[Mod-RELEASE] Diverse Races v2.0 DV
...gelöscht. Den Release-Topic findet ihr hier: http://scharesoft.de/joomla/forum/showthread.php?t=2124
Das stand vorher in diesem Eingangspost, wen's interessiert ^^
...gelöscht. Den Release-Topic findet ihr hier: http://scharesoft.de/joomla/forum/showthread.php?t=2124
Das stand vorher in diesem Eingangspost, wen's interessiert ^^
Eben gerade bin ich über folgenden Topic gestolpert: http://www.elderscrolls.com/forums/index.php?showtopic=516117
Mal abgesehen von der Mechanik des Plugins, die dafür sorgt, dass bei einem Upgrad automatisch die neuen Werte übernommen werden (mithilfe eine Zauberspruches) und der "Fähigkeit" des Plugins, auch mit laufenden Spielständen voll kompatibel zu sein, ist es eine recht einfache Mod.
Sie ändert einfach die maximalen Charakterwerte der verschiedenen Rassen. Die Orks können damit z.B. eine Stärke von 140 erreichen, dafür aber nur ein Charisma von 75, eine Schnelligkeit von 85 usw. Ein Waldelf kann eine Geschicklichkeit von 120 und eine Geschwindigkeit von 130 erreichen, dafür ist seine Stärke auf 85 beschränkt.
Das sind nur einige Beispiele.
Hier die gesamte Readme:
Es gibt zahlreiche andere Mods, die sehr viel tiefer in die Charakterklassen eingreifen als dieser, jedoch finde ich persönlich, dass diese Methode hier sehr einfach und sehr praktisch ist, da man so Konflikte mit anderen Mods (z.B. mit solchen, die die speziellen Zaubersprüche und Ressistenzen der Rassen verändern) vermeidet und dennoch auf sehr effektive Weise die Rassen deutlich voneinander unterscheidbar und unterschiedlich spielbar macht.
Lange Rede, kurzer Sinn: Ich suche also jemanden, der diese Mod "übersetzt". Das wird nicht einfach. Der Grund liegt mal wieder darin begründet, dass diese Mod in ihrer jetzigen Form nur mit der EV von Oblivion kompatibel ist. Würde man sie mit der DV benutzen, würde jegliche Sprachausgabe im Spiel verstummen.
Ich bedanke mich im Voraus und hoffe auf eure Hilfe!
Mal abgesehen von der Mechanik des Plugins, die dafür sorgt, dass bei einem Upgrad automatisch die neuen Werte übernommen werden (mithilfe eine Zauberspruches) und der "Fähigkeit" des Plugins, auch mit laufenden Spielständen voll kompatibel zu sein, ist es eine recht einfache Mod.
Sie ändert einfach die maximalen Charakterwerte der verschiedenen Rassen. Die Orks können damit z.B. eine Stärke von 140 erreichen, dafür aber nur ein Charisma von 75, eine Schnelligkeit von 85 usw. Ein Waldelf kann eine Geschicklichkeit von 120 und eine Geschwindigkeit von 130 erreichen, dafür ist seine Stärke auf 85 beschränkt.
Das sind nur einige Beispiele.
Hier die gesamte Readme:
Diverse Races: Oblivion
"None of us were created equal"
Author: Damar Stiehl (olgerthheidern@hotmail.com)
Version: 2.0
Included files: Diverse Races.esp
INTRODUCTION:
It has long been the Elder Scrolls way that every race could reach the score of 100 in every attribute. While this is nice, it rather made choosing the race boring and mostly cosmetic. Worse yet, it destroyed any potential a race is said to have according to the lore; a fully developed Orc would be no stronger than a fully developed Altmer, and a fully developed Imperial would be no more charming or intelligent than an equal Khajiit.
This mod changes things a bit. Now, depending on your race, you'll be able to take at least two of your attributes above 100. Of course, nothing comes without a price - some of your attributes will be capped below 100. Read on for more details...
INSTALLATION:
I highly recommend that you activate this mod AFTER your character has left the Imperial Prison sewers and you have made a decision to play a particular race. If you ever want to restart from the sewer exit and play a different race, deactivate the mod, change the race and exit the sewers, save, and then re-activate the mod.
To install the mod:
1. Place Diverse Races.esp into your Data folder and activate it.
2. Load Oblivion and your saved game.
- After about 5-10 seconds, you will receive a message about your character realizing his full potential, and appropriate effects will be applied to him.
3. Save your game into a new slot and continue playing as normal.
UPGRADING FROM PREVIOUS VERSIONS:
1. Replace old Diverse Races.esp with the new Diverse Races.esp.
2. Load your game.
- After about 5 seconds, your character will auto-cast a special spell necessary to get rid of the old effects.
- If you are a Nord, Orc or Redguard, you will see a new effect being applied to you (Health and Fatigue bonus).
3. Continue playing normally.
UNINSTALLATION:
Deactivate and delete Diverse Races.esp.
- The racial upgrade is a one-way street. Once your character has been upgraded, it CANNOT be de-upgraded, other than with another script. And I will NOT write you such a script, beg as you might.
NOTES:
- This mod should be compatible with just about anything. It doesn't alter any existing entries. All changes are applied through scripts.
- Custom races are still not supported.
NEW IN THIS VERSION (2.0):
- Implemented a new system for applying racial bonuses that does not rely on constantly running scripts. This may improve the game's performance. Additionally, you will no longer temporarily lose your racial bonuses when Cure Disease is cast on you.
- Fixed miscellaneous bugs and inconsistensies.
- Gave the Khajiit race a slightly higher Int score (95) in exchange for a slightly lower Agility score (125).
- Added an innate Fatigue bonus to Nords, Redguards and Orcs to reflect their physical power.
Version 1.0
- Initial Release
MODULE LISTING:
1. Diverse Races.esp
This is the main, and only, file of this mod. After the changes are applied to your character, you will be able to reach the following maximum attribute scores, depending on your race:
+---------------------------------------------------------+
Altmer:
Strength: 85
Intelligence: 115
Willpower: 115
Agility: 105
Speed: 100
Endurance: 85
Personality: 95
+---------------------------------------------------------+
Dunmer:
Strength: 100
Intelligence: 110
Willpower: 110
Agility: 105
Speed: 100
Endurance: 90
Personality: 85
+---------------------------------------------------------+
Bosmer:
Strength: 85
Intelligence: 90
Willpower: 90
Agility: 120
Speed: 130
Endurance: 85
Personality: 100
+---------------------------------------------------------+
Imperial:
Strength: 100
Intelligence: 100
Willpower: 100
Agility: 100
Speed: 100
Endurance: 100
Personality: 100
+---------------------------------------------------------+
Breton:
Strength: 95
Intelligence: 110
Willpower: 110
Agility: 95
Speed: 95
Endurance: 95
Personality: 100
+---------------------------------------------------------+
Nord:
Strength: 125
Intelligence: 105
Willpower: 90
Agility: 85
Speed: 85
Endurance: 120
Personality: 90
Special: Constant Effect Fortify Health +50, Fortify Fatigue +100
+---------------------------------------------------------+
Redguard:
Strength: 115
Intelligence: 90
Willpower: 90
Agility:
Speed: 105
Endurance: 110
Personality: 90
Special: Constant Effect Fortify Health +25, Fortify Fatigue +50
+---------------------------------------------------------+
Argonian:
Strength: 95
Intelligence: 100
Willpower: 100
Agility: 105
Speed: 100
Endurance: 110
Personality: 90
Special: None
+---------------------------------------------------------+
Khajiit:
Strength: 90
Intelligence: 95
Willpower: 85
Agility: 125
Speed: 125
Endurance: 90
Personality: 90
+---------------------------------------------------------+
Orc:
Strength: 140
Intelligence: 85
Willpower: 90
Agility: 85
Speed: 85
Endurance: 140
Personality: 75
Special: Constant Effect Fortify Health +50, Fortify Fatigue +100
+---------------------------------------------------------+
Questions and Answers:
Q: What is the spell that my character auto-casts during the upgrade process?
A: If you must know, it's a Cure Disease spell. You WILL NOT learn it and you will NOT be allowed to use it. It's a part of upgrade mechanics.
Q: Why did Race X get bonus X and penalty X?
A: I decided based on lore and suggestions in my concept thread. Did you want to make a suggestion? You should've participated.
Q: Why didn't you touch Luck?
A: Because everyone makes their own destiny. I don't believe that any race on the face of Nirn (or at least in Tamriel) is cursed or favoured by gods, such as they are.
Q: What happens if I cast Cure Disease?
A: You'll get your bonuses back in 1-2 seconds.
Q: I levelled up, and the attribute values on the level-up screen look different from the attribute values on my stat sheet.
A: When you level up, you see your "base" attribute values. Add or subtract your bonus values from them to get the "real" values, if you want to. To max out any attribute, with or without a bonus, you still have to raise its base value to 100.
Q: My stat sheet looks like a Christmas tree with all the drains and fortifies!
A: Oh well, it's just cosmetic.
Q: Why didn't you change races' abilities and powers?
A: Because it would make the mod incompatible with other race mods.
Q: Raising certain attributes over 100 makes no sense, because that gives you no bonus. Why should I use this mod?
A: Use "Skills over 100" mod by TalkieToaster (http://www.tessource.net/files/cache/3664.html) to receive bonuses for pretty much every attribute that goes over 100.
Q: Can you change Race X to get bonus X and penalty X?
A: Probably not, I like them the way they are. But if you make a compelling case, I may.
Q: I found a bug. What do I do?
A: Post in the discussion thread on TES Official Forums. If you don't have an account there and don't want to register, email me.
Q: The races are all underpowered/overpowered! Your mod sucks! Change it NOW!!!
A: Get bent. This is my mod and in the end, I call the shots.
III. FINAL NOTES FOR THIS VERSION:
- Custom races will be supported when certain mods are published. Until these mods are published, don't bother me with requests to support custom races. There's simply no way to implement it right now.
"None of us were created equal"
Author: Damar Stiehl (olgerthheidern@hotmail.com)
Version: 2.0
Included files: Diverse Races.esp
INTRODUCTION:
It has long been the Elder Scrolls way that every race could reach the score of 100 in every attribute. While this is nice, it rather made choosing the race boring and mostly cosmetic. Worse yet, it destroyed any potential a race is said to have according to the lore; a fully developed Orc would be no stronger than a fully developed Altmer, and a fully developed Imperial would be no more charming or intelligent than an equal Khajiit.
This mod changes things a bit. Now, depending on your race, you'll be able to take at least two of your attributes above 100. Of course, nothing comes without a price - some of your attributes will be capped below 100. Read on for more details...
INSTALLATION:
I highly recommend that you activate this mod AFTER your character has left the Imperial Prison sewers and you have made a decision to play a particular race. If you ever want to restart from the sewer exit and play a different race, deactivate the mod, change the race and exit the sewers, save, and then re-activate the mod.
To install the mod:
1. Place Diverse Races.esp into your Data folder and activate it.
2. Load Oblivion and your saved game.
- After about 5-10 seconds, you will receive a message about your character realizing his full potential, and appropriate effects will be applied to him.
3. Save your game into a new slot and continue playing as normal.
UPGRADING FROM PREVIOUS VERSIONS:
1. Replace old Diverse Races.esp with the new Diverse Races.esp.
2. Load your game.
- After about 5 seconds, your character will auto-cast a special spell necessary to get rid of the old effects.
- If you are a Nord, Orc or Redguard, you will see a new effect being applied to you (Health and Fatigue bonus).
3. Continue playing normally.
UNINSTALLATION:
Deactivate and delete Diverse Races.esp.
- The racial upgrade is a one-way street. Once your character has been upgraded, it CANNOT be de-upgraded, other than with another script. And I will NOT write you such a script, beg as you might.
NOTES:
- This mod should be compatible with just about anything. It doesn't alter any existing entries. All changes are applied through scripts.
- Custom races are still not supported.
NEW IN THIS VERSION (2.0):
- Implemented a new system for applying racial bonuses that does not rely on constantly running scripts. This may improve the game's performance. Additionally, you will no longer temporarily lose your racial bonuses when Cure Disease is cast on you.
- Fixed miscellaneous bugs and inconsistensies.
- Gave the Khajiit race a slightly higher Int score (95) in exchange for a slightly lower Agility score (125).
- Added an innate Fatigue bonus to Nords, Redguards and Orcs to reflect their physical power.
Version 1.0
- Initial Release
MODULE LISTING:
1. Diverse Races.esp
This is the main, and only, file of this mod. After the changes are applied to your character, you will be able to reach the following maximum attribute scores, depending on your race:
+---------------------------------------------------------+
Altmer:
Strength: 85
Intelligence: 115
Willpower: 115
Agility: 105
Speed: 100
Endurance: 85
Personality: 95
+---------------------------------------------------------+
Dunmer:
Strength: 100
Intelligence: 110
Willpower: 110
Agility: 105
Speed: 100
Endurance: 90
Personality: 85
+---------------------------------------------------------+
Bosmer:
Strength: 85
Intelligence: 90
Willpower: 90
Agility: 120
Speed: 130
Endurance: 85
Personality: 100
+---------------------------------------------------------+
Imperial:
Strength: 100
Intelligence: 100
Willpower: 100
Agility: 100
Speed: 100
Endurance: 100
Personality: 100
+---------------------------------------------------------+
Breton:
Strength: 95
Intelligence: 110
Willpower: 110
Agility: 95
Speed: 95
Endurance: 95
Personality: 100
+---------------------------------------------------------+
Nord:
Strength: 125
Intelligence: 105
Willpower: 90
Agility: 85
Speed: 85
Endurance: 120
Personality: 90
Special: Constant Effect Fortify Health +50, Fortify Fatigue +100
+---------------------------------------------------------+
Redguard:
Strength: 115
Intelligence: 90
Willpower: 90
Agility:
Speed: 105
Endurance: 110
Personality: 90
Special: Constant Effect Fortify Health +25, Fortify Fatigue +50
+---------------------------------------------------------+
Argonian:
Strength: 95
Intelligence: 100
Willpower: 100
Agility: 105
Speed: 100
Endurance: 110
Personality: 90
Special: None
+---------------------------------------------------------+
Khajiit:
Strength: 90
Intelligence: 95
Willpower: 85
Agility: 125
Speed: 125
Endurance: 90
Personality: 90
+---------------------------------------------------------+
Orc:
Strength: 140
Intelligence: 85
Willpower: 90
Agility: 85
Speed: 85
Endurance: 140
Personality: 75
Special: Constant Effect Fortify Health +50, Fortify Fatigue +100
+---------------------------------------------------------+
Questions and Answers:
Q: What is the spell that my character auto-casts during the upgrade process?
A: If you must know, it's a Cure Disease spell. You WILL NOT learn it and you will NOT be allowed to use it. It's a part of upgrade mechanics.
Q: Why did Race X get bonus X and penalty X?
A: I decided based on lore and suggestions in my concept thread. Did you want to make a suggestion? You should've participated.
Q: Why didn't you touch Luck?
A: Because everyone makes their own destiny. I don't believe that any race on the face of Nirn (or at least in Tamriel) is cursed or favoured by gods, such as they are.
Q: What happens if I cast Cure Disease?
A: You'll get your bonuses back in 1-2 seconds.
Q: I levelled up, and the attribute values on the level-up screen look different from the attribute values on my stat sheet.
A: When you level up, you see your "base" attribute values. Add or subtract your bonus values from them to get the "real" values, if you want to. To max out any attribute, with or without a bonus, you still have to raise its base value to 100.
Q: My stat sheet looks like a Christmas tree with all the drains and fortifies!
A: Oh well, it's just cosmetic.
Q: Why didn't you change races' abilities and powers?
A: Because it would make the mod incompatible with other race mods.
Q: Raising certain attributes over 100 makes no sense, because that gives you no bonus. Why should I use this mod?
A: Use "Skills over 100" mod by TalkieToaster (http://www.tessource.net/files/cache/3664.html) to receive bonuses for pretty much every attribute that goes over 100.
Q: Can you change Race X to get bonus X and penalty X?
A: Probably not, I like them the way they are. But if you make a compelling case, I may.
Q: I found a bug. What do I do?
A: Post in the discussion thread on TES Official Forums. If you don't have an account there and don't want to register, email me.
Q: The races are all underpowered/overpowered! Your mod sucks! Change it NOW!!!
A: Get bent. This is my mod and in the end, I call the shots.
III. FINAL NOTES FOR THIS VERSION:
- Custom races will be supported when certain mods are published. Until these mods are published, don't bother me with requests to support custom races. There's simply no way to implement it right now.
Es gibt zahlreiche andere Mods, die sehr viel tiefer in die Charakterklassen eingreifen als dieser, jedoch finde ich persönlich, dass diese Methode hier sehr einfach und sehr praktisch ist, da man so Konflikte mit anderen Mods (z.B. mit solchen, die die speziellen Zaubersprüche und Ressistenzen der Rassen verändern) vermeidet und dennoch auf sehr effektive Weise die Rassen deutlich voneinander unterscheidbar und unterschiedlich spielbar macht.
Lange Rede, kurzer Sinn: Ich suche also jemanden, der diese Mod "übersetzt". Das wird nicht einfach. Der Grund liegt mal wieder darin begründet, dass diese Mod in ihrer jetzigen Form nur mit der EV von Oblivion kompatibel ist. Würde man sie mit der DV benutzen, würde jegliche Sprachausgabe im Spiel verstummen.
Ich bedanke mich im Voraus und hoffe auf eure Hilfe!
Zuletzt bearbeitet: