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bg2408

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107 comments

  1. lordsoulstrike
    lordsoulstrike
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    I wanted to comment, this is still an awesome mod for Original Oblivion. I thought I would try adding it to Oblivion Remastered. It partially works, spells work fairly well, however anything to do with summoning does not work (IE bound weapons ect....) If I try and and conjure a creature. Game crashes.

    I thought I would post my initial findings since some mods WILL work on OR. I know some of the systems are different and this is not in any way a complaint on this mod. Just initial curiosity to see how well this mod works. I uninstalled and my save seems fine. Although I do not recommend removing mods mid game.
    1. bg2408
      bg2408
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      Thanks for the info!

      I don't know anythingy about the remaster yet. I wait a bit. And hopefully when I have a bit of time (I don't know how long I'm keeping saying that... RL is funny in a very unfunny and stressful way) I try it out. And see if I can get any mod working for it. No promises though - I don't even currently own a PC able to run the remastered version ;-).
    2. lordsoulstrike
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      This WAS the mod I used in Oblivion. I tried out of curiosity. Seems anything that would conjure items from conjuration would not work. During the intro tutorial. Those conjuration spells left them in their underwear, no armor or robes. A few spell castings animations would not play.

      I don't know if a crash log would help. Installing it is fairly easy next time I play.
  2. Freyr95
    Freyr95
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    is it possible to make the teleport spells work in combat? I tried removing the combat teleport restriction in the script myself but even after doing so I still get the message about being unable to teleport in combat(?)
    1. bg2408
      bg2408
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      There are two important steps to remove the restrictions:
      1. Change the following line of codes of all teleportation scripts:
      if ( player.IsInCombat == 1 )
      message "You cannot cast this spell during combat!"
              elseif ( GetPlayerinSEWorld == 1 )

      Remove :
      if ( player.IsInCombat == 1 )
      message "You cannot cast this spell during combat!"
      And change the next elseif to if.

      Should look like this then:

      if ( GetPlayerinSEWorld == 1 )

      Many teleporation spells use several scripts (e.g. Mark and Recall), and this part has to changed in all scripts. Look at Divine Intervention - there the script does not include a combat check.

      2. Then each changed script has to be compiled, otherwise it stays the same. Simply hit compile (do not hit Compile all!) and afterward save the changed plugin.
  3. TirionHGD0
    TirionHGD0
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    now all i need to do is find a way for fireballs not to cast shadows its tanking my frames dont think its this though
  4. darkmammoth1
    darkmammoth1
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    Quick Question, is Chandra the Bloodthirsty an NPC added by this mod? I've tried every character overhaul mod and she still looks like a lizard person. 
    1. bg2408
      bg2408
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      Strange...

      Chandra is a secret spell merchant included in LAME; yes.
    2. Dario1980
      Dario1980
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      where is her ?
  5. Bergwein
    Bergwein
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    WryeBash says bgMagicEVNoSorting.esp is "technically mergeable, but has NoMerge tag" - sooo is it really that important to not merge this esp into the bashed patch? <.<

    Importing is okay, I suppose. :)
    1. bg2408
      bg2408
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      If you're using Wrye Bash's bashed patch, that .esp is not necessary. You can remove the sorting in the bashed patch itself.
  6. FoolOrAClown
    FoolOrAClown
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    I have a basic Conjure Skeleton spell and when I cast it I get a big yellow sign coming out of my hand with writing on it for the cast animation. How do I fix this?
  7. dylanthebanana
    dylanthebanana
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    So far I have it running smooth except for the Shock Shaders. Anytime I pull pull my shock sword, it's covered in so much electricity it looks like cobwebs and everything I hit gets covered in the same. Is there a way to tone down the shock effects or is mine just installed wrong?
  8. FoolOrAClown
    FoolOrAClown
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    I'm just curious, I booted up the game to see if the mod was working and Flare and the healing spell were marked F&D and RRHI, I believe. What does this mean?

    *I found a comment explaining it. School, effect, then number for skill rank. So RRH1 (not I, like I thought) is Restoration, Restore Health, 1 = Novice I believe.
  9. CountV10
    CountV10
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    I liked this mod till I realized you removed Chameleon and drain health. The enchantment effects are cool and more summons is nice. The summons however attack you if you're full vampire. 
  10. Schiffy94
    Schiffy94
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    Some NPCs are getting borked by Ecstasy of Gold. Dar Jee and Nilphas Omellian (neither of which have a storefront of their own) now just stay in one place and force dialogue when I get within their line of sight. If I use EoG on them again, they'll start to follow me around for a time. Checked with RefScope and it seems they ended up getting stuck with the active effect "More gold! More gold!" (xx01885a) on their actor ref. Removespell seems to fix it but only if you are not in the same cell as them when you run the command. If you are in the same spell, the effect is removed, but the forced dialogue doesn't stop, so in-game I had to leave the cell, add the spell back, and then removed it again.
    1. bg2408
      bg2408
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      Hi,

      unfortunately I wasn't able to replicate the bug on my installation. Really strange bug!

      I'll keep trying to replicate it.