Magicka-based magic jewelery limits
⚪ Last updated 2012⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
🔍 Analysis
- 👍 3.4% endorsement rate — high engagement, a strong quality signal
- 🏆 #119 of 327 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
The player\'s Magicka determines the number of magic jewelery they can wear. A penalty will be applied to fatigue, the player\'s highest attribute, and the player\'s highest combat-useful skill for every magic jewelery worn more than the
Name: Magicka-based magic jewelery limits Version: 0. 54 Date: 24 January 2012 Category: Gameplay Effects and Changes Requirements: Oblivion. ESM or Nehrim. ESM, Oblivion Patch 1. 2. 0. 214, Oblivion Script Extender (OBSE) 0017: http://obse.silverlock.org/ Author(s): kuertee, spookyfx.com for inspiration Source: http://www.tesnexus.com/downloads/file.php?id=23861 Changes since last update (0. 54) ================================ 0. 54, 24 January 2012: Compatibility: Nehrim. Activate either one ESP. Or when using OBMM, it will choose the appropriate ESP to activate. Tweak: Now uses GetBipedSlotMask to take into account jewelery that uses other slots on top of the normal 6 (ring), 7 (ring) and 8 (amulet). For example, in Nehrim, some jewelery (e.g. Ring of the Apprentice 0019CF31 and Stone Band of Hardening 0019CF34) also take-up the Quiver slot. Bug-fix: Detecting when the player is over his limit happens every 5 seconds in GameMode now. In previous version, only when check and return from their inventory list was this checked. Read-me: A concise description of the mod: Gameplay changes, Compatibility, Details. Rewritten for ease of scanning. (And to get this ready for Skyrim users.) Gameplay changes ================ Every 25 Magicka allows you to wear 1 magical jewelery. For every magical jewelery more than allowed: -10 points distributed across Fatigue, highest Attribute, highest combat Skill. These penalties are listed in your Active effects screen. You can set limit to 0, to allow for an unlimited number of equipped magical jewelery. Compatibility ============= Requires either Oblivion. ESM or Nehrim. ESM. There is an ESP for Oblivion. ESM and another for Nehrim. ESM. Optional with LAME: \"kuertee bgMagicEVShader default drain effects.esp\" to reset Drain Magic effect shader to \"effectDrain\". No items were changed so this should be compatible with mods that add or change jewelries. Details ======= Configure this mod with its INI file in (game folder)\\Data\\Ini\\. Penalties are applied as Drain Fatigue effects attached to enchanted and invisible \"tokens\". When in the Inventory screen, the Equipment Slots of rings and amulets are set to 255 - to allow you to equip multiple jewelery in their Equipment Slots. When the Inventory screen is closed, the Equipment Slots are reverted to their original. Upgrade from previous versions ============================== OBMM: Deactivate the previous OMOD then follow the OBMM Install instructions with the new ZIP. OBMM Install ============ 1. Click on \"Create\" to create a new OMOD. 2. Click on \"Add archive\" and point to the downloaded ZIP file. 3. Click on \"Create omod\". 4. Activate the newly created OMOD. OBMM will install the appropriate ESP for Oblivion and Nehrim. OBMM Uninstall ============== 1. Deactivate the OMOD. Manual Install/Uninstall ======================== Unsupported. If you know what to do,
📊 Mod Details
- Game
- Oblivion Mods
- Author
- kuertee
- Version
- 0.54
- Downloads
- 562
- Endorsements
- 19
- Category
- Gameplay Effects and Changes
- Created
- 4/17/2009
- Updated
- 1/23/2012
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