Presenting
http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=4903
This mod sees improvements to Fire, Frost and Shock effects in addition to Damage Health, Soul Trap, Disintegrate, Turn Undead and Absorb effect visuals.
I was very disappointed to learn that weapons similar to Trueflame and Hopesfire were't featured in Oblivion, I wanted weapons that were on Fire or Electrified. Flaming weapons and the like are now a reality, only this mod makes a broader range of effects just as fantastic.
This mod changes the effectshaders for the aforementioned effects played on enchanted weapons. Weapons whose primary effect is considered to be Fire Damage, Frost Damage, Shock Damage, Damage Health, Soul Trap, Disintegrate, Turn Undead and Absorb will be more visual. Unfortunately this can clash with other mods that edit those Magic Effects, such clashes should be relatively minor (Icons, etc). Adjusting your load order should fix any problems.
It is very unlikely that I will offer support for this mod. It was released over 4 years ago now, and I'm busy with other things.
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FAQ's
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Q: Will this work on staff's?
A: The game selects and plays effect shaders differently for Staffs, Bows and Arrows. This is why they will not have a visual effect.
Q: Why won't Bows and Arrows have visual effects?
A: This is still a mystery to even myself, technically they do play the same effect shaders as other enchanted weapons but I believe it is hard coded into the game to play them in such a way that they aren't as visible. Same may be true for staffs,
Q: What is an effect shader?
A: An effect shader is a visual effect typically used for spells, enchantments, or other magic effects. In some cases, effect shaders are applied to variant creatures to make them look somewhat different than their relatives.
Q: My weapon has two effects, eg Fire/Frost. Which one will show up?
A: For multi-effect enchantments, the primary effect is considered to be the single effect that is the most expensive in terms of how many charges that effect uses. For example, with enchantments the base cost (charge/point ratio) of Fire Damage is 7.5, whereas the base cost of Frost Damage is 7.4. This means that if you had a weapon with 1pts Fire Damage and 1pts Frost Damage the primary effect will always be considered Fire Damage.
Q: CONFLICTS?
A: This mod will (minorly) conflict with any other mod that alters the fire and frost damage effect shaders.
Major Conflicts can occur with mods that alter the Shock Damage, Damage Health, Damage Attribute, Soul Trap, Turn Undead, Absorb Health, Absorb Skill, Absorb Attribute, Absorb Fatigue, Absorb Magicka, Disintegrate Armor and Disintegrate Weapon Magic Effects. Such conflicts can be resolved two ways:
Remove offending mods, as changing said magic effects is the backbone of this mod.
Adjusting the position of this mod relative to others in your load order should resolve most/all issues.
Any mods loaded with this one that add weapons that come with actual flames/frost/electricity/other will most likely prove to be a undesirable combination. The game will load the meshes and textures of that weapon (with said effect) and apply the visuals from this mod. This could result with an overall effect that is awesome but I HIGHLY doubt it, so keep that in mind.