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Digineaux

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Digineaux

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15 comments

  1. SwedishElk
    SwedishElk
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    Sticky
    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.
  2. Frebra701
    Frebra701
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    this is an interesting choice... xd t will certainly be interesting seeing two orcs fight each other
  3. nmmc
    nmmc
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    am i hallucinating on character select my orc's have decreased luck? 30 for stronghold and 25 for orsinium
    1. Digineaux
      Digineaux
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      my mods don't affect the backgrounds. Thats seperate to races in engine. I also havnt changed any of the stats.
    2. nmmc
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      thank you, must be some other addon, poop!
  4. Greator2
    Greator2
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    I think I've found a bug: this mod makes NPC orcs silent.
    1. Digineaux
      Digineaux
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      should be fixed in the newest version. I thought i had fixed it already, my bad.
  5. chomp
    chomp
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    EDIT
    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?
    1. Digineaux
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      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.
    2. Greator2
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      you could add them with console commands. their ids all start with DN or DNX.


      So what exactly do I need to do for my main character to get this mod working?
    3. ProTacos
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      What do you mean they start with DN and DNX? How do I figure out what the rest of it is?
    4. Digineaux
      Digineaux
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      @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.

      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
    5. Greator2
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      Alright. I would love if there was a way to get this mod working without having to start a new game. I could donate if you find a way.
    6. Digineaux
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      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.
    7. Digineaux
      Digineaux
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      checkout the stickied comment, another user found a better way
  6. Funktastic123
    Funktastic123
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    Yes... good... yet another potential mod for my Yujiro Hanma orc run. It's all coming together...