A little help with oblivion character please?

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NinjaSAS
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A little help with oblivion character please?

Post by NinjaSAS »

So I have a Wood elf, thief birthsign, and thief class.
What is the best way to get the nighteye spells without doing those boring mage quests? And I want to be a pure thief guild member :P
Nor am I going to join the dark brotherhood for the dude inside selling potions, first because assassination in oblivion is plain and other games even assassin's creed does it better, second because I already killed lucien.

thanks :D
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Re: A little help with oblivion character please?

Post by Aces Andre »

There are three Night-eye spells. You have already ruled out one of them (the best) by refusing the Dark Brotherhood. The other two can be bought in the Bravil Mage's Guild, you are not required to be a member (you will however need Apprentice/Journeyman level in Illusion).

Other than that I can think of three easy substitutes:

Vampirism grants powers that have Night-eye as an effect
The helmet Fin Gleam (Glass armor) has a constant Night-eye effect.
The Elixir of Exploration and Shadowbanish Wine are potions that grant Night-eye effect for a decent amount of time.

You could also use randomly found loot (helmets, rings, potions and scrolls).
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Re: A little help with oblivion character please?

Post by Big- »

easiest is the fin gleam helmet, slightly annoying to find, but it's not hard at all.

oddly enough a last choice is too use Light potions, the problem is, is that they reveal you, so it makes sneaking much more difficult (and fun imo). presuming you reach level 100 achemy you can get a very nice length light potion easy.

never been a fan of using elixir of exploration, but that works to.
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Re: A little help with oblivion character please?

Post by H8Ball »

Eventually, you'll come across an enchanted item in a dungeon that will give you Constant Effect Night-Eye while worn. My favourite is the Base Ring of Night-Eye, which I found ages ago and still wear at night and whenever I explore dark dungeons. Saves on torches and means I can stay hidden in the shadows but still see enemies. Only snag is that I get tired of seeing everything in shades of blue. :mrgreen:
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Help with making class with the following skills?

Post by NinjaSAS »

I finally decided to use these skills:
Sneak
Marksman
Blade
Light Armor
Alchemy
Illusion
Security

So just looking for attributes, race, and sign.

What I want is basically what is in the skills, basically assassination and high crits (that's with the blade and sneak), stunning (illusion), poison (alchemy), lockpicking (security) No and I do not like using the skeleton key and just pressing one button to pick a lock, ranged attacks and crits (marksman and sneak), light armor (light armor).
These are the only things I care about.

thanks :D

I think a good attribute will be intelligence right?
And also, I really don't care about acrobatics or athletics at all as you can see. Especially since athletics imo is useless when you get shadowmere >.>

thanks :D
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Re: A little help with oblivion character please?

Post by Andere »

Merged with former topic: double topic; continues the same question.

@Ninja: I suggest you read my PMs - there are two of them. :wink:

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Re: A little help with oblivion character please?

Post by H8Ball »

I'd recommend demoting Alchemy to Minor because creating potions will cause it to increase very quickly, causing unwanted level-ups. Quite often, when you're short of potions, you can't create any because you don't want to mess up your levelling plans. I made the mistake of choosing Alchemy as a Major, and regretted it until I finally maxed out that skill and was at last FREE to create all the potions I wanted!

I'd recommend Armorer instead, since you can always pay for armour/weapon repairs and only use Repair Hammers when you want to drive levelling progress. A good assassin needs to be skilled in keeping his "tools of the trade" in top condition, eh?

Hope this helps. :wink:
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Re: A little help with oblivion character please?

Post by KrisCrash »

The cheesiest way to prevent your Armorer from increasing goes here...:

Make a custom spell: Fortify Armorer +100 (actually, 100-your skill, so the net result is 100) for 1-2 seconds on self.
Result: unbreakable repair hammers, no skill experience gained. This is not fixed in any patches.
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Re: A little help with oblivion character please?

Post by H8Ball »

Yep. You're right. Fortifying a skill shouldn't give you any skill perks but, with Armorer, it's bugged.
Spoiler:
The usual formula is EffectiveSkill = RealSkill + FortifySkill - DrainSkill. For skill usage, the game refers to EffectiveSkill. For calculating skill increases and whether perks apply, it refers to RealSkill. The code that handles the Armorer skill usage event must be something like...

On Event ArmorerSkillUsed:
if Armorer.EffectiveSkill < 100 then call function ReduceRepairHammerCondition()

If RealSkill=90, FortifySkill=10 and DrainSkill=0, you have EffectiveSkill = 90+10-0 = 100. Because EffectiveSkill >= 100, the function is NOT called and the Repair Hammer DOESN'T reduce in condition. This applies the Master Armorer perk even though you DON'T have it yet because RealSkill < 100!

If RealSkill=100, FortifySkill=0 and DrainSkill=10, you have EffectiveSkill = 100+0-10 = 90. Because EffectiveSkill < 100, the function IS called and the Repair Hammer DOES reduce in condition. This ignores the Master Armorer perk even though you DO have it because RealSKill = 100!

The event code SHOULD have been...

On Event ArmorerSkillUsed:
if Armorer.RealSkill < 100 then call function ReduceRepairHammerCondition()

This tests RealSkill instead, so the function is called correctly regardless of whether the Armorer skill is fortified or drained.

Yep. The programmers made a simple mistake! Believe me, it's VERY easy to end up with simple run-time bugs like this. The code looks fine, compiles without error, but doesn't work correctly at run-time with certain combinations of data values. I've made this kind of mistake myself - plenty of times!
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Re: A little help with oblivion character please?

Post by KrisCrash »

Yeah
Fortifying most skills past 100 should stop you from progressing in them while under the effect of the fortification spell. Fortifying up to 99 will only have the effect of making the skill XP bar go funny (like being 240% to level/overshooting the level), but it recovers again. Most players might notice this effect when using the skeleton key.
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