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[WIP] Alternative Oblivion Magic System


revolucion09

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Somehow I've managed to not notice this 'til now... :/

 

and it will require Midas Spells of Aurum, Less Annoying Magic Experience and Supreme Magicka mods in order to work.

 

You now have me quite interested. I use and love these three mods :) I would offer to help beta this, but currently sitting at 254 mods, and left scratching my head at what to disable/merge. So I'm useless there :P

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  • 4 weeks later...

^ Bump

 

Last rolling closed beta is on wheels. Everything up to Novice-Apprentice is Working.

A Journal system has been added with information about the classes

Full compatibility with Midas-Lame-Supreme. Around 50 specialized spells for each class

The base system is finished, bug-free and working. Only lasts adding journeyman and up spells. Cant wait to publish it.

 

I need beta testing so please send a PM if you are interested in helping and suggesting.

Currently I need help with classes descriptions, art, journal texts, and lots of testing and suggestions about gameplay!

 

Here some screenshots, the specializations menu shows only classes which the player meets the requirements to be chosen. Also some predefined classes has been added to the list as recommended settings for different specializations

 

http://img228.imageshack.us/img228/5403/oblivion201005242011142.th.jpghttp://img25.imageshack.us/img25/2581/oblivion201005242005585.th.jpg

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Beta 002 is now uploaded!

 

[CHANGED]

-The mod is now merged and Non-Modular. DELETE AOMS + XXX . esp Files !!!!!!!!!!!!!

-All Characters now start with one spells. Characters which start at 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

 

[NEW]

-WarPriest has 6 New spells

-Warlock has 4 New Spells

-WitchHunter has 1 New Spells

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  • 4 weeks later...

New version released, including Journeyman spells. Im going to stay in here and improve the current system and the spell lists before moving onto master spells.

 

[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

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  • 2 weeks later...

This mod is looking GOOD!!

:)

I never really was that fond of the Midas system, and after seeing all the vanilla class names like Healer and Battle mage and realising they made so little difference, this mod looks fantastic :) Will download when I get my system working properly... hope too see it finished!!

when you say it is no longer modular, does that mean you don't have to download midas/lame ect?

keep up the good work,

 

om nom nom :D

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  • 1 month later...

revolucion- this mod is fantastic.

 

I have a question though (which may be a possible bug?)

 

You say about multiclassing:

 

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 25

Yes, 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.

 

Now, I created an Altmer, made a custom class, and started the game. This character had 35 skill points in Destruction and Mysticism and 25 skill points in Restoration when I created him. By those numbers, shouldn't I already have had a few multiclass spells available from the onset of the game? (I chose Lightning Elementalist, but was hoping to get some healing spells at some point...the character class is based on the Cleric from the Pathfinder D20 game).

 

Additionally- there are a few typos in the latest release, specifically in the guidebook to the classes you added.

 

All in all though, I love this idea and it seems to work well with Oblivion XP.

 

 

EDIT: I just re-read the thread more carefully, and it seems that you disallow multiclassing when choosing a destruction specialization. That makes sense, and thus I will simply choose 'healer' and then work until I get some lightning powers

 

thanks! :wink:

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