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[WIP] Class Advantages


Zenshinzenrei
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[WIP] Class Advantages

Makes Oblivion classes really stand out from each other, just like in Arena and Daggerfall.

Author: Zenshinzenrei

Current Version 0.24.08 BETA

Requirements:

Oblivion v1.2.0416 (The latest patch)

OBSE v0019 beta3 or higher

*Class Advantages uses Event Handler functions that are only available in OBSE v0019.

Description:

Class Advantages introduces special advantages to the predefined Oblivion classes in order to make them more unique. Advantages are similar to special class traits from Arena and Daggerfall.

In Oblivion classes differ in name, starting specializations, attributes, and major skills. The biggest difference between classes, however, is the rate of increasing skills, which depend on a class' specialization and major skills. For example: A Thief's Sneak skill will rise much faster than an Archer's. While they both major in Sneak, Thieves specialize in Stealth (Archers specialize in Combat).

But since player characters may be able to advance any skill and attribute they choose, all game classes end up being similar in the long run. An Archer will eventually catch up to a Thief's Sneak level, provided the Archer is commited to raising the Sneak skill, or has enough gold for training.

Class Advantages provides classes the advantages that will make them stand out from each other. A Thief will have an advantage using the Sneak skill by having its movement speed increased in Sneak mode. Even if the Archer equals or surpasses the Thief's Sneak skill, the Thief will always have the advantage since that is one of the skills a Thief specializes in.

Every player class or NPC class has three predetermined advantages. Some advantages assigned to Oblivion's player or NPC classes are tailored to make them similar to the classes in Arena and Daggerfall. At the same time advantages are also assigned to match a class' specialization and/or skills.

Custom class characters (player only) will be able to choose from a list of advantages. Advantages may have prerequisites that depend on a character's starting Specialization, Attribute, and/or Major skill.

Some advantages are designed to be used by the player only. Some classes shared by both player characters and NPCs will have alternate advantages assigned for NPCs.

Advantage Types:

Advantages come in two types: Passive and Active.

Both provide constant effect abilities that modify various character stats. Passive advantages are automatically applied. Active advantages, however, require specific actions to toggle an ability. Advantages cannot be dispelled under any circumstance.

Passive Advantages

These abilities are automatically applied and require no action to take advantage of their effects.

Armored Spellcaster: Practitioners of magic tend to avoid armor as it hinders their spellcasting abilities. Only the most stubborn practitioners are determined enough to grow accustomed to armored casting. Those who are skilled in both armor handling and magical focus do not receive a penalty to Spell Effectiveness while wearing armor.

Requirements: Specialization- Magic, Major Skills- Light or Heavy Armor

Atronach's Curse: Characters afflicted with the Atronach's Curse have the similar effects as those who are born under the Atronach birthsign.. Characters with this ability gain a 150 point Fortified Magicka boost and Stunted Magicka regeneration but gain a 25% Spell Absorption instead of 50%. These effects do not stack with the Atronach birthsign effect.

Requirements: Must NOT have the Atronach birthsign.

Deflect Damage: An agile fighter may deflect weapon damage by redirecting the force of an attack. Characters with Deflect Damage gain a 5 point Armor Rating bonus and 5% Normal Weapon Resistance at Level 1. An additional 5 points and 5% is added every five levels to a maximum of 25 AR and 25% Resistance at level 20.

Requirements: Favored Attributes- Agility, Must NOT have Light or Heavy Armor as Major skills.

Magicka Affinity: Characters who are naturally attuned to magical energies or have some understanding of magical forces are able to tap into larger magicka reserves. Magicka Affinity gives a Magicka bonus depending on the character's starting Intelligence.

Lesser Magicka Affinity - Adds a Magicka bonus equal to half the character's Intelligence at Level 1.

Moderate Magicka Affinity - Adds a Magicka bonus equal to the character's Intelligence at Level 1.

Requirements: Favored Attributes – Intelligence

Superior Magicka Affinity - Adds a Magicka bonus equal to two times the character's Intelligence at Level 1.

Requirements: Specialization – Magic, Favored Attributes – Intelligence

Regeneration: A divine blessing or an extraordinary physical trait may allow the ability to heal physical damage without the need for potions or spells. Regeneration provides a 1 point Restore Health effect that activates every 10 seconds.

Requirements: Favored Attributes - Endurance

Resistance: Training, strong willpower, or an innate ability can make any character able to resist various spell effects. Resistances have a magnitude of 25%.

Cold Blooded - A character accustomed to arid conditions makes a character resistant to Fire effects.

Hygienic - Physically and mentally healthy characters are more likely to resist Disease effects.

Lesser Magicka Buffer - Makes a character resistant to Magic effects.

Requirements: Favored Attributes- Willpower

Serpent Blood - This ability allows the character to resist Poison based spells or attacks.

Storm Chaser - A character accustomed to the shocking power of electricity makes a character resistant to Shock effects

Warm Blooded - A character accustomed to frigid conditions makes a character resistant to Frost effects.

Willful Mobility - Paralysis spells and attacks can fool the mind into stopping oneself from any movement or action This ability shields a person's mind and making

the character resistant to Paralysis effects.

Requirements: Favored Attributes- Willpower

Robust Health: Additional Health is given depending on the character's Endurance at level 1.

Lesser Robust Health - Adds a Health bonus equal to 50% of the character's Endurance at level 1.

Requirements: NONE

Moderate Robust Health - Adds a Health bonus equal to 75% of the character's Endurance at level 1.

Requirements: Favored Attributes – Endurance

Superior Robust Health - Adds a Health bonus equal to the character's base Endurance

at level 1.

Requirements: Favored Attributes – Endurance at 50 or higher

Toughness: Adds a 5 point Armor Rating bonus at Level 1 and an additional 5 points every 5 levels to a maximum of 15 AR.

Requirements: Must not have Light or Heavy Armor as Major skills.

Vigor: Higher Fatigue capacities allow characters to perform more actions before collapsing. Vigor gives a Fatigue bonus according to a character's starting Endurance at level 1.

Moderate Vigor - Adds a Fatigue bonus equal to the character's Endurance at level 1.

Requirements: NONE

Superior Vigor - Adds a Fatigue bonus equal to two times the character's Endurance at level 1.

Requirements: Favored Attributes- Endurance

Active Advantages

These abilities vary in use. Some are similar to lesser powers and must be activated in order to make use of its ability. However, unlike standard lesser powers, these require no Magicka to cast and are Toggled abilities, which may be activated and deactivated at will. Active abilities that do not require activation need to meet certain conditions in order to take advantage of their effects.

Automagic Cloak: Characters that specialize in stealth but are also adept in the magical arts may use the aid of a cloaking spell. The spell is second nature so characters with this ability will be automatically cloaked with a 15% Chameleon effect while in Sneak mode. Sneaking in dark areas provides an additional 10%.

Requirements: Specialization- Magic, Major Skills- Sneak

Combat Expertise: Various fighting techniques provide different effects while engaged in combat.

Arcane Strike - This ability enables the caster to channel Magicka to cause extra magic damage on hit. Arcane Strike has a chance to cause a 15 point Damage Health effect in addition to the character's regular attack damage. The extra damage chance is equivalent to 50% of the character's Destruction skill.

Requirements: Specialization- Magic, Major Skills- Destruction

Blindsided - Every successful sneak attack has a chance of randomly adding one of the following effects: 20 point Damage Endurance, 20 point Damage Agility, or 5 points Damage Health for 5 seconds. The extra effect chance is equivalent to 50% of the character's Sneak skill. An additional 15% chance is applied when sneak attacking in dark areas.

Requirements: Specialization- Stealth, Major Skills- Sneak

Intimidation - A foe has a 25% chance of losing Confidence on hit, possibly causing it to flee from battle. A character with Intimidation checks its Strength attribute from its target on a successful roll. If the character's Strength is higher, the difference of the two Strength attributes will be used to deduct from the opponent's Confidence level.

Requirements: Favored Attributes- Strength

Spell Disruption - This ability's purpose is to counter spellcasters in melee combat. Every hit will have a chance to apply a 2 second Silence effect on an opponent. The Silence effect chance is equivalent to 50% of the character's Mysticism skill.

Requirements: Specialization- Magic, Major Skills- Mysticism

Creature Expertise: Knowledge of creatures of Tamriel and Oblivion provide combat advantages. A damage bonus of 2 points at level 1, an additional 3 points at level 5, and +5 points every five levels (maximum of 25 points of damage) is gained when striking a foe of a certain type.

Creatures - Bonus to hit foes of type: Creature. These include animals (including horses), goblins, ogres, monsters, and mythical creatures.

Requirements: NONE

Daedra - Bonus to hit foes of type: Daedra and Dremora.

Requirements: NONE

Humanoid - Bonus to hit foes of type: NPC. These include Man and Mer.

Requirements: NONE

Undead - Bonus to hit foes of type: Undead. These include zombies, ghosts, vampires, and liches.

Requirements: NONE

Critical Strike: Whether through brute force or sheer finesse, very damaging hits can occur in battle.

Forceful Blow - A 1% Critical hit chance per level, up to a maximum of 40%. Damage bonus is 3x damage / 5x power attack, 5x damage H2H/ 8x power attack H2H. Also adds a chance on hit to apply a 75 point Disintegrate Armor effect: 25% on a regular attack, 45% on a power attack.

Requirements: Favored Attributes- Strength, Major Skills- Blade, Blunt, or Hand to Hand

Sureshot - A 3% Critical hit chance per level with a bow, up to a maximum of 60%. Damage bonus is 1.5 damage/3x power attack.

Requirements: Major Skills- Marksman

True Strike - A 2% Critical hit chance per level, up to a maximum of 60% with melee weapons only. Damage bonus 1.5 damage/3x power attack.

Requirements: Favored Attributes- Agility, Major Skills- Blade or Blunt

Unarmed Finesse: - A 3% Critical hit chance per level while fighting unarmed, up to a maximum of 90%. Damage bonus is 2x/4x power attack.

Requirements: Favored Attributes- Agility, Major Skills- Hand to Hand

Etiquette: Polite mannerisms have an effect on nobility, figures of authority, proprietors and the pious. For each conversation initiated, Disposition will automatically be added to an NPC and the character automatically gains Speechcraft experience without having to play the Disposition mini-game. The Disposition bonus and experience rate is as follows: 1 point Disposition and normal experience rate at Apprentice Speechcraft, 2 points Disposition and 2x experience rate at Journeyman Speechcraft, 3 points Disposition and 3x experience rate at Expert Speechcraft, and 10 points Disposition at Master Speechcraft. NPCs affected by Etiquette are: Nobles, Priests, Healers, and Guards.

Requirements: Major Skills- Speechcraft

Gift of Gab: A character skilled in the art of conversation is able to convince or coerce another through words alone. Gift of Gab has a similar Disposition bonus as Etiquette but with few notable exceptions. First, Speechcraft experience gains rise at the normal rate on all mastery levels. Second, conversations with Merchants allow experience gain in Mercantile without having to barter and Mercantile experience gains are doubled. Third, there is a 10% chance (20% at Master Speechcraft) for Guard NPCs to have their Disposition raised to maximum, making them instantly like the character. Speechcraft gain on successfuly charming the guard is 3 times the normal rate. NPCs affected by Gift of Gab are: Commoners, Guards, Merchants, Thieves, Rogues, Pirates, Bandits, and Marauders.

Requirements: Major Skills- Speechcraft

Lore Enthusiast: Lore Enthusiasts comprehend the nature of enchanted items through the tales and tomes acquired on their journeys. Equipped enchanted weapons return a percentage of their charge cost into the weapon's current charge pool. The percentage returned is by 10% at Level 1, with an additional 5 % every five levels, to a maximum of 30%.

Requirements: Favored Attributes- Intelligence

Magicka Buffer (Toggled Effect): A character can reduce damage from magic spells by using one's own Magicka pool. While active it provides 50% resistance to magic with Damage Magicka of 15 points per second. The ability automatically stops when the character's Magicka pool is less than 15. This ability stacks with any additional Resist Magic effects.

Requirements: Specialization- Magic, Favored Attributes- Willpower

Mental Alacrity (Toggled Effect): With immense concentration, skilled spellcasters can increase their magic potential temporarily but at the cost of mobility and fatigue. Mental Alacrity boosts a character's maximum Magicka and Magicka regeneration rate by fortifying Intelligence by 100 points and Willpower by 50 points. Mental Alacrity also grants a 50% Spell Efficiency effect bonus for all spell schools. However it will cost 60 points of Fatigue on activation, causes a Damage Fatigue effect for 15 points per second, and Burdens the character. The ability automatically stops when the character's Fatigue is less than 60.

Requirements: Specialization– Magic, Favored Attributes- Intelligence and Willpower

One With Nature: Characters with this ability prefer moving around outdoor environments. One With Nature provides a Fortify Speed, Agility, and Luck bonus of 10 points each while the character is outdoors (being inside cities do not count). A character in an Interior cell gets a Drain Speed, Agility, and Luck penalty of 10 points.

Requirements: NONE

Rapid Healing – Allows the restoration of health, attributes, or ailments without the use of potions or spells.

Aquatic Cleansing - A character may regenerate 5 points of Health every 10 seconds and has a 10% chance of curing Disease while swimming.

Requirements: Favored Attributes- Willpower

Meditation - A character may regenerate 5 Health every 10 seconds and has a 10% chance to restore 1 point to all attributes while sitting.

Requirements: Favored Attributes- Willpower, Major Skills- Restoration

Running Start: Quick, forward momentum is usually needed for a long jump to succeed. Running Start applies a 10+ Fortify Speed boost while running. A +15 Fortify Acrobatics boost is added on the start of a character's run mode and lasts for 5 seconds. A character must restart a run in order to reactivate the Acrobatics boost.

Requirements: Favored Attributes- Speed, Major Skills- Acrobatics

Second Wind: Characters on the verge of defeat may summon the energy to make a surprising comeback in battle or to escape the jaws of death. Second Wind fortifies Strength, Speed, and Agility by 10 points when a character's Hitpoints fall below 20%.

Requirements: Favored Attributes- Endurance or Willpower

Spell Efficiency: Characters well versed in a particular school of magic are able to return a percentage of the spell's cost back into a character's Magicka pool. Spell cost returns are based on the character's skill level for a school of magic: 20% at Apprentice and an additional 10% for each mastery level with a maximum of 50% at Master level.

Alteration – Reduces spell cost for the school of Alteration.

Requirements: Specialization– Magic, Major Skills - Alteration

Conjuration - Reduces spell cost for the school of Conjuration.

Requirements: Specialization– Magic, Major Skills - Conjuration

Destruction - Reduces spell cost for the school of Destruction.

Requirements: Specialization– Magic, Major Skills - Destruction

Illusion - Reduces spell cost for the school of Illusion.

Requirements: Specialization– Magic, Major Skills - Illusion

Mysticism - Reduces spell cost for the school of Mysticism

Requirements: Specialization– Magic, Major Skills - Mysticism

Restoration - Reduces spell cost for the school of Restoration.

Requirements: Specialization– Magic, Major Skills - Restoration

Thieves' Trade: Stealthy characters with this ability move much faster in Sneak mode than those who don't. A character gains a 100 point boost to Athletics while in Sneak mode.

Requirements: Major Skills- Sneak

Tracking (Toggled Effect): By observing the environment using all five senses, a person may be able to detect any living or undead creatures in the vicinity. When active, the character will have a constant Detect Life effect with a radius of 60 feet.

Requirements: Favored Attributes- Intelligence

Advantages List by Class:

Acrobat:

Deflect Damage

Running Start

Superior Vigor

Agent:

Etiquette / (NPCs) Thieves' Trade

Gift of Gab / (NPCs) Running Start

Critical Strike: Sureshot

Archer:

Combat Expertise: Blindsided

Critical Strike: Sureshot

Moderate Vigor

Assassin:

Creature Expertise: Humanoid

Critical Strike: Sureshot

Critical Strike: True Strike

Barbarian:

Combat Expertise: Intimidation

Serpent Blood

Superior Robust Health

Bard

Lore Enthusiast

Gift of Gab / (NPCs) Lesser Magicka Affinity

Thieves' Trade

Battlemage

Combat Expertise: Arcane Strike

Spell Efficiency: Destruction

Superior Magicka Affinity

Crusader

Critical Strike: Forceful Blow

Regeneration

Second Wind

Healer

Rapid Healing: Meditation

Spell Efficiency: Restoration

Superior Magicka Affinity

Knight

Critical Strike: Forceful Blow

Etiquette / (NPCs) Moderate Vigor

Resistance: Willful Mobility

Mage

Magicka Buffer

Mental Alacrity

Superior Magicka Affinity

Monk

Critical Strike: Unarmed Finesse

Deflect Damage

Lesser Magicka Buffer

Nightblade

Armored Caster / (NPCs) Spell Efficiency: Alteration

Automagic Cloak

Moderate Magicka Affinity

Pilgrim

Lore Enthusiast

Second Wind

Superior Vigor

Rogue

Critical Strike: True Strike

Gift of Gab / (NPCs) Second Wind

Lesser Robust Health

Scout

Creature Expertise: Creatures

One With Nature

Tracking / (NPCs) Hygienic

Sorcerer

Armored Caster / (NPCs) Spell Efficiency: Destruction

Atronach's Curse

Superior Magicka Affinity

Spellsword

Combat Expertise: Arcane Strike

Armored Caster / (NPCs) Spell Efficiency: Destruction

Lesser Magicka Affinity

Thief

Gift of Gab / (NPCs) Running Start

Thieves' Trade

Tracking / (NPCs) Moderate Vigor

Warrior

Critical Strike: Forceful Blow

Lesser Robust Health

Superior Vigor

Witchhunter

Combat Expertise: Spell Disruption

Creature Expertise: Daedra

Magicka Buffer / (NPCs) Spell Efficiency: Destruction

Progress:

Passive Advantages - 100%

Active Advantages - 100%

Scripting:

Adding advantages on Character Creation

Default Classes - 100%

Custom Classes - 100%

Adding advantages to NPCs - 100%

Feedback would be greatly appreciated. I am very close to releasing a beta but I do need help on the final part of this project. If anyone could advise me on how to get NPCs in a cell (or a small cell within a worldspace) and iterate through them, that would be great! :blink:

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