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[REL][OLD] Morrowind Conjuration Spells

Submitted by RavenSW on

 

This plugin recovers original Morrowind Conjuration spells ( replaces default Bound Items Spells with Morrowind ones (only in Morrowind, of course) and adds new Summon Creature spells)

 

 

Update.

http://www.mediafire.com/?1te4gcqxmx31g3x

 Fixed Balmora Mages Guild crash   

 


Here is the list of replaced and added effects:
-Bound Axe

-Bound Boots

-Bound Cuirass

-Bound Dagger

-Bound Gauntlets

-Bound Greaves ( I know this spell doesn’t exist in Morrowind)

-Bound Helmet

-Bound Mace

-Bound Sword

-Bound Spear

-Summon Bonelord

-Summon Bonewalker

-Summon Daedroth

-Summon Dremora

-Summon Frost Atronach

-Summon Greater Bonewalker

-Summon Storm Atronach

-Summon Winged Twiligh

 

Yes,there is no Summon Ancestral Ghost spell (waiting for new versions of Morroblivion).

 

Requires OBSE

Also

Requires OBME http://www.tesnexus.com/downloads/file.php?id=31981 

 

P.S. My english still terrible ,I know ^^”

 

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Last edited by Daggers on 6 Nov 2021 - 13:03.

awesome, big pimpin!!!

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does this link any up? is it allready added to item throughout the game?

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Of course it's added to items ^^"

P.S. I hope that I understand your question correctly ^^"

 

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Simply Awesome :)

 

I am curious though ... do the Summon spells use MW creatures or Oblivion ones (like Daedroth and Atroanchs)?

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Emm...Thank you ^^"

It uses MW creatures ^^" Also I created custom icons for every new Summon Creature spells (I hope they are not too ugly ==") ^^"
P.S. Thank you for converting them! ^^

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Something in this mod's (or a conflict with another mod) is causing me to crash when I enter Balmora mage guild at random times of the day.. (sometimes it's fine, sometimes I crash if i wait a few hours in game its fine again) I've turned on/off my mods one by one and its defiantly this one that's causing it, but I couldn't work out what other mod its conflicting with. Here's my rather monstrous load order. Oblivion.esm Morrowind_ob.esm underdark.esm Oscuro's_Oblivion_Overhaul.esm TRoN.esp Unofficial Oblivion Patch.esp DLCShiveringIsles.esp _darker_nights.esp _darker_nights_for_nat_env.esp Spell Delete.esp Streamline 3.1.esp Map Marker Overhaul.esp Map Marker Overhaul - SI additions.esp DLCHorseArmor.esp DLCOrrery.esp DLCVileLair.esp DLCMehrunesRazor.esp DLCSpellTomes.esp DLCSpellTomes - Unofficial Patch.esp Dread Knight Armor.esp Vvardenfell_Imports.esp Thieves Arsenal.esp Thieves_Arsenal_Patch_033010.esp DLCThievesDen.esp DLCThievesDen - Unofficial Patch - SSSB.esp Oscuro's_Oblivion_Overhaul.esp OOO-No_Guild_Ownership.esp OOO-DLT_Remover.esp CurseOfHircine.esp CoH Werewolves Clothed.esp SSEE-OOO.esp BrotherhoodRenewed.esp GlenvarCastle.esp Servant of the Dawn.esp VaultsofCyrodiil.esp DLCBattlehornCastle.esp DLCfrostcrag.esp Knights.esp The Lost Spires.esp xuldarkforest.esp LostSpires-DarkForest patch.esp xulStendarrValley.esp xulTheHeath.esp XulEntiusGorge.esp xulFallenleafEverglade.esp LostSpires-Everglade patch.esp xulColovianHighlands_EV.esp xulChorrolHinterland.esp xulBeachesOfCyrodiilLostCoast.esp xulBravilBarrowfields.esp xulLushWoodlands.esp xulAncientYews.esp xulAncientRedwoods.esp xulCloudtopMountains.esp xulArriusCreek.esp xulPatch_AY_AC.esp xulRollingHills_EV_withoutWheat.esp xulPantherRiver.esp xulRiverEthe.esp xulBrenaRiverRavine.esp xulImperialIsle.esp xulBlackwoodForest.esp xulCheydinhalFalls.esp xulAspenWood.esp xulSkingradOutskirts.esp Harvest [Flora].esp Harvest [Flora] - Shivering Isles.esp Harvest [Flora] - DLCVileLair.esp Harvest [Flora] - DLCFrostcrag.esp phinix_portable_tent.esp haz_spawn_oblivion_gates.esp P1DkeyChain.esp Ayelid Wells.esp Quest Award Leveller.esp Quest Award Leveller - Vile Lair.esp Quest Award Leveller - Mehrunes Razor.esp Quest Award Leveller - Knights of the Nine.esp PxNewVampires_NoNPC.esp PxNPC_Reactions.esp Lightweight Potions.esp SM Combat Hide.esp StealthOverhaul.esp No psychic guards harder v1.2.esp UnlimitedTraining.esp _darker_dungeons.esp Minionz.esp Bound_Arrows_with_Bow.esp cidnothump.esp _burning_kvatch.esp Automatic Timescale.esp OOO-Magic_Script_Effect_Fix.esp BetterOblivionGatesv1.0.esp Rad Skeleton Key Rebalance v2 - Lockpick.esp Conjuration Mastery [LITE].esp Ash&BlightStorms.esp Morroblivion_Chargen_And_Transport_Mod_v6.esp LandTexturesWithGrassPlusLOD.esp CurseOfHircine - Symphony of Night.esp The Initiative.esp Morowind Conjuration Spells.esp -------------------------- Any thoughts ? Love the mod other than this issue, really good work :)
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Please,try new version. I think I fixed it ^^" (also,delete old esp in the Data folder,because new one doesn't replase it ==" Sorry!)

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trying now will let you know later today :)
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played a couple days this evening, ok so far.
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I am glad to hear that ^^"

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Even in Morroblivion v0.60 with all current hotfixes, Conjuration spell requirements are still messed up, so I'd like to use a patch mod like the above. However, the Mediafire link is broken. Can anyone direct me to the latest working (and hopefully conflict/bug-free) version of this mod? Cheers!

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I'm afraid this mod is lost (unless someone has a copy and uploads it again).

Lost Magic is similar in scope (but not exacly the same).

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Thanks, qwerty; your Lost Magic mod looks great, and I see you just updated it for Morroblivion v0.60. So three questions about the mod if you'd be so kind:

1) Does it do anything to fix the Conjuration spell school issue - i.e. Conjuration spells that were Novice level in Morrowind are now Apprentice/Journeyman level in Morroblivion, equivalent Conjuration spells cost much more in Morroblivion than in Morrowind, etc.?

2) Can it be added to a current save game without problems, or must a new game be started?

3) Now that I'll need to add OBME, which apparently conflicts with a few OBSE functions, will there be any negative effect that you know of on these OBSE mods: Dynamic Map, MiniMap, HUD Status Bars, Protocolled Dialogs, Toggleable Quantity Prompt, OSR, Streamline? I doubt it, since these other mods don't have anything to do with magic effects, but would like to make sure before I mess anything up.


 

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Does it do anything to fix the Conjuration spell school issue - i.e. Conjuration spells that were Novice level in Morrowind are now Apprentice/Journeyman level in Morroblivion, equivalent Conjuration spells cost much more in Morroblivion than in Morrowind, etc.?

Morrowind did not divide spells by Novice\Apprentice and so on - there was a 'successful cast chance' instead. As for the spell costs - they are most likely auto-calculated and thus are dependant on base cost of effects. This is intended - Morroblivion uses Oblivion's game mechanics, not Morrowind's.

Can it be added to a current save game without problems, or must a new game be started?

Yes, it can.

Now that I'll need to add OBME, which apparently conflicts with a few OBSE functions, will there be any negative effect that you know of on these OBSE mods: Dynamic Map, MiniMap, HUD Status Bars, Protocolled Dialogs, Toggleable Quantity Prompt, OSR, Streamline? I doubt it, since these other mods don't have anything to do with magic effects, but would like to make sure before I mess anything up.

I use all of that (except MiniMap and Streamline) without issues. Conflicts between OBME and OBSE are pretty minor and only related to some specific magic effect functions (usually OBME just overrides OBSE functionality).

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OK, interesting. So I think I'll try this out - thanks again.

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