About this mod
This is a gameplay overhaul that changes the way Spells are gained. The mod fully integrates Supreme Magicka, LAME and Midas Magic Spells of Aurum
- Permissions and credits
- Mirrors
Alternative Oblivion Magic System (AOMS)
Beta BETA Release v0.36
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-> Savegames now Compatible with previous versions.
-> Added a Spell Distribution Section here in the Readme, for you to know what Kind of spells the specializations have
-> Next release will feature a deeper designed spell distribution list
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Welcome to the beta release of AOMS. If you came for a new version. Please re-read for changes.
INDEX (Last Update: October 13)
1. Changelog (SEPARATE FILE)
2. Credits
3. Mod Features
------A. Main Features
------B. Secondary Features
4. Installation & Requirements
------A. Essential Files
------B. Non-Essential but Recommended Files
------C. Non Compatible Files - Updated
------D. Installation & Load Orders
5. Gameplay Information
------A. Specializations
------B. Spell Distribution
------C. Multiclassing
------D. Unlocking Spells, Tips and Examples
------E. What is NOT done yet
------F. What is Under development
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2. Thanks to
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Stattis (Script and Gameplay assistance)
Argomirr (Compatibility with save games script)
TheLosTOn3 (Beta test and Gameplay assistance)
xXShaddowTXx (Beta test and Gameplay assistance)
Ayrton (Beta test and Gameplay assistance)
Flightflea -> Supreme Magicka
Xilver -----> Midas Magic Spells of Aurum
bg2408 -----> Less Annoying Magic Experience
brucevayne -> FearsomeMagicka
Also Thanks to the authors of all plugins used in the mod
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3. Features
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A. Main Features
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This mod changes the whole way the spells are gained by the character, turning the game into a more immersive
experience, by making every character unique.
I started this mod because I hated the buying spells system, and hated how every character could have every spell available in the game. I prefer it more customized and unique, and saving me the time of buying and being able to have all the Spells in the end.
These are the features:
-> All Spells are gained by meeting special or mixed skill requirements
-> Full integration of the best magic mods out there:
Supreme Magicka,
Midas Magic spells of Aurum and
LAME (Less annoying magic experience).
These mods are REQUIRED to play. Follow the installation instructions below.
-> 18 specializations (5 Lower, 12 Higher), different and unique from each other, with their own spell tree. Each one requiring the character to meet certain skill levels before being chosen.
-> Houndred of spells included, distributed with balance and coherency between all 18 Specializations. Making between 50 and 100 spells per specialization
NOTE: (Beta v0.36 mostly covers Novice and Apprentice, and few Journeyman levels)
-> Disabled ALL spell shops. There is no way you can buy spells now. All spells are gained through the
experience of your character. You can still buy training skills to enable special spells.
-> 99% compatibility with any mod in the nexus. This system is done through scripting and does NOT ADD or
REPLACES ANY game file. Read below for more information about compatibility.
-> Better immersive gameplay, by being different from each character you play with, fully exploiting all the spells available in the game (since you will be limited to those). Spell lists were designed to be as most balanced and fun as possible, while maintaining coherency and roleplay.
Check at the end of this readme for more information about the gameplay
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B. Secondary Features
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-> Dynamic Updater:
This will help a lot since it will remove wrong spells and fix problems in your Savegame that I do from one version to another. Also this makes the mod compatible with your Old Savegame (Not Recommended). You may lose spells gained from Tomes or other mod's spells.
-> Speed Up Spells:
A new feature is the ability to unlock spells faster than you would normally do by meeting extra skill requirements. Look gameplay information for examples
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4. Requirements and Support
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A way to know if the mod is working before you play:
-> If the mod executes correctly, then the Book shown in the screenshots should pop-up when you start a game.
-> Make sure you get exactly these versions of these working mods.
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A. In order to play you need:
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1. Oblivion & Shivering Isles Patched to 1.2
Make sure you enable DLC Shivering Isles.esp
2. OBSE v0019 Beta 4 and a Mod Manager (Oblivion Mod Manager or Wrye Bash. This second one is more recommended)
http://obse.silverlock.org/
3. Supreme Magicka 0.90 Beta 3 (Previous versions wont work!!!!). You can get it here
http://www.tesnexus.com/downloads/file.php?id=12466
4. LAME (Less Annoying Magic Experience) 1.7. You can get it here
http://theelderscrolls.info/?go=dlfile&fileid=219
5. Midas Magic Spells of Aurum 0.995. You can get it here
http://tesnexus.com/downloads/file.php?id=9562
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B. Non-Essential Recommended Files
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6. Overhaul mods are recommended, to make the game more interesting and balanced together with the spells integrated into this mod. Also, it is because I recommend mods that SLOW DOWN skill leveling up.
-> Oscuro Oblivion Overhaul
-> Francesco
-> FCOM (Combination of Oscuro and Francesco mods)
7. An alternative way of Playing AOMS
-> Oblivion XP
It is a Mod which changes the leveling up system where you Level Up after gathering Experience and then, make it in a custom way by spending points in your Character stats. This would turn AOMS into something more like D&D where you get the Spells after level up
8. Non-Magical Fighting Mods
-> Deadly Reflex
-> Unnecessary Violence
9. Party Mods
-> CM Companions
-> Companion Share and Recruit
-> Companion Horse Support
10. Immersion Mods
-> Realistic Fatigue
-> Realistic Health
-> Adventures Gear (Includes Real Hungry)
-> Real Thirst
-> Real Sleep
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C. Non-Compatible Mods
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This mod is fully own-scripted and does not change any game file. Still, there may be mods which change stuff this mod uses. Also, Mods that are not compatible with Lame, Supreme Magicka or Midas spells, are neither compatible with AOMS.
Custom Compatibility provided for:
Start Choices
Alternative Start Arrive by Ship
Horse Companion Support
Non-Compatible Mods found ATM:
Chargeable Spells
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D. Installation & Load Orders
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Once you have all mods extracted in your data folder, open wrye bash and setup the next order.
Using BOSS is highly recommended. You can get BOSS here: http://tesnexus.com/downloads/file.php?id=20516
.
.
SupremeMagicka.esp
.
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MidasSpells.esp
.
.
bgMagicEV.esp
.
.
AlternativeOblivionMagicSystem.esp
.
.
NOTE: LAME optional .esp files are compatible and should work. Use BOSS to order them correctly
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5. Information about the mod & Gameplay
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Things to know if the mod is working correctly
-> AOMS Manual should pop up in character creation screen
-> After exiting tutorial a Container window showing the available specialization should pop up
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A. Specializations
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Lower Specializations require simple Skill needs
Higher Specialization require complexy and Excluding Skill needs
A character is considered to have a Skill when he has it as a MAJOR SKILL (at least 25 points)
ALTERATION:
-> Arcane Chemist (Higher Specialization). (Must Have: Alteration, Restoration, Alchemy. Must NOT Have: Heavy Armor, Security). Alters the materia of his surroundings, makes water breathable, walkable, makes objects feel heavier or imbue arrows with arcane poisons.
-> Force Mage (Lower Specialization). (Must Have: Alteration) Creates force fields to protect himself and others from different types of damage.
-> Arcane Trickster (Higher Specialization). (Must Have: Alteration, Illusion, Acrobatics, Sneak. Must NOT Have: Security, Blunt, Heavy Armor). Versatile character, with a variety of special spells which turn this character into the most unique between mages.
CONJURATION:
-> War Mage (Higher Specialization). (Must Have: Conjuration, Destruction, Armorer, Blade or Blunt or Bow, Heavy Armor or Light Armor.). Fearsome character whit great fighting skills, which empowers with own summoned magical equipment.
-> Druid (Higher Specialization). (Must Have: Conjuration, Destruction, Illusion, Restoration. Must NOT Have: Heavy Armor, Light Armor, Blade, Blunt). Summons different powers of nature itself, he is able to manipulate the energies of nature, including animals or the weather, the earth and the wind.
-> Daedric Summoner (Lower Specialization). (Must Have: Conjuration). Summons Daedric creatures and powers to fight on his side.
-> Necromancer (Higher Specialization). (Must Have: Conjuration, Destruction, Illusion, Restoration, Speechcraft. Must NOT Have: Blade, Blunt, Marksman, Heavy Armor, Light Armor). Summoning and manipulation of life and death. Expert in the use of the forbidden school
DESTRUCTION:
-> Fire Elementalist (Lower Specialization). (Must Have: Destruction)
-> Ice Elementalist (Lower Specialization). (Must Have: Destruction)
-> Lightning Elementalist (Lower Specialization). (Must Have: Destruction)
-> Life Reaver (Higher Specialization). (Must Have: Destruction, Restoration, Speechcraft. Must NOT Have: Heavy Armor, Light Armor). Fearsome character with draining and manipulation powers, he is a ritualists and knows the most dangerous spells of the Arcane emporium
ILLUSION:
-> Illusionist (Lower Specialization). (Must Have: Illusion). Master of altering perception, dominates and charms other living creatures. Powers from invisibility to command creatures make this character dangerous for any number of enemies.
-> War Minstrel (Higher Specialization). (Must Have: Illusion, Restoration, Speechcraft, Blade, Heavy Armor. Must NOT Have: Marksman, Sneak, Security). Turns the battle on his side by influencing allies and enemies. The gifted charisma this character has turns him into the best leader.
MYSTICISM:
-> Controller (Lower Specialization). (Must Have: Mysticism) Mystic character with rare powers, such as telekinesis, trapping souls or teleport. The Controllers tend to have the rarer of all spells, they can even control the weather or manipulate the magicka.
-> Arcane Witchhunter (Higher Specialization). (Must Have: Mysticism, Illusion, Marksman. Must NOT Have: Heavy Armor). Specialist in tracking down and counter-spelling mages. They tend to use powers of draining and deflecting magicka in all its ways.
RESTORATION:
-> War Priest (Higher Specialization). (Must Have: Restoration, Alteration, Speechcraft, Heavy Armor. Must NOT Have: Sneak, Security, Acrobatics). The Warpriest is a character who calls all the powers of the divines into battle, being able to empower himself and his allies in the name of the good.
-> Warlock (Higher Specialization). (Must Have: Restoration, Mysticism, Speechcraft. Must NOT Have: Heavy Armor, Light Armor). The counter-side of the War Priest, uses evil powers to debilitate his enemies instead of empowering himself.
-> Healer (Lower Specialization). (Must Have: Restoration). Non-aggressive character, excellent survivor and party mate, he can protect and heal in many ways no one else could ever do.
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B. Spell Distribution of Specializations
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Arcane Chemist (Superior Specialization)
1. Burden & Feather Spells
2. Alchemy and Restoration Powers
3. Materia Alteration Spells
4. Misc & Multiclass
Force Mage
1. Protective Spells
2. Force Spells
3. Misc & Multiclass
Arcane Trickster (Superior Specialization)
1. Rogue Spells
2. Shadowmaster Spells
3. Misc & Multiclass
WarMage (Superior Specialization)
1. Bound Equipment Powers
2. Material Destruction Powers
3. Misc & Multiclass Spells
Daedric Summoner
1. Summoning Daedra
2. Misc & Multiclass Spells
Necromancer (Superior Specialization)
1. Summoning the Dead
2. Controlling the Dead and the Living
3. Life Draining Powers
4. Misc & Multiclass Spells
Druid (Superior Specialization)
1. Summoning Nature Animals
2. Nature Destruction Powers
3. Restoration Powers
4. Controlling the Nature
5. Misc & Multiclass
Elementalists
1. Destruction powers of Chosen Element
2. Misc & Multiclass
Life Reaver (Superior Specialization)
1. Life Draining Powers
2. Life Leeching Powers
3. Physical Destruction Powers
4. Misc & Multiclass
Illusionist
1. Behavior Domination Powers
2. Shadowmaster Powers
3. Misc & Multiclass
War Minstrel (Superior Specialization)
1. Battle Domination Powers
2. Fortifying Powers
3. Protective Restoration
4. Misc & Multiclass
Controller
1. Mystic Environment Domination
2. TimeSpace Powers
3. Magicka Powers
4. Misc & Multiclass
Arcane WitchHunter
1. Dispelling and Deflecting Spells
2. Brain Domination Powers
3. Tactical Behaviour
4. Mystical Missiles
5. Misc & Multiclas
Healer
1. Healing Powers
2. Protective Powers
3. Misc & Multiclass
Warpriest (Superior Specialization)
1. Protective Powers
2. Fortification Powers
3. Enemy Weakening Powers
4. Shield Powers
5. Misc & Multiclass
Warlock (Superior Specialization)
1. Fortification Powers
2. Enemy Weakening powers
3. TimeSpace Powers
4. Enemy Draining Powers
5. Misc & Multiclass
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C. Multiclassing
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I Call multiclassing to choosing at least two magic schools as major skills, say Destruction and Alteration. Considering that in this mod you chose ONE specialization based in ONE major skill, this is how I treat this matter:
Multiclassing works in two different ways
1) Base Multiclass Spells. All classes get the same spells when multiclassing, all at the same level. This is,
->Specialization Major Skill Level 35 + Multiclass Major Skill Level 25
->Specialization Major Skill Level 45 + Multiclass major Skill Level 25
Yes, this means that you have to wait up to Level 35 to get your first multiclass spells. Also, this means that it doesnt matter which Multiclass skill level you are, it depends on your main major skill. Journeyman work the same way, with Level 55 and 65 instead, and Journeyman multiclassing skill level.
2) Extra multiclassing spells. All specializations get unique spells in combinaton with certain magic schools. For example the Fire Elementalist gets Fire Shield at 36 Destruction Skill + 36 Alteration Skill
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D. Unlocking Spells and TIPS
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Lets give some expamples so you can understand a bit more on how this works out.
-> A druid requires 36 points in conjuration in order to get 'Entangle Spell'
-> A War mage requires 40 points on conjuration AND 35 points in destruction in order to get 'Corrode Armor'
-> All Specializations get Fire Nova if they have multiclassing Destruction major skill at level 35 of their base Major Skill.
-> A War Priest gets Holy Fire at level 48 of Restoration Skill and 40 Speechcraft. If he has 25 points in Athletics, hey will get Holy Fire at level 40 of Restoration Skill (Speed Up Spell feature)
The rest of the spells are left for you to explore. All spells tend to use different skills, such as Heavy Armor, Acrobatics and Speechcraft. (For example, the Force Mage can Push enemies if he has 38 points in athletics).
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E. What is NOT done yet
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-> Currently the mod supports up to skills level 50, this means only Novice, Apprentice (and some few Journeyman) levels are integrated into the mod. I intend to test through before making the whole mod and then regretting it.
-> I am constantly updating and checking the Spell Lists, adding new spells, fixing and changing others. Currently there are between 50 and 70 spells per EACH class (up to journeyman level).
If you feel you can help with any of these, you are welcome to do so!
Bye!
Revolucion09