This can be done on a current charcter with showracemenu, THIS WILL RESET your skills and attrbutes. Take note of these values, and then use player.setav <skill/attribute> X It is a little more cumbersome, but works mid game. And you will still have Berserk.
On an existing save, newly spawned orcs probably get the modded spells, you won't. you could add them with console commands. their ids all start with DN or DNX. But yes you will need a new save for most content mods in elderscrolls and fallout games.
Intimidate applies the Demoralize effect at a magnitude of 25 to all characters within 20 feet for 4 seconds at the cost of 60 magika.
It's similar to the fear effect in skyrim. But the way it caclulates if a character is affected is differnt. It reduces their confidence, so targets with confidence greater than 50 probably wont be affected by a single fear spell. i believe two fear effects from different sources will stack, but using the same spell twice will only refresh it's duration.
Anyway youl have a good idea by the time you get to the goblins of how it works.
@Greator as i mentioned, you need to start a new game to have it work as intented.
@protacos @chomp Sorry i forgot oblivion doesn't have an id search function like skyrim. You could open the .esp in xedit or the construction kit to get their id.
Youl need to type into the console: player.addspell ID The ids are: xx000ED3 for counterattack xx000ED6 for intimidate You have to replace xx with the mods load order index converted to ehxidecimal. google will convert it for you if you need it.
You can do it with the console commands i mentioned. This is simply a restriction of how mods work and spells are applied to characters for bethesda RPGs running on iterations of the Gamebryo/creation kit engine.
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showracemenu
, THIS WILL RESET your skills and attrbutes. Take note of these values, and then useplayer.setav <skill/attribute> X
It is a little more cumbersome, but works mid game. And you will still have Berserk.Doesn't seem to be working with my existing save, does it require a new game?
Yeah not a fan of the vanilla orc powers, I try this mod out.
What does intimidate do?
But yes you will need a new save for most content mods in elderscrolls and fallout games.
Intimidate applies the Demoralize effect at a magnitude of 25 to all characters within 20 feet for 4 seconds at the cost of 60 magika.
It's similar to the fear effect in skyrim. But the way it caclulates if a character is affected is differnt. It reduces their confidence, so targets with confidence greater than 50 probably wont be affected by a single fear spell. i believe two fear effects from different sources will stack, but using the same spell twice will only refresh it's duration.
Anyway youl have a good idea by the time you get to the goblins of how it works.
So what exactly do I need to do for my main character to get this mod working?
@protacos @chomp Sorry i forgot oblivion doesn't have an id search function like skyrim. You could open the .esp in xedit or the construction kit to get their id.
Youl need to type into the console: player.addspell ID
The ids are:
xx000ED3 for counterattack
xx000ED6 for intimidate
You have to replace xx with the mods load order index converted to ehxidecimal. google will convert it for you if you need it.
This is fairly complicated stuff and may cause other issues, but in theory that should work.
https://en.uesp.net/wiki/Oblivion:Console
https://en.uesp.net/wiki/Oblivion_Mod:Formid#Construction_Set_vs._In-Game_Formid