I have a problem with the paralyze spell from the spell shop, now it has the effect of paralyzing myself and the enemy at the same time, and i was wondering if it has something to do with this mod?
I have had issues were Twinkle suddenly seem to be dead when I summon it as a companion. Don't know why it happens as this have now happened for second time where Twinkle show up and have the typical Will o Wisp residue on ground.
Can't use bandage from MOO to heal or resuscitate Twinkle back to life.
Other summon can be healed if they stay up long enough, but Twinkle should be able to self heal when needed which seem not always happen.
Not sure if this has anything to do with the mod or if it's a separate bug, but after using Mark & Recall to get in and out of Oblivion, the gate refused to close once I grabbed the sigil stone.
So I just activated the thief stone and the cheater's nip power shows up as a toggle feather lesser power and not a luck bonus greater power. What's going on with that? Is it intentional or just a glitch?
I'll quote from the overview the description of one optional module:
Also LAME comes with seven additional modules, to enhance your magic experience even more - or taking care of some other magic related matters. They are not required, but recommended. - Bonus: This replaces nearly all of the various greater powers and fortify skill abilities you get as quest rewards with something that is, in my humble opinion, more useful - small permanent bonuses (like resist fire 5 and the like). Please use this only with MagicItemSigil, because that other module makes some important enchantments weaker, and without that this module may be a bit too much.
For like 15 years now I have used this mod and your race rebalance on almost all oblivion mod installs and in many ways can't imagine playing the game without them. Thank you so much brother! They have given me many great memories.
Unfortunately there's no complete list that I know of. There are several in game lists* describing most (but not all) new spells. However most of them in a kind of unspecific way.
* = there's a list in the Skingrad's Guild of Mages somewhere on the wall. Additionally Integration adds a much longer book with clearer description in the Stranded Light's main quarter somewhere down its story.
Detect Danger: Just try it near a guard. Its only really useful if used in a gameworld without full level scaling, like OOO or FCOM. It marks higher leveled creatures depending on how much higher their level is (ranging from green meaning "a bit higher level" to red meaning "uh oh".
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.
118 comments
Can't use bandage from MOO to heal or resuscitate Twinkle back to life.
Other summon can be healed if they stay up long enough, but Twinkle should be able to self heal when needed which seem not always happen.
I'll quote from the overview the description of one optional module:
I'm having a hard time figuring out what "Detect Danger" actually does.
* = there's a list in the Skingrad's Guild of Mages somewhere on the wall. Additionally Integration adds a much longer book with clearer description in the Stranded Light's main quarter somewhere down its story.
Detect Danger: Just try it near a guard. Its only really useful if used in a gameworld without full level scaling, like OOO or FCOM. It marks higher leveled creatures depending on how much higher their level is (ranging from green meaning "a bit higher level" to red meaning "uh oh".
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.