revolucion09 Posted April 11, 2010 Share Posted April 11, 2010 =========================================Alternative Oblivion Magic System (AOMS)Beta Release 0.1========================================= Welcome to the beta release of AOMS. Please read the whole readme before you try the mod. If you came for a new version. Please re-read for changes. INDEX1. Changelog2. Credits3. Main Features4. Installation & Requirements------A. Essential Files------B. Non-Essential Files------C. Non Compatible Files5. Gameplay Information------A. Specializations------B. Multiclassing------C. Unlocking Spells & Tips------D. What is NOT done yet------E. What is Under development ------------------------------------------------------------1. Changelog (Please read if you are updating)------------------------------------------------------------v0.1****[NEW]-Added Journeyman level support and Journeyman level multiclassing (read multiclassing section)-Designed a dynamic system that restarts the spell list after updating AOMS versions. (pros: clean spell lists by removing and fixing spells from one version to another. permitting me to update oftenly without ruining the game. cons: 'Spell tomes' spells will be lost. Spells added by other Mods will be lost too) [CHANGED]-Redesigned the psychic, now it is called Illusionists, and includes spells which alter the perception, apart from having the classic dominate and command spells-Added 11 spells, which were missing in previous versions. [FIXED]-Small bugs and typos in the scripts-Overall script cleaning v0.03***[NEW]-Added compatibility with Old Savegames not made with AOMSThanks to Argomirr in the forums for this!!! [CHANGED]-Dead Summoner is now Called Necromancer v0.02***[NEW]-WarPriest has 6 New spells-Warlock has 4 New Spells-WitchHunter has 1 New Spells [CHANGED]-The mod is now merged and Non-Modular. DELETE AOMS + XXX . esp Files !!!!!!!!!!!!!-All Characters now start with one spells. Characters which start with level 30 skill get two or three bonus spells. Characters which do not start with level 30 skill. Get them in their way to level 30. [FIXED]-WitchHunter had a bug in its script which caused to not give the player the correct spells-Frost Elementalist had a bug in its script which caused possible spell duplications ------------------------------------------------2. Thanks to------------------------------------------------Stattis (Script and Gameplay assistance)Argomirr (Compatibility with save games script)TheLosTOn3 (Beta test and Gameplay assistance)xXShaddowTXx (Beta test and Gameplay assistance)Ayrton (Beta test and Gameplay assistance) ---------------------------------------------3. Main Features--------------------------------------------- This mod changes the whole way the spells are gained by the character, turning the game into a more immersiveexperience, by making every character unique. I started this mod because I hated the buying spells system, and hated how every character could have every spell available in the game. I prefer it more customized and unique, and saving me the time of buying and being able to have all the Spells in the end.These are the features: -> Spells are gained by meeting special skill requirements -> 18 Fully integrated specializations, very different between each other. Each one requiring the character to meet certain major skills requirement -> More than 50 spells per each Specialization (only in novice-apprentice!), fully integrating the best magic mods out there: Supreme Magicka, Midas Magic spells of Aurum and LAME (Less annoying magic experience). These mods are REQUIRED to play -> Disabled ALL spell shops. There is no way you can buy spells now. All spells are gained through theexperience of your character. You can still buy training skills to enable special spells. -> 99% compatibility with any mod in the nexus. This system is done through scripting and does NOT ADD orREPLACES ANY game file. Read below for more information about compatibility. -> Better immersive gameplay, by being different from each character you play with, fully exploiting all the spells available in the game (since you will be limited to those). Spell lists were designed to be as most balanced and fun as possible, while maintaining coherency and roleplay. Check at the end of this readme for more information about the mod and gameplay ---------------------------------------------4. Requirements--------------------------------------------- -> Play your Old Savegames:The mod IS Compatible with SaveGames thanks to a Script from Argomirr. The Dynamic updater will execute the first time you play the mod or after you made an update. This feature is available since v0.1 beta (The dynamic updater may remove spells gained by spell tomes or other mods spells. Still those are compatible if you start a new game). -> A way to know if the mod is working before you play:If the mod executes correctly, then the Book shown in the screenshots should pop-up. If you are NOT getting this book when you start a game (even when tutorial is not finished), then something is wrong (let me know!). After updating a version, you should see a message doing so. Finally, you should have a Journal Entry in your Quests journal with information about your current specialization (wip) -> Important: blaghtehx found out that the mod WONT work with older version of Supreme Magicka. Make sure you have this one! ----------------------------------------------------A. In order to play you need:---------------------------------------------------- 1. Oblivion & Shivering Isles Patched to 1.2 2. OBSE v0018 !! Very important !! 3. Wrye Bash (Not essential, but really highly recommended) or OBMM 4. Supreme Magicka 0.90 Beta 3 (Previous versions wont work!!!!). You can get it herehttp://www.tesnexus.com/downloads/file.php?id=12466 5. LAME (Less Annoying Magic Experience) 1.7. You can get it here (thank you tdnosbor for the mirror)http://www.game-oblivion.com/?go=dlfile&fileid=219 or here> (not sure if this one is working anymore, or if its coming back sometime)http://theelderscrolls.info/?go=dlfile&fileid=219 6. Midas Magic Spells of Aurum 0.995. You can get it herehttp://tesnexus.com/downloads/file.php?id=9562 7. Alternative Oblivion Magic System latest version possible ------------------------------------------------------------B. Non-Essential but Highly Recommended Mods to Play with------------------------------------------------------------ 8. Oscuro Oblivion Overhaul or Francesco or FCOM. If not, then any Leveling Mod will do.But it is not recommended that you play vanilla with this mod. Specially because magic would be overpowered sometimes,Because of the main mods mentioned. 9. Deadly Reflex and Unnecessary violence. They are recommended to compensate the non-magical gameplay 10. CM Companions or Share and Recruit mods. AOMS integrates specializations that have Party spells. It is recommended that you play with one or two companions to exploit the best of your characters Finally: Good Mood :-) And come back to feedback! -------------------------------------------------C. Non-Compatible Mods (Attention!)------------------------------------------------- This mod is fully own-scripted and does not change any game file. Still, there may be mods which change stuff this mod uses. Also, Mods that are not compatible with Lame, Supreme Magicka or Midas spells, are neither compatible with AOMS. Non-Compatible Mods found ATM: -> Chargeable Spells. The mod seems to change the spell names in game and create its own. The mod is not compatible with Lame nor Supreme Magicka nor Midas Spells. SO it is NOT compatible with AOMS --------------------------------------------D. Installation & Load Orders-------------------------------------------- Once you have all mods extracted in your data folder, open wrye bash and setup the next order.Using BOSS is highly recommended. You can get BOSS here: http://tesnexus.com/downloads/file.php?id=20516 ..SupremeMagicka.esp..MidasSpells.esp..bgMagicEV.esp..AlternativeOblivionMagicSystem.esp.. ----------------------------------------------------------5. Information about the mod & Gameplay---------------------------------------------------------- -> The mod will execute ONCE you finish the tutorial and get outdoor (compatible with alternative start mods) -> Once you are outdoor, a window will pop-up with the available Specializations your character can choose -----------------------------------------------A. Specializations----------------------------------------------- All Specializations are based on magical schools, this means Alteration, Conjuration, Destruction, Illusion,Mysticism and Restoration. Specializations are NOT for non-magical characters, thus the mod wont execute. I HIGHLY recommend using Deadly Reflex and Unnecessary Violence to compensate the non-magical combat :-)A character is considered to have a Magical Skill when he has it as a MAJOR SKILL (at least 25 points) ALTERATION:-> Arcane Chemist. Requires Alchemy. Alters the materia of his surroundings, makes water breathable, walkable, etc-> Force Mage. Creates force fields to protect himself and others from different types of damage-> Arcane Trickster. Requires Acrobatics and Sneak. Versatile character, with a variety of special spells CONJURATION:-> War Mage. Requires Blade or Blunt, Heavy Armor or Light Armor. Summons equipment for war-> Druid. Summons different powers of nature itself.-> Daedric Summoner. Requires Speechcraft. Summons Daedric creatures and powers.-> Necromancer. Requires Speechcraft. Summoning and manipulation of life and death. DESTRUCTION:-> Fire Elementalist-> Ice Elementalist-> Lightning Elementalist-> Life Reaver. Requires Speechcraft. Fearsome character with draining and manipulation powers. ILLUSION:-> Illusion. Master of altering perception, dominates and charms other living creatures.-> War Minstrel. Requires Speechcraft. Turns the battle on his side by influencing allies and enemies. MYSTICISM:-> Controller. Mystic character with rare powers, such as telekinesis, trapping souls or teleport-> Arcane Witchhunter. Requires Marksman. Specialist in tracking down and counter-spelling mages RESTORATION:-> War Priest. Requires Heavy Armor. Empowers himself for battle in name of his beliefs.-> Warlock. Requires Speechcraft. The counter-side of the War Priest, uses evil powers.-> Healer. Non-aggressive character, excellent survivor and party mate ------------------------------------------------------------B. Multiclassing------------------------------------------------------------ I Call multiclassing to choosing at least two magic schools as major skills, say Destruction and Alteration. Considering that in this mod you chose ONE specialization based in ONE major skill, this is how I treat this matter: Multiclassing works in two different ways 1) Base Multiclass Spells. All classes get the same spells when multiclassing, all at the same level. This is,->Specialization Major Skill Level 35 + Multiclass Major Skill Level 25->Specialization Major Skill Level 45 + Multiclass major Skill Level 25Yes, this means that you have to wait up to Level 35 to get your first multiclass spells. Also, this means that it doesnt matter which Multiclass skill level you are, it depends on your main major skill. Journeyman work the same way, with Level 55 and 65 instead, and Journeyman multiclassing skill level. 2) Extra multiclassing spells. All specializations get unique spells in combinaton with certain magic schools. For example the Fire Elementalist gets Fire Shield at 36 Destruction Skill + 36 Alteration Skill ------------------------------------------------------------C. Unlocking Spells and TIPS------------------------------------------------------------ Lets give some expamples so you can understand a bit more on how this works out.-> A druid requires 36 points in conjuration in order to get 'Entangle Spell'-> A War mage requires 40 points on conjuration AND 35 points in destruction in order to get 'Corrode Armor' The rest of the spells are left for you to explore. All spells tend to use different skills, such as Speechcraftor Athletics (For example, the Force Mage can Push enemies if he has 38 points in athletics). ----------------------------------------------------D. What is NOT done yet---------------------------------------------------- -> Currently the mod supports up to skills level 75, this means only Novice, Apprentice and Journeyman levels are integrated into the mod. I intend to test through before making the whole mod and then regretting it. -> Full balance test, some specializations may not have the best combination or requirement lists, thus needsa lot of testing. If you think there are spells that should be in X specializations, or find a bug, please report it! -> Texts. Journal entries and Descriptions. UI. -> I am constantly updating and checking the Spell Lists, adding new spells, fixing and changing others. Currently there are between 50 and 70 spells per EACH class (up to journeyman level). If you feel you can help with any of these, you are welcome to do so! ------------------------------------------------------E. What is Under development. Objectives------------------------------------------------------ 1) Testing, Playing, Cleaning base system scripts2) Master Level Spells3) Add new Spells into all lists4) (Future project) Optional mod for Sustained Spells (a system which keeps spells active until your magicka or fatigue drains out, kinda like Dragon Age spell system)5) (Future project). Add Specializations to NPCs with the new spells from Supreme, Midas and LAME. Bye!Revolucion09 Link to comment Share on other sites More sharing options...
TodaY Posted April 11, 2010 Share Posted April 11, 2010 This is about adding something in the UI - you'd probably want to do this through an item or such since that is a lot easier and won't cause mayor compability problems Link to comment Share on other sites More sharing options...
revolucion09 Posted April 11, 2010 Author Share Posted April 11, 2010 This is about adding something in the UI - you'd probably want to do this through an item or such since that is a lot easier and won't cause mayor compability problems Yes that is True, If I modify some UI, then it will conflict with other most used UI Mods, so Its better to get the Info through a custom-key or an item Link to comment Share on other sites More sharing options...
revolucion09 Posted April 14, 2010 Author Share Posted April 14, 2010 Bump up ^ I have finished the main script and the character information detection. Also I created the script to check for requirements for the Specializations. And all the base to add Content Easily from now on. I Have also optimized the script to avoid loss on performance (as its a large script and uses many files) Finally, I managed to NOT Use any game file. So TOTAL compatibility with other mods is expected. All Scripts and files are brand new into the mod.And will require (At first nothing) Supreme Magicka and Midas. As those spells will be used Updated the readme and main thread ^ http://img691.imageshack.us/img691/5325/somem.th.jpg Link to comment Share on other sites More sharing options...
revolucion09 Posted April 17, 2010 Author Share Posted April 17, 2010 ^ Bump UP More news: 1) Updated Spec List (First Post) 2) We are making into the game the first Spell Lists (Vanilla only) for Novice/Apprentice Mages. Some of them have certain requirements, others spells require mixed Skills (for example, Destruction + Restoration) 3) We are designing a Modular .esp (Optional) which turns ON these effects: a. All Spells with 0 Duration have a Dynamic Duration depending on the Character's Skill + Mathematical Operation (overall, the spells last Active a lot more time)b. All Spells can be CANCELED Manually pressing a buttonc. All Active Spells will Slowly Drain Magicka and Fatigue. When any of these turns empty, the spell is automatically dispelled 4) All this progress, is being designed without modifying ANY Game file, so the magic system is Compatible with ANY mod for Oblivion! as its name suggests, its a System change. Link to comment Share on other sites More sharing options...
xXShaddowTXx Posted April 17, 2010 Share Posted April 17, 2010 Just to edit what Revolucion09 said our mod will not be compatible with mods that add spells without there own merchant becouse all spell merchants in vanilla Oblivion were of course disabled from selling spells and any spells added from any spell mods exept Supreem Magicka will not be added by the new learning spell system. Also news: We have now OFFICIALLY been given permision from SUPREEM MAGICKA to use their spells in this mod!!!which means that they will be in the AOMS script so you can learn them as you gain skill in your school. xXShaddowTXx proud team member of AOMS Link to comment Share on other sites More sharing options...
TodaY Posted April 17, 2010 Share Posted April 17, 2010 Looking forward to this mod ;D sounds great, especially when you use supreme magic & midas Link to comment Share on other sites More sharing options...
revolucion09 Posted April 20, 2010 Author Share Posted April 20, 2010 ^ Bump Up Lots of changes are being made to the Mod. Classes and spells changed in their composition and organization. LAME and Supreme Magicka spells are being added. Hopefully for the next saturday, all Spells and classes are finished up to Skill Level 50. All classes get between 15 and 30 Spells (This is for Level 0-50 in Major Skills, this means, Novice and Apprentice only) +4 Per Multiclass (for example, a WarPriest with Destruction will get 4 Destruction Spells). Destruction classes such as the fire elementalist wont support Multiclassing (this is because destruction classes are highly overpowered if permitted to multiclass). Another example is the Conjuration School, which has been split down into four classes, the War Mage (summoner of equipment), The Daedric Summoner, The Druid (Summoner of creatures of the wild) And the Necromancer (Requires Destruction Skills).Other new classes have been added, replaced or split up. About administrative stuff, I am still waiting for Midas Spells author to answer my permission (I Think he's not checking the nexus any longer), and a response from the new mod Fearsome Magicka.Also I am thinking about adding a starting set of Equipment for each class, but I am unsure about it. Link to comment Share on other sites More sharing options...
revolucion09 Posted April 25, 2010 Author Share Posted April 25, 2010 ^ Bump up with more news!! 1) System Design totally redesigned to Modular. It was NOT a choice, it was necessary for the mod to work bug free with the 4 Mods active together at the same time (Supreme Magicka, Less Annoying Magic Experience, Midas Magic Spells of Aurum, plus being able to add any other in the future)So yes, now it is modular and you have 4 .esp, being Base, Midas, Supreme and Lame (using original mod as master file) 2) Midas spells as you might think made it into the game, and they add lots of variety to the character. now all classes have been redesigned to be even more different from each other, mostly that no one has the same spells (except the multiclass general spells). For example, the healer now gets more than 30 Spells when reaching 50 points at restoration!! + a bonus of 20 Secret spells to unlock together with other skills (for example, speechcraft, heavy armor or other magic schools). Still I need to wait for midas permission to be able to release the mod (you would still need to download midas mod, and no spells modified, but I need permission as the Spells are being distributed differently from the original mod) 3) I am actually redesigning the Initialize system, to auto-detect when the player finishes the tutorial/gets out of the sewers, to auto-enable it self, and pop up the specialization menu if any Magic skill is set as Major Skill 4) The class list has been modified, Some split, some joined together to be more powerful. It is kinda different from the main post tentative list Link to comment Share on other sites More sharing options...
revolucion09 Posted April 26, 2010 Author Share Posted April 26, 2010 ^ Bump up! Closed beta 001 started for all Spells level 0-50 (Novice and Apprentice). Anyone who wants to help beta-test is welcome (just pm)Mods compatible and working: Midas Spells of Aurum, Supreme Magicka, Less Annoying Magic Experience (LAME) Spec list updated at first post Link to comment Share on other sites More sharing options...
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