[Relz] Tome of Conjuration - Teleport v2

Post » Wed Dec 14, 2011 11:26 am

Summon scamp ? But I am level 46 mom !
Yes, but what if you want to have the spell available for some custom spell you want to create mein Sohn?

Conjuration spells are a source of huge spellbook cluttering - I was reluctant to delete them, as opposed to, say, flare, as they represent unique spell effects. I decided to create a small personal utility to get rid of them and back at will (and learn menu scripting).
On the other hand I have some personal ideas on magick so I combined this little leaflet of mine with a teleport spell that lets one name one's markers (a nice OBSE exercise).
So finally (after some luck with nifs, oh yes luck) I finally present you the (blast of trumpets) :

Tome of Conjuration
Download : http://www.tesnexus.com/downloads/file.php?id=33522 || PlanetES


Name: Tome of Conjuration
Version: 2.0
Date: 9/22/2011
Category: Items/Spells
Requirements: Oblivion Patch 1.2.0.416
Recommended : Oblivion Script Extender v20+ (OBSE), Wrye Bash v293+, Oscuro's Oblivion Overhaul v 1.34b5
Author(s): utumno aka Udun
Cleaned : Tes4Edit 3.0.15
Source: http://www.tesnexus.com/downloads/file.php?id=33522
Forum Link : http://www.gamesas.com/index.php?/topic/1108212-relztome-of-conjuration/

Tired of carrying summon scamp at level 51 - but still want to be able to get it back if you want to create a particular spell effect ? And maybe wanting your mastery in magick be rewarded by an err rewarding Teleport spell ? Then read on...

Description
===========
OBSE versions (recommended) - OBSE v20+ needed :
Adds a book that helps you manage your conjuration spells. You can add and remove spells from your spell book at will - options ranging from adding and removing individual spells, groups of spells, or the whole school at once. Yes it is a bit of a cheat but I trust you will not use it to acquire spells that you don't have bought or gained heh ?
Once your skill in conjuration, mysticism and restoration is high enough (yes all three) you will be prompted to read the Tome again. You will gain a teleport spell - you can name the teleport markers yourself ! - which will become more and more powerful as your skill in those schools increases (for details read the book ;). To make the spell less uber there is a material component requirement, namely a Welkynd Stone, when placing a teleport marker. If you want the spell to be uber, open up the console and type :

set udunconjurationtomequest.enablematerialcomponent to 0

non OBSE versions :
Adds a book that helps you manage your conjuration spells. You can add and remove spells from your spell book at will - options ranging from adding and removing individual spells, groups of spells, or or the whole school at once. Yes it is a bit of a cheat but I trust you will not use it to acquire spells that you don't have bought or gained heh ?
When you read the book you will also gain a journeyman teleport recall spell - nothing like the OBSE version though.

I have made Oscuro's Oblivion Overhaul versions of the books - to add/remove Golem and Jephre spells - use these versions if you have OOO installed !

NB (all versions) : There are places you must not teleport away from, otherwise some quests will break in tiny pieces. Even if I took care of the Vanilla ones there are countless others added by mods. So... teleport at your own risk : beware of astral plane storms btw.

Install
=======
If upgrading from previous version make a clean save !
BAIN (recommended) :
1. Place the 7z file to the Bash Installers folder.
2. Use the wizard.
3. Check the esp in WB.
4. Play - if you have OBSE the OBSE version will be installed - launch the game with the OBSE loader - once you are done with the tutorial and out of the sewers you will receive the book.
Manual :
1. Extract the files to a temporary location.
2. Copy the contents of the 00 Core folder into (install folder)\Oblivion\Data\ directory.
3. Copy one ONLY of the esps in the 01... folders into (install folder)\Oblivion\Data\ directory (copy the one in the OOO folder if you have Oscuro's Oblivion Overhaul) - ignore wizard.txt
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file.
5. Play - once you are done with the tutorial and out of the sewers you will receive the book.

Uninstall
=========
Manual :
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod (the .esp and Oblivion\Data\Meshes\Creatures\udun folder)
BAIN:
Right click the installer and choose Uninstall - and send me an email why you uninstalled - read my privacy policy on the back cover of the tome.

Known Issues or Bugs
====================
OBSE versions :
There is an Oblivion bug I run across (I do run across bugs routinely) which may cause the (low level) version of the tome to disappear if you drop it in an exterior. Clean save and reinstall the mod if this happens - or if you prefer open the console and type :
PRID xx008C5F
moveto player
disable
enable
where xx is the load order of my mod (find it via Wrye Bash or OBMM) - you must press after each line (duh).
If the higher version of the book disappears (never happened nor will but just in case) reinstalling the mod will make you loose your teleport markers. Use above procedure but PRID xx008C5C.

Conflicts
=========
There should not be any.

ToDo
====
Lots...
Make better models for my marker rats - yes I did manage to enable them at last :P
Add a quest and some lore (currently the acquisition of the book is err.. DLC inspired)
Make icons for my spell
Add appendices to the Tome detailing Golems && Jephre's Guardians - an everlasting source of confusion
Add more spells
Overhaul the magic system

NEED HELP with NIFs/KFs ! I am not a modeler - my real thing is quests and lore and scripting - if anyone will lend me a hand with the nifs I'd thank him much for that - even make him/her co-author
Anyone who would want to contribute in my ToDo list is welcome actually :)

History
=======
2.0, 2011/9/22 - Now SI compliant - I also refactored the scripts - I had done some really stupid things - Compiled with OBSE 20 now, there used to be some OBSE cosave bugs methinks - enter is disabled in textbox
1.0, 2010/8/3 - Initial release.

Contact
=======
You can find me on the official Elder Scrolls forums as utumno

Credits
=======
Thanks to all the people whose tools I used - in particular the OBSE team and the WB and TES4 ones - modding would be impossible without them.
Thanks to the authors of Realistic Leveling whose script I used to detect skill ups - and to Khettienna for her SI to Tamriel and back scripts.
Thanks to all the people in the forums that helped me especially QQuix for tricks and ShadeMe for tips.
Thanks to scruggsywuggsy the ferret who confirmed the bug I discovered and saved my sanity (as well as provided a workaround).

Tools Used
==========
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
TES4Files - http://www.tesnexus.com/downloads/file.php?id=8489
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Wrye Bash - http://wrye.ufrealms.net/Wrye%20Bash.html
TES4 CS Hotkeys - http://www.tesnexus.com/downloads/file.php?id=25031

Licensing/Legal
===============
Please give me credit if you use any of my scripts and/or models - I worked really hard on them.
Enjoy !

User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Wed Dec 14, 2011 3:37 pm

Might I suggest that a less "cheaty" version would only allow you transcribe spells into the book if you know them and only "learn" spells from the book if you previously transcribed them?
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Wed Dec 14, 2011 5:06 am

1. Hi
2. All powerful/ultimate spells should : cost many of magica and attributes damage (intelligence, maybe health), or be used only one time for some time, or something like ritual magic - you must have bunch of some ingredients with addition . Maybe some spells should be prepared earlier . Maybe users of "realistic needs mods" must sleep after casting for some time. Maybe ,for teleport spell , cost ==2 w. stons + not big range of the journey by one cast.
3. Are you planing to make tomes of other magic school ?
edited:
4. What do you think to make your mod good cooperative with uncappers ?
edited:
voted "no"
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Wed Dec 14, 2011 6:40 am

Greetings! :wavey:

I use Conjuration Tomes 1.0 and instead of asking what mods are compatible with Conjuration Tomes. I'll ask you if you can tell me what mods conflicts with Conjuration Tomes?

Anyway thanks for sharing. :celebration:
User avatar
Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm


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