Oblivion midas magic download free
As the name suggests, Weapon Expansion Pack adds a few more options to your in-game arsenal. The add-on throws in fresh amber, madness, mithril, orcish, rusty iron and fine iron weapons which are accessible across the worlds of Tamriel and the Shivering Isles.
According to the developer, the new items are integrated into the title and may appear in shops, ruins and with bandits amongst others. We recommend hitting the source page to known more about this add-on and on how to locate the rare item.
Natural Environments :. Oblivion was launched back in making it pretty old. With Natural Environments, you can enhance the environmental components of the title. With the latest release of this add-on, you get natural weather that occurs in seasonal patterns, 40 types of climate conditions compared to the default 7 and extra wildlife including birds and insects.
Textures of other content like the sky, moon, and stars, have been improved as well. Midas Magic Spells of Aurum :. Have you ever felt the need of more spells in Oblivion? Well, Midas Magic Spells of Aurum will grant you that wish.
This mod introduces over new spells which range from beams, sprays and projectiles to transforming enemies into gold, casting a ring of fire for protection and summoning a magic carpet. It does, however, need the version 1. Knights of the Nine Revelation :. How far would you go to create an expansion that delivers an immersive experience at no cost? This mod works beautifully with Qarl's Texture Pack and Natural Environments - combine all of them to see Cyrodiil at its finest.
Francesco's mod shares a lot of similarities with Oscuro's Overhaul. Both mods make Oblivion a more variable and interesting experience by altering the leveling system of the creatures around you. Players who are new to Oblivion will find Francesco's mod to be a more forgiving experience, especially at lower levels.
Francesco's also gives you the option to turn off many of its features, letting you preserve Oblivion's core experience and pick the changes you like best. Deadly Reflex adds some needed strategic depth to Oblivion's combat, adding a set of new maneuvers and attacks to your arsenal.
With Deadly Reflex installed you'll be able to dodge incoming attacks, stun your opponents and even finish them off with a well timed impale move. Your opponents have the same abilities, too, of course, making fights tactical and tense affairs. Combat now looks and feels more visceral, too. Critical hits result in pleasingly ludicrous death animations and the new, Sam Fisher-esque stealth kills will see you snapping necks and slitting throats with brutal exuberance.
It comes in several different forms to suit different PC specs, so don't pick one your machine can handle. Even the lower-res versions are a big improvement, but the largest ones transform Cyrodiil completely, filling the world with intricate detail. Sick of only being able to see five items at a time in a list? Irritated by the gigantic fonts and clunky interface? Darnified UI completely redesigns Oblivion's user interface, renovating every menu screen to make it work properly on your monitor.
It also replaces the world map with a beautiful, high-detail colour version. It's not a major overhaul, but it makes everything slicker and easier to use. It'll work well with the other mods here, too. Natural Environments contains a series of subtle updates that work together to improve to the way the world looks and feels.
With new dynamic weather effects, revamped water effects, foliage tweaks and the addition of birds and insects, Natural Environments does a great job of making Cyrodiil feels much more like a living, breathing world. Magic in Oblivion is so much more interesting due to your excellent work. After playing with 9. I realize this is a lot of bug reporting I would like to emphasize that this isn't meant to be a negative review of the mod, just some functional QA work.
I think "Midas Magic" is a must-have Oblivion mod. My character has mainly been making use of the non-destruction schools of spells Midas has available in his lab. There is a bug which probably doesn't come up often, but because I zap almost every opponent with the spell, I have seen the defect a number of times. It's a tangled mess of polygons which quickly shifts position, probably because it is constantly colliding with the environment banging noises are constantly played.
I have reason to believe that these polygons are what has become of the opponent's dead corpse. The evidence for this is twofold: The rare times that the polygons had eventually gone away, the corpse was nowhere to be found. And there had been times where polygons would move in front of my mouse and for that brief time the name of the opponent would appear by the mouse with an icon for looting.
B "Force Ball" When the ball has traveled its full range, it stops in mid air and will remain floating there. It was quite the curious mystery the first time I encountered a shimmering orb floating in a forest. I observed this in Kvatch's Oblivion gate a few times, but I should investigate it further. At the time, I was zoomed in on the creatures using the "binoculars" mod, so the right-mouse button was held down. I have not tried reproducing the bug without being zoomed in. But I did get these observations to reproduce during all 3 trials I had done.
During one of the trials it MAY have been the case that the creature transported to a very different location This new location was much closer to me. C "Missile Shield" There was one instance where the shield remained static in one location rather than following the player. There was a lot of chaos going on during that skirmish, so it is hard to link any particular events as likely causing it.
I can't recall if casting a new shield made the old one go away or not. Also, there was one instance where I took falling damage while the shield was up.
I have not reproduced this since, but I also haven't been falling much. This was a short fall, due to running across a rocky slope. Casting this spell in the Leyawin mage's guild just now, while making sure not to target anyone, resulted in everyone attacking me.
I reproduced this 2 out of 3 trials. E "Ring of Fire" If more than one brandy is used to increase the power of the spell, only one of the brandies will be removed from the container. The proper level spell will still be created, however. I don't know if the observed behavior is unique to the pumpkin summon or not. There have been times where the summon would attack the player. I think every time this has happened, the summon had already been around for a bit it did not attack the moment it was summoned.
I am not sure if walking through doors is one of the steps to reproduce the behavior, although that did happen at least once maybe the summon was already "chasing" me before clicking on the door, however. Fairly often the summon will not attack an opponent which is charging the player or even hitting the player, I think. If I do a vanilla summon then such as summoning a scamp , this will often "Wake up" the pumpkin atronach and it will start to fight by my side.
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