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SirRobotson

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SirRobotson

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55 comments

  1. SirRobotson
    SirRobotson
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    Locked
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    Due to some yet unknown changes in the remaster, magic skills stays unaffected by mod.
    FIXED! Thanks HyperiusEvolved
  2. Sorius1
    Sorius1
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    Nice Mod :D
    Adding this for people like me, searching the comments for clues for different languages, I can confirm, this Mod works like a charm even with the german version (deutsch), without anything popping up with wrong names
  3. sammie969
    sammie969
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    Is there a way to edit the values in the esp file? Blades and Blunt take reeeeally long to improve now
    1. SirRobotson
      SirRobotson
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      No. But I added 50% xp combat version. Enjoy!
    2. Crocolyle
      Crocolyle
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      You're saying that version 1.2a increases combat xp by 50%, correct? Why is this the only version available for download now? Can we have one that doesn't affect xp?

      Edit: NVM, I see the different versions to choose to install after I downloaded it, and are not separate downloads like I was originally thinking.
  4. GRUmod
    GRUmod
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    Is Acrobatics a GameSetting ? If so, can you please share what the line/variable is? Hoping to make the change through a .ini tweak with GameSettings Loader. Thanks!
  5. Nymphonomicon
    Nymphonomicon
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    Does this take into account what skills are tagged class and cross-class?
    I would think the skills that are in your wheelhouse should get a small bonus on top of the rejiggering you performed upon them.
  6. LognaVino
    LognaVino
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    Hi, I just notice that you made update. Is it ok to change all in one file just for boring file mid play or remove files form this mod in general mid play?
    Thanks in advance!
    1. SirRobotson
      SirRobotson
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      Yes, totally ok.
    2. LognaVino
      LognaVino
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      Thanks for quick reply!
  7. sammie969
    sammie969
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    Is there a way to edit the values in the esp file? Blades and Blunt take reeeeally long to improve now

    Edit: Found it! ^)
    1. AndresCampian
      AndresCampian
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      Hi how did you edit the values?
    2. sammie969
      sammie969
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      I opened the esp files thru Tes4Edit using vanilla Oblivion (since it only works with it installed and launched at least once), throwing these esps in vanilla's Data folder there to edit them. There you set these esps as Active and just edit the values to where you want them. Then I just copypasted those in my Remastered 

       (as you can see Im no expert in modding but this totally worked lol)

  8. WaffleCheesebread
    WaffleCheesebread
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    Modders, please stop putting folders into your zip files. We only need the mod, not an entire file structure.

    BTW, your zip file contains a plugins.txt that is going to damage everyone's mod setup if they don't realize you've put that in there and accidentally overwrite it. There is NEVER a reason to put a plugins.txt in your zip files like this, except to break people's setups without them realizing it.
    1. gloomycoin
      gloomycoin
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      no reason to include plugins.txt except to be malicious. reported
    2. tco
      tco
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      He's providing feedback, in a very direct way but without being rude. Guess what you are doing? Indeed...

      And having all the folders was a bit weird, click, click, click, click to find 1 single file. I guess you want me to just directly copy paste the folder but I'm not doing that if I don't know whats inside the maps. You never know nowadays.

      Also I agree that the plugin.txt should not be included. People are dumb and you should treat the lowest denominator as leading. If you want to show an example you explain it on the actual mod page. Which, you know it is for.

      Hope to see the mod work for all skills in the future. Now have a nice day. 
    3. SirRobotson
      SirRobotson
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      Noted. Fixed. Thank you!
    4. Brotagonista
      Brotagonista
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      I could not disagree more. Including the file structure is incredibly helpful for people new to modding or just for easily dropping it into the root folder without having navigate to the right folder yourself, there's zero downside.
    5. SirRobotson
      SirRobotson
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      There is always someone unhappy. I wrote about it, but some smart aleck reported my messages.
  9. Ukuli1
    Ukuli1
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    Does this mod alter the XP gain from mana cost on spells, or just sets a multiplier on the XP gained?
    1. SirRobotson
      SirRobotson
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      Multiplier. See ini file.
  10. AndresCampian
    AndresCampian
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    Im just confused with the install, im dropping the mod into where it says to go but am i supposed to edit the plugin text? also for editing the skills myself manually where do i do that, in the altar ini file? becuase all there is to edit is

    AthleticsExpGainSprinting=0.020000
    AthleticsExpSwimming=0.050000
    AthleticsExpRunning=0.020000
    AthleticsExpSprinting=0.020000
    AlterationExpCastMult=0.120000
    ConjurationExpCastMult=0.120000
    IllusionExpCastMult=0.120000
    MysticismExpCastMult=0.120000
    DestructionExpCastMult=0.040000
    RestorationExpCastMult=0.050000
    MercantileExpTransactionMult=0.040000

    nothing about alchemy or others so where do i go and edit them?
    1. SirRobotson
      SirRobotson
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      Sorry not possible for now
  11. CagedGod
    CagedGod
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    Is it possible to configure the "mod edits" in .ini? 
    I want to edit the combat exp myself
    1. SirRobotson
      SirRobotson
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      Sorry not possible for now