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Found 4 results

  1. Ultimate Teleport Spell

    Version 20161218

    94 downloads

    Ultimate Teleport Spell (UTS) by avalon2260 version 20161218 Requirements OBSE v20+ Main Site Nexus ConScribe ConScribe AvalonCore 20151231+ TAL Nexus ConfigReader 20160524+ TAL Nexus Description The Ultimate Teleport Spell? This provides a number of teleport spells which can be configured to the user's liking. It really began as an experiment in reading config files (handled by ConfigReader, which was written for, and in conjunction with, UTS). Currently, the teleport locations are statically defined (but can be changed while the game is running by re-loading the config file). I plan to add a mark and recall version, if I ever get around to it. Features ======== - Unlike most other teleport spells, teleport locations are not hard-coded into the mod, but read from config files (uses a custom syntax), so you can teleport pretty much anywhere in any mod by adding some appropriate entries to the config file(s). - It is entirely scripted and independent of Oblivion.esm, so should work with total conversions etc. too (untested). One spell to rule them all! Just create new config files. - It supports an unlimited number of locations via an arbitrarily deep menu hierarchy. - Each menu can have any number of entries; if there are more than 9 entries, then the menu will use multiple pages (this could get a bit unwieldy though if you overdo it. - There are 6 built-in spells, though only the first one is used by the default config. Define menus for the others if you like. They are all functionally equivalent, so the main point of extra spells is to reduce menu depth. The spells are actually defined in a2core.esm, but they don't do anything without UTS. - You can also create more spells (as many as you want) in a 3rd party mod and define menus for them. The optional extra spells esp adds an additional 20 spells. - You can teleport to/through a door (if it's locked, you need the key), to any actor/reference, or to any arbitrary cell location (x,y,z coordinates). - The example config file has ~200-300 location entries. Shops, Inns, cities, vanilla houses, DLC houses, Daedric shrines, guild buildings, several mod locations, master trainers, etc. Add whatever you want. Remove whatever you don't. Conditions ========== You can specify conditions in order for a menu or location to be enabled. The current syntax supports several concurrent conditions: - map marker (visible/found). - quest (stage done, or 'completed'). - faction (player is a member of, or minimum faction rank). - true test (run via RunScriptLine, must evaluate to non-zero). - false test (run via RunScriptLine, must evaluate to zero). All tests must pass for the menu/location to be accessible. This means that if any conditions for a top level menu are not met, the spell will fail immediately. RunScriptLine tests must evaluate to a numeric value (short). You can specify a reference to run the true/false tests on. You can also substitute an arbitrary reference into the string (see the config file doc for details). The new (2016-05-22) lcond feature allows an entry/menu to have any number of conditions (previously only one of each type was possible). Most locations in the example config have various requirements (e.g. for player houses, naturally you need to buy the house before you can teleport there, and so on). Installation Copy the esp to the Data directory and the config files to Data/ConScribe Logs/Per-Mod. Put it anywhere, load order is irrelevant. If using the extra spells esp, this can load before or after UTS, it doesn't matter. Configuration See doc/uts_config_file.txt for details on configuration and the config file syntax. Legal The scripts in this mod are in the Public Domain. Whatever.
  2. [RELz] Ultimate Teleport Spell

    File Name: Ultimate Teleport Spell File Submitter: avalon2260 File Submitted: 09 Nov 2016 File Category: Miscellaneous Ultimate Teleport Spell (UTS) by avalon2260 version 20161218 Requirements OBSE v20+ Main Site Nexus ConScribe ConScribe AvalonCore 20151231+ TAL Nexus ConfigReader 20160524+ TAL Nexus Description The Ultimate Teleport Spell? This provides a number of teleport spells which can be configured to the user's liking. It really began as an experiment in reading config files (handled by ConfigReader, which was written for, and in conjunction with, UTS). Currently, the teleport locations are statically defined (but can be changed while the game is running by re-loading the config file). I plan to add a mark and recall version, if I ever get around to it. Features ======== - Unlike most other teleport spells, teleport locations are not hard-coded into the mod, but read from config files (uses a custom syntax), so you can teleport pretty much anywhere in any mod by adding some appropriate entries to the config file(s). - It is entirely scripted and independent of Oblivion.esm, so should work with total conversions etc. too (untested). One spell to rule them all! Just create new config files. - It supports an unlimited number of locations via an arbitrarily deep menu hierarchy. - Each menu can have any number of entries; if there are more than 9 entries, then the menu will use multiple pages (this could get a bit unwieldy though if you overdo it. - There are 6 built-in spells, though only the first one is used by the default config. Define menus for the others if you like. They are all functionally equivalent, so the main point of extra spells is to reduce menu depth. The spells are actually defined in a2core.esm, but they don't do anything without UTS. - You can also create more spells (as many as you want) in a 3rd party mod and define menus for them. The optional extra spells esp adds an additional 20 spells. - You can teleport to/through a door (if it's locked, you need the key), to any actor/reference, or to any arbitrary cell location (x,y,z coordinates). - The example config file has ~200-300 location entries. Shops, Inns, cities, vanilla houses, DLC houses, Daedric shrines, guild buildings, several mod locations, master trainers, etc. Add whatever you want. Remove whatever you don't. Conditions ========== You can specify conditions in order for a menu or location to be enabled. The current syntax supports several concurrent conditions: - map marker (visible/found). - quest (stage done, or 'completed'). - faction (player is a member of, or minimum faction rank). - true test (run via RunScriptLine, must evaluate to non-zero). - false test (run via RunScriptLine, must evaluate to zero). All tests must pass for the menu/location to be accessible. This means that if any conditions for a top level menu are not met, the spell will fail immediately. RunScriptLine tests must evaluate to a numeric value (short). You can specify a reference to run the true/false tests on. You can also substitute an arbitrary reference into the string (see the config file doc for details). The new (2016-05-22) lcond feature allows an entry/menu to have any number of conditions (previously only one of each type was possible). Most locations in the example config have various requirements (e.g. for player houses, naturally you need to buy the house before you can teleport there, and so on). Installation Copy the esp to the Data directory and the config files to Data/ConScribe Logs/Per-Mod. Put it anywhere, load order is irrelevant. If using the extra spells esp, this can load before or after UTS, it doesn't matter. Configuration See doc/uts_config_file.txt for details on configuration and the config file syntax. Legal The scripts in this mod are in the Public Domain. Whatever. Click here to download this file
  3. File Name: TIE - Tamriel Immersion Experience File Submitter: Arthmoor File Submitted: 21 Oct 2013 File Category: Gameplay Changes An overhaul catering to roleplayers. Now also including the Shivering Isles! Get ready for a jolt to the system. Although only vanilla (default) resources were used, T.I.E. is a tiny overhaul that carries major impact on the way Oblivion is played. The gameplay is much tougher on hack and slash players while favoring stealth gamers in general - although with the release of 1.26 onwards, both Mages and Fighters can survive well in TIE too. How does TIE favor stealth gameplay? By having NPCs and creatures deal out far more damage, by raising sneak attack perks, and having real consequences for engaging in melee combat unprepared (for starters). High level loot and armor and weapons are also much rarer, far more TNRish NPCs now populate Cyrodiil (800 in this release), diseases are easier to catch, etc. You will also find most mid to high level shops (as well as many Imperial city homes) guarded by hired guards, so no more thieving to your heart's content and filling your loot bag. Now you have to actually WORK to be a good thief. You'll also come across secret entrances to all cities and castles. Some are underground, some require swimming, climbing, or jumping - or a combination of all three. You will see thieves making grabs for loot (and getting chased), deadly assassins, tomb raiders and morally ambiguous scavengers in wilderness areas as well as underneath the Imperial City sewer system - which is now interconnected via trapdoors, and grates. So have fun in the new Tamriel, but beware. More danger than you can conceive of lurks both on the surface and below. Only the prudent and vigilant will survive and thrive. Garrett would be proud. * TIE no longer caters exclusively to the stealth type gamer. Previous versions of TIE used to be tailor made for Thief types (RIP Looking Glass Studios), but Mages can now enjoy a greater thief-like environment blended in with the arcane. Fighters will also find their path in TIE - especially with the prolific use of shields and certain potions available from merchants and bartenders. * TIE features ONLY vanilla content. That means no resources found outside the Construction Set made their way into here. Custom scripts are fine as long as they're small, but visually speaking, everything you see and witness inside TIE comes directly from the game. This of course has a direct effect on the download size. As it currently stands, with more than 800 added TNR NPCs, and with a file size of just 5 megabytes, T.I.E. is a far smaller download than most other overhauls out there (with the exception of Adventurers). IMPORTANT: If you are using Better Cities 5.4.1 or higher, download "TIE For BC 541.7z". Version 5.4 and up of BC include the Blood & Mud mod and has a new wall configuration in Bruma as well. If you are sticking with a version of Better Cities which DOES NOT incorporate the Blood & Mud mod, download the file simply called "TIE.7z" instead. Click here to download this file
  4. Version 1.50

    377 downloads

    An overhaul catering to roleplayers. Now also including the Shivering Isles! Get ready for a jolt to the system. Although only vanilla (default) resources were used, T.I.E. is a tiny overhaul that carries major impact on the way Oblivion is played. The gameplay is much tougher on hack and slash players while favoring stealth gamers in general - although with the release of 1.26 onwards, both Mages and Fighters can survive well in TIE too. How does TIE favor stealth gameplay? By having NPCs and creatures deal out far more damage, by raising sneak attack perks, and having real consequences for engaging in melee combat unprepared (for starters). High level loot and armor and weapons are also much rarer, far more TNRish NPCs now populate Cyrodiil (800 in this release), diseases are easier to catch, etc. You will also find most mid to high level shops (as well as many Imperial city homes) guarded by hired guards, so no more thieving to your heart's content and filling your loot bag. Now you have to actually WORK to be a good thief. You'll also come across secret entrances to all cities and castles. Some are underground, some require swimming, climbing, or jumping - or a combination of all three. You will see thieves making grabs for loot (and getting chased), deadly assassins, tomb raiders and morally ambiguous scavengers in wilderness areas as well as underneath the Imperial City sewer system - which is now interconnected via trapdoors, and grates. So have fun in the new Tamriel, but beware. More danger than you can conceive of lurks both on the surface and below. Only the prudent and vigilant will survive and thrive. Garrett would be proud. * TIE no longer caters exclusively to the stealth type gamer. Previous versions of TIE used to be tailor made for Thief types (RIP Looking Glass Studios), but Mages can now enjoy a greater thief-like environment blended in with the arcane. Fighters will also find their path in TIE - especially with the prolific use of shields and certain potions available from merchants and bartenders. * TIE features ONLY vanilla content. That means no resources found outside the Construction Set made their way into here. Custom scripts are fine as long as they're small, but visually speaking, everything you see and witness inside TIE comes directly from the game. This of course has a direct effect on the download size. As it currently stands, with more than 800 added TNR NPCs, and with a file size of just 5 megabytes, T.I.E. is a far smaller download than most other overhauls out there (with the exception of Adventurers). IMPORTANT: If you are using Better Cities 5.4.1 or higher, download "TIE For BC 541.7z". Version 5.4 and up of BC include the Blood & Mud mod and has a new wall configuration in Bruma as well. If you are sticking with a version of Better Cities which DOES NOT incorporate the Blood & Mud mod, download the file simply called "TIE.7z" instead.
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