[QUOTE=Xyzzy;16817084]So, has anyone tried [url=http://www.tesnexus.com/downloads/file.php?id=25023]"Elsweyr the Deserts of Anequina"[/url]? It looks like it adds a sizable chunk of land, but I hate deserts so I'd like to see if anyone else recommend it before I download it. (More importantly, does it play well with OOO?)
OOO is hard...
Picture
Got it stuck in Applewatch (it's a Frost Titan by the way). Killed it using about 80 arrows and depleting my mana bar about 10-15 times. I'm level 3. It's hard to level up in this game.[/QUOTE]
The desert is actually rather cool, it carrys two new towns as well as new dungeon's and monsters, like lion's, leapords, and I do belive spiders. No idea how well it works with OOO, never grabbed OOO so...
Its still pretty damn big.
[QUOTE=Achilles123;16863376]Yeah, the dialogue is great. I love when someone says a frightening rumor or something and they shout out "NO!" for no apparent reason.[/QUOTE]
The female beggars are my favourite, they go from cackley witch-like speech to upper class high elf in the blink of an eye. :D
It's really odd, I have never crashed while in the shivering isles, but I always crash when I am anywhere else.
Anyone else find it's really hard to go all-out mage? I can't be one without mixing with something else.
[QUOTE=Achilles123;16885423]Anyone else find it's really hard to go all-out mage? I can't be one without mixing with something else.[/QUOTE]
Unless you have a magic related birthsign and abbilities, yeah. Otherwise, if you plan on going for mage-only you can choose stuff at the beginning that gives you an advantage, and joining the mages guild just after that will seriously improve your character in magic related stuff.
Conjuration + Illusion = Win
[QUOTE=Achilles123;16885423]Anyone else find it's really hard to go all-out mage? I can't be one without mixing with something else.[/QUOTE]
I did an all out mage and I didn't think it was too bad. It was a bit difficult starting out though.
Race and birthsign are very important if you're going to play as a pure mage, because those control your Magicka pool and that is hard to compensate for later. Both your race and birthsign will certainly have to have a Magicka bonus.
I think either Breton + Apprentice/Mage or Altmer + Mage works well. You could also try Altmer + Apprentice for a massive amount of magicka early on, but that weakness to magicka will make things extremely difficult against magic users so I don't recommend it.
Also, remember that Intelligence controls your maximum magicka while Willpower controls how long it takes to regenerate to 100%. In other words, 50 Intelligence and 50 Willpower will regenerate to 100% in the same time as 100 Intelligence and 50 Willpower, but the latter is regenerating more magicka per second because the overall amount is larger.
For a pure mage, Conjuration and Destruction are your weapons and Alteration is your armor so you want to focus on those skills as far as combat is concerned.
It might sound a bit unusual, but Block becomes an important skill as well. I don't recommend choosing it as a major skill, but I would recommend eventually levelling it up to at least 50 so that what you're blocking with (in this case a staff) doesn't take damage. Since you're usually going to carry a staff anyway you might as well get as much use out of it as possible. Also, as an added bonus spells cast faster while blocking. Block can really help things in tight spaces like caves where melee combat is inevitable and when combined with Alteration shields and Destruction "on-touch" spells they can make a pure mage very effective up close and eliminate the need to walk backwards away from enemies.
As far as defense goes, Alteration Shield spells stack as long as they are seperate spells. This means that if you cast a 10 point shield spell then cast a 5 point shield spell you'll get 15 armor rating for the duration of those spells. Using this you can get the maximum of 85 in armor while in combat pretty early.
Also, learn to stack weaknesses. While other damage dealing spells have to be changed for more expensive ones that use more magicka as you level up, weakness spells are damage multipliers that retain their effectiveness regardless of level. At higher levels a weakness to X 100% spell can double the damage of your spells while using up a miniscule amount of magicka when compared to casting a second damage dealing spell. Weakness to Magicka spells can enhance the effectiveness of Weakness to X element spells, which makes for even more damage. This is important as you can use this to greatly increase your damage output. I always keep a Weakness to Magicka 100% for 10 seconds and a Weakness to X element 100% for 20 seconds, and when cast one after the other they effectively triple the damage of all spells using X element for the next 20 seconds. A spell making alter is required to make the necessary spells to do this so get access to one as soon as possible.
(I also recommend putting a Paralysis spell in your Mage's Staff when you get it from the Mage's Guild. Paralysis retains its usefulness even as you level up while a damage dealing spell will eventually become useless.)
What really eventually became the problem for me was the lack of money there was to be made as a mage compared to the price of the spells. The Mages Guild quests give you nothing, and sometimes require things that cost money, so from what I saw, you need a cushion of money before deciding to become a mage. Maybe I'm just a bad mage though.
Also, does anyone else think that the spectral warriors and wolves from OOO are a little overpowered, or am I just too inexperienced to deal with them right now?
If you choose the Atronoch birth sign which has a massive magicka boost at the cost that your magic doesn't regenerate, BUT with the bonus that you have a 50% chance to absorb all magic cast upon you, I reccomend you get the Telekensis staff at the mages guild quest.
When you cast telekensis on yourself through the staff it acts as a spell being cast on you, so you can use your staff to regenerate your magicka if you have the Atronoch birthsign (which again, has the 50% spell absorbtion bonus).
Midas Magic and Supreme Magicka make pure magic characters kickin' rad. (WTF garry where is my :krad:)
Hey, should I get this game? It looks pretty fun, and I heard it's like fallout 3, which I love.
[QUOTE=Kaliber;16892333]Hey, should I get this game? It looks pretty fun, and I heard it's like fallout 3, which I love.[/QUOTE]
Yes.
A Face-Eating Hood:
Mage's Hood enchanted with Damage Health or other damage dealing enchantment.
Has zero weight so you can reverse-pickpocket it into NPC inventories. Find an NPC you want dead that has no helmet or other headgear, and reverse-pickpocket the hood into their inventory. After a while, they'll equip the hood and die a slow and painful death.
[QUOTE=paul1290;16900496]A Face-Eating Hood:
Mage's Hood enchanted with Damage Health or other damage dealing enchantment.
Has zero weight so you can reverse-pickpocket it into NPC inventories. Find an NPC you want dead that has no helmet or other headgear, and reverse-pickpocket the hood into their inventory. After a while, they'll equip the hood and die a slow and painful death.[/QUOTE]
Wow, that's horrible.
Do you get Criminal Scum'd if you kill someone in this way, or does it not count as murder?
[QUOTE=paul1290;16900496]A Face-Eating Hood:
Mage's Hood enchanted with Damage Health or other damage dealing enchantment.
Has zero weight so you can reverse-pickpocket it into NPC inventories. Find an NPC you want dead that has no helmet or other headgear, and reverse-pickpocket the hood into their inventory. After a while, they'll equip the hood and die a slow and painful death.[/QUOTE]
That's hilarious. A little meta-gaming, but still awesome.
[QUOTE=J Paul;16900563]Wow, that's horrible.
Do you get Criminal Scum'd if you kill someone in this way, or does it not count as murder?[/QUOTE]
It doesn't count as murder. It's a great way to do assassinations.
So it's like a really slow poison apple.
[editline]09:30AM[/editline]
I renamed my current Oblivion folder and moved it to a different location on my PC, but when I put the disc in it still says uninstall instead of install.. I want to reinstall but have 2 copies so that I can have 1 with mods, and one without mods..
[editline]09:32AM[/editline]
Can anyone help?
[QUOTE=Skwee;16901065]So it's like a really slow poison apple.[/QUOTE]
Basically yes, you use it in pretty much the same way.
Unfortunately, poison apples can't set people on fire, which makes this much more amusing.
Rapid-Fire Defibrillator a.k.a. Rapidly Repeating Cardiac Arrest:
Fortify Magicka 100 points on self for 3 seconds.
Paralysis for 1 second on Target.
Shock Damage 3 points on Target for 10 feet for 1 second.
(In order for this to work properly your Restoration, Illusion, and Destruction skills have to be high enough so that the spell costs 50 magicka or less.)
For those of you who want to slowly torture your targets to death. Cast this spell at your intended target repeatedly as fast as possible, and like any chain spell made in this manner you'll be able to cast this endlessly as long as you aren't interrupted.
It's more amusing than useful since it takes forever to kill your target, but as long as they're not a skeleton or vampire which is immune to paralysis, they won't be able to fight back.
[QUOTE=Skwee;16901065]So it's like a really slow poison apple.
[editline]09:30AM[/editline]
I renamed my current Oblivion folder and moved it to a different location on my PC, but when I put the disc in it still says uninstall instead of install.. I want to reinstall but have 2 copies so that I can have 1 with mods, and one without mods..
[editline]09:32AM[/editline]
Can anyone help?[/QUOTE]
I think you need to delete the registry files for Oblivion, or try copying your copy and rename it back to the original foldername, then uninstall the second copy and you should be able to install again.
Or maybe you can bypass the launcher by finding the install setup on the disk.
[QUOTE=RedNick27;16904500]I think you need to delete the registry files for Oblivion, or try copying your copy and rename it back to the original foldername, then uninstall the second copy and you should be able to install again.
Or maybe you can bypass the launcher by finding the install setup on the disk.[/QUOTE]
I already tried running the setup on the disk but it just brings me to the uninstaller. It's like the modify/ repair/ uninstall, but only for uninstalling... And there is sadly not enough room to copy the whole thing because i only have 9 gigs free and the oblivion folder is 11 with all my mods.. Although.. I might as well uninstall Fallout 3 cuz I don't really like that game too much.. I'll try just copying the folder, but copying 11 gigs is going to take a while.. :(
[editline]12:57PM[/editline]
Do you know what the registry entries are for Oblivion? (I have had to delete it once before because the game was actually uninstalled but my pc thought it was still installed, and no matter how many times i "unisntalled" it, it still thought it was, so i had to delete the registry entry for the uninstaller or w/e and it was a really long string of numbers and letters.)
Randomly generated containers piss me off.
"Oh hey how about I buy 5 chests and attach Very Hard locks on them just to piss off the thief as he finds a fucking RAKE inside?"
Locks are extremely easy to pick for me.. Just keep pushing it up until the quickest one happens, and then immediately after the quickest one will be a slow one.. Always.
Yeah, it is easy, but it's still annoying to find junk in a protected chest and treasure lying on the furniture.
I'd like to be thrilled and think "tee hee, no lock will hide your pretty monies from the MASTER THIEF!" and not "let it be at least 10 gold so I can buy a new lockpick in case I break one".
[QUOTE=Adbor;16905925]Yeah, it is easy, but it's still annoying to find junk in a protected chest and treasure lying on the furniture.
I'd like to be thrilled and think "tee hee, no lock will hide your pretty monies from the MASTER THIEF!" and not "let it be at least 10 gold so I can buy a new lockpick in case I break one".[/QUOTE]
There is a mod that lets you buy a metal file, and you can then turn some metal objects in the game into lock picks.. (For some reason not knifes or forks if i remember correctly..) things like shears and i think sickles.
[editline]01:31PM[/editline]
Yeah, here's the readme:
[code]Tools of the Trade - Lockpicks
a Thief modification
by Grumblepunk
- Version History
1.5 - 05 March 2007
Scripting rewritten by Scruggsywuggsy the Ferret. The duplication issue was eliminated, as a result.
1.4 - 28 February 2007
Added Chorrol to the list of merchant locations.
1.3 - 26 February 2007
Implemented the Armorer skill to the check percentages and Lockpick Blanks. Added alternate files for a new lockpick mesh and clear lock base
background.
1.2 - 20 February 2007
Adjusted percentage chance for receiving a lockpick. Added rakes to the list.
1.1 - 12 February 2007
Cleaned scripting
1.0 - 10 February 2007
- Description
This modification was originally derived from NVShacker's "Bone Grind" mod, with a lot of great suggestions from Elder Scrolls Forum members. Scruggsywuggsy the Ferret completely rebuilt the scripts, streamlining them even further. It is now truly a simple and elegant solution to the issue of crafting lockpicks.
Adds Metal Files to various merchants, located throughout Cyrodiil. You do not need to be a member of the Thieves' Guild to purchase, as the item in question is just a basic metal file. It's not *their* fault, what you do with it. ;)
As of version 1.3, Lockpick Blanks have been added to all Fences. These cost 1/3rd the price of a lockpick and yield one pick per blank.
- Use
With a Metal File in your inventory, simply click on any of the below inventory items, to attempt crafting them into lockpicks. The number of lockpicks that you can make is partially determined by the average of your current Armorer and Security skills, as explained below.
Armorer:Security ratio = 2:1
( 1-24) Novice 75% of 0, 25% of 1
(25-49) Apprentice 50% of 0, 50% of 1
(50-74) Journeyman 75% of 1, 25% of 2
(75-99) Expert 50% of 1, 50% of 2
(100 +) Master 25% of 1, 50% of 2, 25% of 3
- Usable Materials
Calipers
Hand Scythe
Hoe
Lower Class Knife
Metal Bowl
Metal Plate
Rake
Scythe
Shears
Shovel
Tongs
Farm Tongs
- Available Merchants
Norbert Lelles
- Anvil, Lelles' Quality Merchandise
Nilawen
- Bravil, The Fair Deal
Suurootan
- Bruma, Novaroma
Borba gra-Uzgash
- Cheydinhal, Borba's Goods and Stores
Seed-Neeus
- Chorrol, Northern Goods and Trade
Thoronir
- Imperial Market District, Copious Coinpurse
Elsynia
- Leyawiin, Best Goods and Guarantees
Gunder
- Skingrad, Colovian Traders
- Credits
First, I would like to extend my appreciation to Scruggs, for his scripting expertise. Without his help, the lockpick blanks would have been eliminated. Although the original scripting was very minimal, Scruggs cleaned them even further. They are now just the barest glimpse of code and work much more efficiently, than before.
Thanks to NVShacker, for the inspiration that is Bone Grind. A plug-in that is so amazingly simple and does exactly what it advertises.
In addition, I would like to thank dhkoster, migthegreat and Vorwoda_the_Black for their continued support and suggestions to help make this little plug-in better with every release. You three are what make modding fun. :)
- Known Conflicts
Axebane's Hunter Mod, or any plug-in incorporating this Fletching method, due to scripts that were placed upon the default shears (Shears01) and Tongs
(Tongs01). There are three methods of correcting this issue.
1. Corrected via load order. If you want to be able to use Axebane's Fletching and Leatherworking Tools, simply load that mod *after* this one.
2. Remove the lockpick file scripts from shears and tongs, with the Construction Set.
3. Create unique Fletching and Leatherworking Tools, for Axebane's Hunter Mod, and make them available at select merchants. Then clean out the tong and shear entries from the Hunter's .esp.[/code]
[editline]01:38PM[/editline]
[url="http://tesnexus.com/downloads/file.php?id=9258"]Get it here.[/url]
Lockpicks out of shovels.
That's pretty badass.
Okay, I copied my oblivion folder over to one of my other computers. Would uninstalling it off this computer and then installing it again, then copying the one from the other computer back onto this one make it so that i have 2 copies then?
Just create 2 saves... and disable/enable mods each time you start it up depending on what you wanna do.
[QUOTE=Scotchair;16906953]Just create 2 saves... and disable/enable mods each time you start it up depending on what you wanna do.[/QUOTE]
That won't work.
[QUOTE=Skwee;16906523]Okay, I copied my oblivion folder over to one of my other computers. Would uninstalling it off this computer and then installing it again, then copying the one from the other computer back onto this one make it so that i have 2 copies then?[/QUOTE]
Yea, I think that should do though I don't know if you can have multiple games installed and working, haven't tried it myself.
Also I think you can just copy the modded version, but leave out all the folders inside the data folder, that's probably where most/all those gigs of mods are, just be sure to copy the bsa files inside data.
I once sneaked into some upper-class family house. It had a shack for slaves and a private field.
I pickpocketed the lady for a rake.
she was sleeping with a rake
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