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.
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 ;-).
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.
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(?)
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.
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.
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? <.<
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?
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?
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.
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.
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.
107 comments
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.
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 ;-).
I don't know if a crash log would help. Installing it is fairly easy next time I play.
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.
Chandra is a secret spell merchant included in LAME; yes.
Importing is okay, I suppose. :)
*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.
unfortunately I wasn't able to replicate the bug on my installation. Really strange bug!
I'll keep trying to replicate it.