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Origin of the Mages Guild 7.3+


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#1 giskard

giskard

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Posted 29 September 2011 - 01:11 PM

Whilst making the Lets Play Modded Oblivion videos I came across the odd bug in OMG and have just fixed the bugs I remember. You can download the 7.3.1 esp from the link below if you want to bug fixed version.

http://www.theengine...sGuild7.3.1.zip

I'll make a proper release later.

The Lets play videos reminded me of how much I planned to do in OMG but stopped due to the trouble better cities and open cities people kept causing me. With Skyrim 6 weeks away, this seems like a good project to fill the gap.

I cannot see me stopping playing Oblivion after Skyrim has been released so there is every chance these mods will still be updated but OMG needs more work than most. The Synod needs finishing off for example.

Some ideas for that include

Have the archmage agree to send battlemages out to deal with rogue mages by listing such missions in the Sybod HQ.

Have any player that is also in the Legion and Archmage able to accept the above missions and do them him selve for TEC Nobility points. This would standardize what a Battlemage actually was in OMG even though there is no lore about this at all.

Basically its a warrior and a mage of conjurer rank = Guild Battlemage.

As archmage you would not do the missions your self, as a battlemage you would, that is what I was thinking but it is perhaps over complicating things.

Also adding options to join the new Necromancer Guild and Conjurer Guild in the AU.

Those are the primary features that need finishing off.


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#2 giskard

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Posted 29 September 2011 - 09:17 PM

I have just uploaded OMG V7.3.1 to Fileplanet and Kvatch Rising V2.0.3 to Fileplanet and will update the links on this site as soon as I am told they are online.

Both are bug fix releases, the KRIS one fixes some serious issues with the count quest in the synod era and should update players saved games automatically if they where affected by it so they can continue with their count quest.


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