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[BETA] Lost Magic (OBME-based Addon)

Submitted by qwertyasdfgh on
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Version 0.7 55.07 KB

This addon will restore most magic effect that were present in Morrowind, but were removed in Oblivion.
Note that some of them are already available in Morroblivion, but only as scripted spells. This addon, with the power of OBME, will restore them as new base effects, which will allow using them in spellmaking, enchanting and alchemy.

List of effects:

College of Alteration:

  • Jump - Done. Low/medium spell cost.
  • Levitate -  Done. High spell cost. 
  • Lock
  • Slowfall - Done. Low/medium spell cost.
  • Swift Swim - Done.


College of Conjuration:

  • Bound Spear - Done.
  • Call Bear
  • Call Wolf
  • Summon Ancestral Ghost - Done.
  • Summon Bonelord - Done.
  • Summon Bonewalker - Done.
  • Summon Bonewolf
  • Summon Centurion Sphere - Done.
  • Summon Fabricant
  • Summon Greater Bonewalker - Done.
  • Summon Winged Twilight - Done.


College of Destruction:

  • Corprus - only used once for entire game, so I don't see much point in including it.
  • Poison - Done.


College of Illusion:

  • Blind - Not sure how to implement this on NPCs. Decreasing combat skills?
  • Sanctuary - I want to make this one the same as Morrowind's - a % chance of avoiding all damage from a melee attack.
  • Sound - Decreasing spell effectiveness?


College of Mysticism:

  • Almsivi\Divine Interventions
  • Detect Enchantment - Done.
  • Detect Key
  • Mark\Recall


College of Restoration:

  • Cure\Resist Blight\Corprus Disease - A separate mod is now released.
  • Fortify Attack - Done. Effect provides static boost to damage dealt with any melee weapon (but not H2H).

 

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Last edited by Daggers on 26 Dec 2021 - 15:39.

As I understand it, the current version of your mod is mw_lost_magic_0_7.7z and that has already been merged into the Unoffical Morroblivion Patch. So doesn't that mean it will also be merged into v065 as "Complete".....

Also is Lost Magic and thus the Unofficial Morroblivion Patch... and possibiliy v065, (if it includes Lost Magic merged in) compatible with your other magic mod Av Latta Magicka.....

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> As I understand it, the current version of your mod is mw_lost_magic_0_7.7z and that has already been merged into the Unoffical Morroblivion Patch.

It's not. I think it's included in "Magic Addon" for it, not in the main file.

> So doesn't that mean it will also be merged into v065 as "Complete"

I don't think it will be.

> Also is Lost Magic and thus the Unofficial Morroblivion Patch... and possibiliy v065, (if it includes Lost Magic merged in) compatible with your other magic mod Av Latta Magicka.....

Yes, technically compatible. You might see some oddities, for example both mods add Poison Damage, so you might end up with 2 different versions of Poison Damage effect.

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Okay my bad. I was reading the "Unofficial Morroblivion Patch - mod list.pdf" included under Docs in the Morroblivion Unofficial Patch download and Lost Magic is listed as being included.... but now after your answer I see that your mod is in the "magic" category not the "core" category, so I guess that means it's in the Magic Addon, alone side Ponyrider0's Morroblivion Magic Fixes v1.7.

That's interesting, so if I was to use the Unofficial Patch Magic Addon at the same time as ALM, I might end up with 2 different versions of certain magic damage effects, maybe also different magicka costs. I wonder if the load order between the two would make a difference... maybe..

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> I wonder if the load order between the two would make a difference...

I can tell you right now that it won't. Effects from ALM and Lost Magic have different internal EffectCodes, so the game will treat them as different effects, load order is irrelevant here.

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Ok thanks.... well Lost Magic, which is in the Unofficial Patch Magic Addon, has to load after the Bashed Patch, so when I try ALM I will also load it after the Bashed Patch next to the Unofficial Patch Magic Addon......

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