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Oblivion6871

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Oblivion6871

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163 comments

  1. ChimChimCharoo
    ChimChimCharoo
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    So, hypothetically, if you killed Shady Sam because there's only room for one Skooma dealer in Cyrodil, where would you buy these new toys? Asking for a friend. 
    1. Oblivion6871
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      I marked him as respawning just for these situations. Wait three days somewhere far away.
    2. ChimChimCharoo
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      Oh...does his inventory respawn? So, again totally hypothetically, with this mod someone could trap Shady Sam in an endless 3 day time loop that culminates in his death and a +1 on Skooma??
    3. Oblivion6871
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      Hypothetically, yes that is possible. But he can summon the Gatekeeper now.
  2. Dauransxx
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    May i suggest when you cast a summon, it cost mana and puts that mana on hold/lock. 
    Like, you have 300 mana, you cast a skelly that cots 100 mana which then locks that mana so it cant be used leaving you with 200 mana making it where gaining more max mana means you can summon more which balances it making you need to think if you want more summon and less destruction spells. Just an idea, no biggy if you do not like it.

    Sorry if its already like this. guess ill find out and input my idea now.
    1. Oblivion6871
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      That's almost how it works. Just flat rate reserves based on spell skill level.

      I thought this was a comment on my Toggle Spells mod. I didn't add mana reservation to this one, as not everyone loves that. I don't want to force it on anyone.
  3. sneakyninja95
    sneakyninja95
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    Is this mod making it so there are no level requirements (expert, master, etc.) for casting stronger spells? Or do I most likely have something else causing this?
    1. Oblivion6871
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      That's likely something else. If I had to guess, I would put that down to either the optional file from my "Stronger Soul Gems" or "Better Enchanting"
    2. sneakyninja95
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      Was troubleshooting and just came back to say that lol. It was the better enchanting. Saw the post about the "dur" misinterpretation and put it together. Really cool how immediately dedicated the community is I love it. Great work so far!
    3. Oblivion6871
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      Yeah, I figured I needed to give him a heads up over there since there's so much overlap on our mods. Glad it helped!
  4. MoRZiLLo
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    version 1.2 crash my game when i'm making spells.  There are few blank spaces, if you click on one of them, game crash.
    The rest works fine

    sorry, i don't have capture

    From BA01 to BA10. Bound Armor Extra 01 ect...
    Back to the 1.1 and my game is ok again.
    1. Oblivion6871
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      Hey, those effects shouldn't be visible and haven't been added to any spells in this mod. If you're seeing them, you likely have another mod trying to make use of them being overwritten by mine.
    2. MoRZiLLo
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      Fine. Thanks
    3. Oblivion6871
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      Try moving this one higher up in your load order.
    4. MoRZiLLo
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      Done! And i read the other message, i have Rich Merchants too, so i put after those mods.
      Thank You!
  5. DeltaD99
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    So Shady Sam ain't selling black soulgems nor is he selling spells. What should I do?
    1. Oblivion6871
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      If you have any other mods affecting him, make sure this loads after. Things like richer merchants for example.
  6. nzhan123
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    My skeletons are still limited to one. Why is that?
    1. Oblivion6871
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      Because this allows you to cast different spells to have multiple summons, not the same spell. 
    2. nzhan123
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      Thank you
    3. TheOneBlackSheep
      TheOneBlackSheep
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      Is it possible to make it so I can summon in multiple of the same summons then? Any mod I can add to apply that layer of functionality?
    4. Oblivion6871
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      No, it's an engine limitation. But I will add some spells to this one soonish for multi summons.

      If you have any suggestions for what those multi summons should be, feel free to DM me.
    5. Asterrahl
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      Oh, awesome! For multi-summon, I'd suggest something like 2 Skeleton Archers, 1 Skeleton Guardian. Or 2 Skeletons, 2 Archers. 
      3 Ghosts, or 3 Wraiths. 4 Scamps. 2 Dremora. 2 Dremora, 1 Dremora Lord. 

      Generally, I would argue against the "1 summon each of the family" sort. Like 1 of every Undead type, 1 of every Daedra, 1 of every Skeleton. Because the weaker ones become irrelevant and crowd the place. Summoning 3 or 4 beings is enough and lower leveled mobs are easier to use and have fun with, while the bigger badder ones would steamroll too much.
  7. kramoracion
    kramoracion
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    https://www.nexusmods.com/oblivion/mods/23069?tab=description

    We need a remake of this mod on the remastered version
    1. Oblivion6871
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      Unfortunately the script function to check the players equipped spell is OBSE only. Maybe if the team there can figure out how to add back the old functionality.
  8. timewhisper
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    Hi! First, I'd like to thank you for sharing the mod :)

    That said, I can't seem to make use of the Lock spell (the version from Sam or in custom spells), no projectile or spell effect plays, and the door or container shows no change.

    Is it a general issue or is it a mod conflict?
    1. Oblivion6871
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      I did a quick test and had it working fine. I didn't add an effect to it because it doesn't come with one, but next update I will just so it's easier to aim. Try a custom spell with an area maybe?
  9. CinuseczekSkyrim
    CinuseczekSkyrim
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    "All magic effects will be available for spellmaking/enchanting, assuming you have the effect as a spell already." - So its worthless mod? You can go to Frostcrag at lvl1 and have house with altairs xD
    1. benamati
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      Dude you're more than capable of providing actually meaningful feedback and criticisms and doing it without sounding like an ass. Read the last bit of the description, some spell effects which aren't normally available are added to a vendor. You can't create any spell effect without knowing it first so if you can't acquire a spell effect you can't recreate it, also you can craft spells and enchants with two of the spells so from wherever meaning you don't have to fast travel to do so. maybe not everyone will find this useful but that doesn't make it worthless. please try to be a better person.
    2. Oblivion6871
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      In the base game, you can't make restore enchantments. Like restore health, restore magicka, etc. You can't enchant weapons with paralyze. You can't use certain summons (like saints or seducers) in spellmaking. This mod removes those kind of restrictions, and those are just a few examples.

      And that's just the first part. It also adds several completely new spells, removes the summon limit, and adds easier access to rare or unavailable magic effects.
  10. gameoutalw
    gameoutalw
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    Am I missing how to install this? I'm not using vortex, but not sure where to put this or what to update...
    1. Oblivion6871
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      It's the description on the download page.