
  • Serpent Sting: lesser power
    (self) Exertion.
    All effects cancelled if target is affected by Soul Trap.
    (touch 12s) Damage Health, 2% of caster's base Health per second.
    (touch 12s) Damage Magicka, 3% of caster's base Magicka per second.
    (touch 12s) Damage Fatigue, 3% of caster's base Fatigue per second.
    (self 12s) Soul Hunger reduced by 1 per second. (stops if target dies)
    (self 12s) If target dies, caster's Soul Hunger is further reduced. (amount = SoulLevel * 6)
  • 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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Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Wed Mar 30, 2011 3:56 am

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

(TRAP v0.9)"X" in ability descriptions is equal to the character's highest base attribute.For non-unique NPCs, X = 50.Argonian--------Well-suited to the swamps of their homeland, Argonians can breathe water andhave strong natural resistance to disease and poison. Though they face culturalchallenges among other races, the people of the root are highly adaptable andindividuals can excel in any pursuit.            Str     Int     Wil     Agi     Spd     End     Per    Male     45      40      30      45      50      30      30   Female    35      50      40      35      40      30      40Abilities:                              Skills:       Athletics +10  Water Breathing                                  Hand to Hand  +5  75% Resistance to Disease                             Alchemy +10  75% Resistance to Poison                            Mysticism  +5  50% Resistance to Shock                            Mercantile  +5  25% Resistance to Normal Weapons                        Sneak +10                                                       Powers:                                     Reactions:         NONE  Sap Tongue -  - on self, X seconds    Restore Health 2    Restore Magicka 3    Restore Fatigue 3Breton------The product of mingling between men and elves in ages past, 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      30      45   Female    35      45      45      35      30      30      50Abilities:                              Skills:      Alteration  +5  15% Resistance to Magic                           Conjuration +10  15% Spell Absorption                                 Illusion  +5  15% Spell Reflection                                Mysticism  +5                                                    Restoration  +5Powers:                                                Security  +5  Dragon Skin -                                     Speechcraft +10  - 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 archery, swordplay and magic. Though culturallyinsular and often cold toward other races, they are a highly spiritual peopleand can call forth the ghosts of their ancestors for aid.            Str     Int     Wil     Agi     Spd     End     Per    Male     35      35      50      35      45      40      30   Female    35      35      50      40      40      40      30Abilities:                              Skills:       Athletics  +5  50% Resistance to Fire                                  Blade +10  Base Magicka increased by 1/2 of                  Conjuration  +5    current Health damage. (Non-unique              Destruction +10    NPCs get +50 base Magicka.)                       Mysticism  +5                                                       Marksman  +5Powers:                                                   Sneak  +5  Ancestor Guardian -                  - on self, (Lvl*2) + 10 seconds       Reactions:     Dark Elf +15    Summon level 25 ghostly undead                     Argonian  -5    (non-unique NPCs get 20 seconds)                   High Elf  -5                                                        Khajiit  -5High Elf--------Often called "High Elves" in reference to both their tall stature and oftenhaughty attitudes, the Altmer are the most gifted of all the races in artsarcane. Though physically weak and abnormally susceptible to elemental magic,they are remarkably lithe and resistant to disease.            Str     Int     Wil     Agi     Spd     End     Per    Male     30      50      40      40      30      35      45    Female    30      50      40      40      35      35      40Abilities:                              Skills:         Alchemy  +5  Base Magicka increased by 2X                       Alteration +10  50% Resistance to Disease                         Conjuration  +5  50% Resistance to Paralysis                       Destruction  +5  25% Weakness to Fire                                 Illusion  +5  25% Weakness to Frost                               Mysticism +10  25% Weakness to Shock                             Speechcraft  +5Powers:                                 Reactions:     High Elf +15  Deep Magicka -                                       Dark Elf  -5  - on self, instant                                   Redguard  -5    Restore Magicka 3X                                 Wood Elf  -5Imperial--------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     40      35      35      30      35      45      50   Female    35      40      35      35      35      40      50Powers:                                 Skills:     Heavy Armor  +5  Pride of the Dragon -                                Illusion  +5  - on self, 60 seconds                             Restoration  +5    Fortify Luck X                                  Light Armor  +5  Star of the West -                                   Security +10  - on touch, instant                                Mercantile +10    Absorb Fatigue 3X                               Speechcraft  +5  Voice of the Emperor -  - 60 ft. area, 60 seconds             Reactions:     Wood Elf  +5    Charm 100                                          Dark Elf  -5Khajiit-------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     40      40      30      45      50      30      35   Female    35      40      30      50      45      35      35Abilities:                              Skills:       Athletics  +5  Night-Eye when in darkness                              Blade  +5                                                   Hand to Hand +10Powers:                                              Acrobatics +10  Eye of Fear -                                     Light Armor  +5  - on touch, 60 seconds                               Security  +5    Demoralize                                            Sneak  +5  Sugar -                                 - on self, 60 seconds                 Reactions:      Khajiit  +5    Fortify Acrobatics 2X                                  Nord  -5    Fortify Athletics XNord----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. Thetradition of magical chanting known as thu'um grants them notable talent inspellcraft as well.            Str     Int     Wil     Agi     Spd     End     Per    Male     50      35      35      40      30      45      35   Female    50      30      40      45      30      40      35Abilities:                              Skills:         Armorer  +5  50% Resistance to Frost                                 Block  +5  10% Shield                                              Blunt +10                                                    Heavy Armor  +5Powers:                                             Destruction  +5  Nordic Frost -                                    Restoration +10  - on touch, instant                               Speechcraft  +5    Frost Damage X  - on touch, 60 seconds                Reactions:       Breton  +5    Drain Speed X                                          Nord  +5  Woad -                                               Dark Elf  -5  - on self, 60 seconds                                Wood Elf  -5    Resist Normal Weapons 50%Orc---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     50      30      45      30      35      50      30   Female    45      30      45      35      35      50      30Abilities:  Reflect Damage, magnitude = 1/4       Skills:         Armorer +10    current % of damage to Health                         Blade  +5    (non-unique NPCs get constant 10%)                    Block  +5  Resist Magic, magnitude = 1/2                           Blunt  +5    current % of damage to Health                  Hand to Hand  +5    (non-unique NPCs get constant 20%)              Heavy Armor +10  When current Health % is less than                   Marksman  +5    than current Magicka %, they are    balanced by converting Magicka      Reactions:          Orc  +5    directly to Health.                                  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 hardy, swift andtireless, and revel in combat.            Str     Int     Wil     Agi     Spd     End     Per    Male     45      30      35      30      50      45      35   Female    40      30      35      30      45      50      40Abilities:                              Skills:         Armorer  +5  50% faster Fatigue recovery                         Athletics  +5  25% Resistance to Disease                               Blade  +5  25% Resistance to Poison                                Block +10                                                          Blunt  +5Powers:                                              Acrobatics  +5  Adrenaline -                                      Light Armor +10  - on self, instant    Restore Fatigue 2X                  Reactions:         Nord  +5       Restore Health X                                   Redguard  +5  Rush -                                                 Breton  -5  - on self, 60 seconds                                High Elf  -5    Fortify Speed XWood Elf--------Clanfolk of the Western Valenwood forests, the nimble and wily Bosmer arebetter known as "Wood Elves." There are no finer archers in all of Tamriel, andtheir ability to vanish is legendary. An ancient pact with the forest-godY'ffre allows them to assert dominance over simpler creatures.            Str     Int     Wil     Agi     Spd     End     Per    Male     30      45      30      50      40      35      40   Female    30      40      30      50      40      35      45Abilities:                              Skills:         Alchemy  +5  50% Resistance to Poison                           Alteration  +5  When sneaking undetected and not                     Illusion +10    moving, become invisible.                        Acrobatics  +5    3 second delay when outdoors.                      Marksman +10    6 second delay when indoors.                     Mercantile  +5    (NPCs do not have this ability.)                      Sneak  +5Powers:                                 Reactions:     Argonian  +5  Beast Tongue -                                       Wood Elf  +5  - on touch, 60 seconds                               High Elf  -5    Command Creature                                       Nord  -5  Wild Aspect -  - on self, 60 seconds    Fortify Strength X                  NPC-Only Power:    Fortify Agility X                     Play of Shadows -    Fortify Willpower X                   - on self, 60 seconds    Fortify Endurance X                     Chameleon 1%

User avatar
Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am

Post » Tue Mar 29, 2011 10:31 pm

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

Watch this space!
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Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Wed Mar 30, 2011 7:09 am

Reserved for no particular reason. :whistling:
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Monika
 
Posts: 3469
Joined: Wed Jan 10, 2007 7:50 pm

Post » Wed Mar 30, 2011 12:37 pm

Pending a bit more rigorous testing -- since I completely changed the architecture again -- I'm very close to pushing out nGCD 1.0 RC7. I'd just call it 1.0 final except it now requires OBSE 0019; since that's still beta, this is too. But I want to finally put the release tag on this baby!

Anyway. The new architecture makes use of OBSE user functions. Most of them are chopped-up copy-pastes of the old scripts so it's not half as elegant as it could be if I'd actually rewritten everything from scratch, but there are a few distinct advantages, the most obvious of which is that nGCD can now update your stats while you're in menus. Pumpin' out some potions, gain a few skill points? If your Intelligence would go up as a result, it does so immediately without having to return to game mode. Likewise for repair, lockpicking, etc. In the vanilla game this doesn't matter much, but with all sorts of mods adding scripts which actively check your attributes, I think it'll be nice to know they're always correct. Function-based operation also opens some doors for future possibilities -- for instance, I've always thought it would be interesting if NPCs had nGCD-derived stats too, and it's possible (nearly trivial) now. That won't be in 1.0 because I'm still not sure if it's actually a good idea. ;)

I've made some drastic adjustments to the default settings for Health, Magicka and Regeneration. The most obvious result of this will be lower health at level 1, across the board. However, the balance between specializations has also been tweaked. The overall theme is the same: combat gets health, magic gets magicka, stealth gets a little of both; but there's a bit more crossover than there was. There's also variation in how much of each attribute is dependent on skills: Magicka is not very skill-based, so even a low-level warrior can get a nice boost to magicka from a Fortify Intelligence effect. Magicka regeneration is more so; Willpower (and to a lesser degree, Personality) will give much more benefit to a skilled caster. Health is extremely skill-based, and in fact you get a little bit of skill-based Health even if all your attributes are drained to 0. (Even if you're a mage.)

Rather than give a drawn-out mathematical anolysis, here are the numbers for three extremely specialized characters -- a Redguard Warrior, a Khajiit Thief and an Altmer Mage. All three have their class birthsign. The first column is at level one, immediately after character generation. The second column is with all class skills at 100 (which is level 30 or 31), but no increases to miscellaneous skills -- these are the absolute extremes. The Altmer's magicka does not include his racial bonus, this is just what nGCD generates. (This is with TRAP and Birthsigns Expanded active, but the numbers should only vary slightly for vanilla or OOO. The TRAP Altmer only has 30 racial Endurance, which is good to really show the bottom end.)

				CharGen		Class Skills @ 100Redguard	Health		129		379Warrior		Magicka		38		52		Regen/sec	1.35		2.31Khajiit		Health		64		155Rogue		Magicka		79		149		Regen/sec	1.82		3.49Altmer		Health		35		70Mage		Magicka		147		241		Regen/sec	4.26		8.53

Side note: a vanilla character with 30 Endurance who never increases it will only have 150 Health at level 31, so those numbers aren't as low as they look. Any real character will be significantly better-rounded!

Finally, the .ini file system will be changing significantly. The following .ini files will be loaded, in this order. Importantly: all of them will always load if present, but they're also all optional -- if you want to move all the settings into your character-personalized file and delete the rest, it'll still work as long as you didn't leave anything out.

  • nGCD.ini will be cleaned up to contain only basic compatibility settings.
  • nGCDCalc.ini will have the rest of what used to be in nGCD.ini.
  • nGCDMatrix.ini is just a rename of nGCDSkillSpread, mainly to keep the load order alphabetical.
  • nGCDOverride.ini is not included with the distribution, but creating it is very handy if you want to try out new settings without having to back up any of the other files.
  • nGCD - Your Character Name.ini is now loaded in addition to the other files, instead of as a replacement for nGCD.ini. That means you only need to put in the settings you want to change. It's loaded last, so it takes precedence over nGCDOverride.

And for folks who play with GotNoClass: no need to edit any settings! The exponent and level calculation values will be automatically adjusted to the average result of your class-based settings, which is what the recommended no-class settings were based on in the first place. (You may still want to customize Progress.ini to speed up miscellaneous skill gain, though.)
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Madison Poo
 
Posts: 3414
Joined: Wed Oct 24, 2007 9:09 pm

Post » Wed Mar 30, 2011 6:04 am

looking foreward to the new ngcd
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Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Wed Mar 30, 2011 3:39 am

Tejon-

Have you had a chance to look at the loss of information in game about training sessions per level?
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sarah simon-rogaume
 
Posts: 3383
Joined: Thu Mar 15, 2007 4:41 am

Post » Tue Mar 29, 2011 8:32 pm

Tejon, just stopped by to tell you that these mods are amazing. I've almost always used RBP for races and birthsigns but after having many of my games bog down I decided to get lightweight alternatives to everything I had. I switched from Realistic leveling to nGCD and like it a lot more. I also use TRAP, Birthsigns Expanded, fizzle, and progress. All these mods together create a seamless character progression and make for a wonderful gaming experience. Thanks for all your hard work. It's really made me enjoy Oblivion a lot more.
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Lucie H
 
Posts: 3276
Joined: Tue Mar 13, 2007 11:46 pm

Post » Wed Mar 30, 2011 12:49 am

Have you had a chance to look at the loss of information in game about training sessions per level?

I've got a work-around that should work out for you. It's optional, you'll have to enable it.

Samuro: I'm really glad you've enjoyed my work. From my end, it all seems half-finished and not nearly as good as I'd hoped... good to have things put in perspective once in a while. ;)
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Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Wed Mar 30, 2011 7:41 am

I've had a problem for a while now and I wondered if you had any suggestions for troubleshooting it.
When talking to Druja or Angalmo, if I select "Training" I get an immediate CTD. My Mysticism is 14 and they are Basic trainers of Mysticism. Most other trainers work fine. The window that opens should be the same for all trainers, so meshes don't seem likely.
When I select "Training", is there a script that runs or a function that is called which could fail?

By the way, your mods are an integral part of my Oblivion experience. Can't imagine having to stop and make decisions about how my character should develop all the time. A great collection of mods!
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Rachyroo
 
Posts: 3415
Joined: Tue Jun 20, 2006 11:23 pm

Post » Tue Mar 29, 2011 11:56 pm

Any plans of somewhat limiting the currently unlimited training sessions in a row? I think it is a balance issue to be able to use trainers to get rid of the otherwise too expensive to sell loot. Instead of fiddling with high-profile merchants you can simply find a useful merchant/trainer and train/sell/train/sell etc. More training that you could ever get with cash alone - and at virtually no expense. I think the Vanilla max per-level training restriction actually made sense.
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Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Wed Mar 30, 2011 2:03 am

Any plans of somewhat limiting the currently unlimited training sessions in a row? I think it is a balance issue to be able to use trainers to get rid of the otherwise too expensive to sell loot. Instead of fiddling with high-profile merchants you can simply find a useful merchant/trainer and train/sell/train/sell etc. More training that you could ever get with cash alone - and at virtually no expense. I think the Vanilla max per-level training restriction actually made sense.



I thought this was taken care of in Progress and / or nGCD in the ini somewhere? Maybe that was another mod I remember that said to set a certain high number like 9999 for the training in an ini if using one of these mods.

If not, test out http://tesnexus.com/downloads/file.php?id=25984.
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brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Tue Mar 29, 2011 8:51 pm

Well he did say he had a work around, but since we are throwing requests his way.

How about a feature like http://www.tesnexus.com/downloads/file.php?id=31578?
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Lil Miss
 
Posts: 3373
Joined: Thu Nov 23, 2006 12:57 pm

Post » Wed Mar 30, 2011 8:47 am

When talking to Druja or Angalmo, if I select "Training" I get an immediate CTD.

Just checked those actors and in vanilla, they have no special scripts or unique dialog related to Training. The only faction they have in common is MagesGuild so if other MG trainers work, that's not it either. This doesn't rule out issues from a mod, of course. And as a disclaimer, dialog is one of the things I'm least familiar with so I may have missed something.

On the subject of how nGCD handles training... I've got some ideas, and I need to try a few of them out. Let's leave it at that for now. :)
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Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Wed Mar 30, 2011 4:02 am

Just checked those actors and in vanilla, they have no special scripts or unique dialog related to Training. The only faction they have in common is MagesGuild so if other MG trainers work, that's not it either. This doesn't rule out issues from a mod, of course. And as a disclaimer, dialog is one of the things I'm least familiar with so I may have missed something.

On the subject of how nGCD handles training... I've got some ideas, and I need to try a few of them out. Let's leave it at that for now. :)
Ok. Thanks very much for your effort! I will focus on dialog as that seems most likely. And I will use TES4Edit and check for conflicts again.
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jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Wed Mar 30, 2011 7:03 am

nGCD is officially out of beta. This is a rather momentous occasion, so I gave it a http://www.gamesas.com/index.php?showtopic=1129545.
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ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Wed Mar 30, 2011 12:41 am

tejon: Apparently the nGCD + Willful Resistance problem I first brought to light in the nGCD thread isn't related to nGCD at all. I've disabled all mods and reverted back to Vanilla Oblivion and WR still doesn't work. It must be some incompatibility with OBSE v19.
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Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Wed Mar 30, 2011 9:22 am

I never noticed a problem using 19.4. I remember seeing effects.

I just installed OBSE 19 stable that was just released. Give that a try.
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elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Tue Mar 29, 2011 11:16 pm

tejon: I now have Willful Resistance working with OBSE v19 and a new game. I can only get it to run on a new game if I save the game immediately after character creation and then load the save. However, this is sometimes sporadic and doesn't always seem to work.

Existing save games appear to work fine as I can set willpower from the console and a new ResistMagic number is calculated correctly.

All of my testing has been done with no other mods running, just Oblivion.esm and Willful Resistance.esp v4.0

*shrug* I dunno. If you weren't also seeing a problem I'd think I just needed more sleep or something.
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koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Wed Mar 30, 2011 11:33 am

I loaded up TRAP and Expanded Birthsigns with an existing character (khaj thief) and I don't see any of the things that were supposed to be changed/added:

Abilities:
Night-Eye when in darkness

Powers:
Eye of Fear -
area equal to caster's level,
on touch, 30 seconds
Demoralize 100
Sugar -
on self, 30 seconds
Fortify Acrobatics 2X
Fortify Athletics X
X = caster's highest
base attribute



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.
? constant: +15 agility, speed and luck.
? at will: Slip Away – become silenced and invisible for 6 seconds.
? 1/day: Twilight Reaving – on touch, absorbs an amount of health, fatigue and magicka equal to 50% of your current lost amounts of each. The target is affected by Soul Trap for 120 seconds.


Current version obse 19

Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  Jog_X_Mod.esm03  All Natural Base.esm  [Version 1.0]04  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]05  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]06  Francesco's Optional New Creatures Add-On.esm  [Version 4.5bSI]07  Cobl Main.esm  [Version 1.72]08  TamRes.esm09  Qarls_Harvest.esm0A  Harvest[Containers].esm0B  CyrodiilUpgradeResourcePack.esm0C  Open Cities Resources.esm  [Version 3.5.5]0D  BetterMusicSystem.esm0E  CURP_Controller.esm0F  Progress.esm  [Version 2.2]10  Oblivifall Master File.esm  [Version 1.0]11  Unofficial Oblivion Patch.esp  [Version 3.3.1]12  Oblivion Citadel Door Fix.esp13  DLCShiveringIsles.esp14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]15  SM Plugin Refurbish - SI.esp  [Version 1.30]16  TamRes.esp17  Enhanced Seasons.esp  [Version 1.0]18  All Natural.esp  [Version 1.0]19  All Natural - SI.esp  [Version 1.0]1A  Immersive Interiors.esp  [Version 0.7]1B  Immersive Interiors - 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SI additions.esp  [Version 3.5]38  Enhanced Hotkeys.esp  [Version 1.4]++  FineWeapons+RustyItems Merged Plugin.esp39  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp3A  Slof's Horses Base.esp3B  DLCThievesDen.esp3C  DLCThievesDen UnOf Patch + Unoff SSSB patch-Merged.esp  [Version 1.0.5]3D  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]3E  Francesco's Optional Files.esp3F  OC+COBL Luggage Patch.esp40  Cobl Glue+Cobl Si esp Merged Plugin.esp  [Version 1.72]41  Mage Guild Sorters v3.esp42  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.44]43  All Capes Cloaks Clothes Gloves and Robes+Bobs Armory-Merged.esp44  Creatures Alive v1.3.esp45  PTRoamingNPCs+kuerteeWanderingEncounters Merged Plugin.esp46  lorecreatures_Subspecies Variety Pack 1 - Canines full version - Merged Plugin.esp47  TIE.esp  [Version 1.37]48  TIE+Frans NPC Inventory.esp  [Version 1.0]49  Smarter Bandits.esp4A  Oblivifall - Something's Not Right.esp  [Version 1.0]4B  BHC_Expanded.esp  [Version 1.2]4C  Cyrodiil Training Center.esp4D  (DC) Sutch Reborn.esp4E  Sutch Reborn Spawn Patch.esp4F  Duke Patricks - 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EE patch.esp  [Version 4.2]8A  Fort Akatosh Redux.esp8B  FortAkatoshRedux-NewRoads&Bridges patch.esp8C  Open Cities New Sheoth.esp  [Version 1.1]8D  Open Cities Bartholm.esp  [Version 1.1.1]8E  Open Cities Outer Districts.esp  [Version 3.5.5]8F  Open Cities Reborn - Full Merge.esp  [Version 0.6.3]++  OCC-COBL-Wells.esp90  NRB4+UL-II+LtPD+OCOD Patch.esp  [Version 3.0.2]91  NRB4+RR Patch.esp  [Version 2.1]92  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]93  Birthsigns Expanded.esp  [Version 3.11.]94  HUD Status Bars.esp  [Version 1.2]95  DS Portable Sorters.esp  [Version 1.1]96  DS Storage Sacks.esp  [Version 1.3]97  ActorsHaveTorches.esp98  GP_Lockpicks.esp  [Version 1.5]99  ImprovedSoulgems.esp  [Version 1.11]++  GotNoClass.esp9A  Oblivifall - Ambiant Dungeon SFX+Closing Time+Let's Talk! esp - Merged Plugin.esp  [Version 1.1]9B  Oblivifall - New Classes.esp  [Version 1.2]9C  PersuasionOverhaul.esp  [Version 1.43]9D  ReneerNPCNameCorpse Merged Plugin.esp9E  kuerteeGoldIsAnInventoryItem.esp9F  Salmo the Baker, Cobl.esp  [Version 3.08]A0  BetterInns - Salmo the Baker, Cobl PATCH.esp++  BetterInns - Harvest Containers PATCH.espA1  Side's Backpacks.esp  [Version 1.0]A2  Side's Backpacks (COBL).esp  [Version 1.0]A3  Soulgem Magic.esp  [Version 1.0]A4  SetsunaDummyTraining+Slof's Dogs+talkwithyourhands2 esp - Merged Plugin.espA5  kuerteeAlternativesToDeathAndReload.espA6  Enhanced Economy - House prices.esp  [Version 1.0]A7  Quest Award Leveller.espA8  RealisticFatigue.espA9  RealisticHealth.espAA  RealisticForceMedium.espAB  RealSleepExtended.esp  [Version 2.5]AC  Duke Patricks - Nosferatu Class Vampires.esp  [Version y]AD  RefScope.esp  [Version 2.0.2]AE  Fizzle.esp  [Version 3.0]AF  StealthyAbsorbsAndDrains.espB0  Syc_AtHomeAlchemy_No_Bounty_v2+RshAlchemy+RshAlchemyRecipes Merged Plugin.espB1  Realistic Sneak for NPCs.esp  [Version 1.04]B2  StealthOverhaul.espB3  ZumbsLockpickingMod - OBSE.espB4  RenGuardOverhaul.espB5  kuerteeClothingMatters.espB6  WR Villages Addon.espB7  sycShout+Enhanced Grabbing Merged Plugin.esp  [Version 1.02]B8  Duke Patricks - Combat Archery.esp  [Version 3.5]B9  Duke Patricks - Double Arrow Nock Shot.esp  [Version 1.5.1a]BA  Willful Magic Resistance Merged Plugin.esp  [Version 4.0]BB  Armorer'sKayoAdvantage Merged Plugin.espBC  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]BD  Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.espBE  Duke Patricks - Actors Can Miss Now.espBF  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]C0  ExperienceBasedTraining.espC1  Intelligence Overhaul-RR.espC2  nGCD.espC3  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.espC4  Progress Merged Plugins.esp  [Version 2.0]++  Immediate Character Generation.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.espC5  TRAP.esp++  Disable Tutorial Text.espC6  Really Immersive Messages.espC7  SPAWN.esp  [Version 0.3]++  Duke Patricks - BASIC Script Effect Silencer.espC8  Real Hunger, Cobl.esp  [Version 1.6.1]**  Open Cities Reborn Road Record.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  Harvest Containers Filter patch for mods.esp  [Version 1.00]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]C9  Bashed Patch, 0.espCA  MergedMaps.esp



Do you happen to know if Trap+Birthsigns Expanded works with http://www.gamesas.com/index.php?/topic/1125389-relz-class-advantages/? You can see my issue there.
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jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Wed Mar 30, 2011 12:19 pm

I loaded up TRAP and Expanded Birthsigns with an existing character (khaj thief) and I don't see any of the things that were supposed to be changed/added:

First thing to try: move them both to the very end of your load order, so they override the Bashed Patch. If that fixes it, there's a mod conflict and I'll actually read that enormous list. :)

Do you happen to know if Trap+Birthsigns Expanded works with http://www.gamesas.com/index.php?/topic/1125389-relz-class-advantages/? You can see my issue there.

No technical reason these should conflict. Haven't looked at that mod closely enough to comment on balance interactions, though.
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Guy Pearce
 
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Joined: Sun May 20, 2007 3:08 pm

Post » Wed Mar 30, 2011 9:25 am

First thing to try: move them both to the very end of your load order, so they override the Bashed Patch. If that fixes it, there's a mod conflict and I'll actually read that enormous list. :)


No technical reason these should conflict. Haven't looked at that mod closely enough to comment on balance interactions, though.



See the HUD and Class Advantages threads for this now.

CA is working now but can't use TNO's HUD with CA.

edit...just moved traps and bex past the patch and still I don't see anything in the spell lists for a night eye effect if it supposed to be there. The normal one is there that I can cast.
The fear is still single target normal greater power. I don't see anything for reaving or going invis.

Here is a http://i36.photobucket.com/albums/e7/brygdom/Oblivion/62ce970d.jpg of the Class Advantages effects active. I expect to see +15 there and not 10 with both of your mods after the patch.
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Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

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