This mod adds a new role-playing element to Oblivion. It allows you to tame creatures through a language skill.
This is a role-playing mod designed for those who want more from the Oblivion role-playing
experience. Tired of combat skills judging all your encounters with the wild creatures and
monsters of Oblivion? Want to utilise some different or more diplomatic skills in dealing with
wild foe without resorting to magic charms or cold steel? Then this is the mod for you.
This mod adds 11 new language skills to the game. All of them can be learnt by your character.
In order to learn and utilise these language skills, you need to find the special mystical
staves that allow you to 'unlock' and channel these creature communication skills. These
ancient druidic staffs utilise ancient non-magical life-force energy from the body of the
Akavirian earth and allow the practitioner to unlock his\her potential in interacting with
other creatures. Many of them have been lost in dungeons, caves and tombs but some lesser
staffs are obtainable from vendors and collectors across Cyroddil.
Each stave is associated with a particular creature as well as associated with a particular
language skill. The available language skills are as follows: -
LinguaDaedric
Lingua Ursus (bears)
Lingua Orcish (goblins)
Lingua Impish
Lingua Dreughish
Lingua Minotaurian
Lingua LeoPanthera (lions)
Lingua Ogrish (ogres)
Lingua Spriggan
Lingua Troll
Lingua Wispish (willowthewisp)
Lingua Lupine (Wolves)
Lingua Necromancia
(Note that BETA Ver 1.0 does not include the Daedric and Necromancia skills yet. This will be included in the next version).
The use of these staves and associated language skills is for taming and pacifying creatures.
It is an alternative to taming creatures via magic, and hence allows more room for alternative
role-playing. It also allows permanent taming of creatures once you reach a certain proficiency.
Staves and their usage
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When you encounter a creature and you wish to attempt to tame it; you need to have the
associated staff equipped and drawn out in front of you. You also need to go very close to the
creature in order to attempt to tame it. A check is then done against your language skill for
that particular creature; with your chances of success based on how high your language skill
is. If you are successful, the energy will be sucked from your druidic stave and it will dissapear
for a short while. By the time your stave returns, the creature will be wild and dangerous again.
HOWEVER, if any of your language skills are 60 or above; the creature will remain PERMANENTLY tamed
once your stave returns to you. This is a good incentive for increasing your skills so that you can
become much more powerful at persuading creatures to stop attacking you and become tame. The wild
will soon obey you.
If you fail to tame a creature, you will not be able to tame it again unless you manage to run away
from it and it goes back to a wandering state again. This is done primarily for balancing purposes
(as is the temporary dissapearance of the stave per successful taming).
Language Skills
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Each stave is associated with a particular language skill (listed in the 'about' section). When
you successfully tame a creature, your language skill increases. This skill increase is manifested
by you receiving a scroll that acts as a language skill. The number of particular scrolls you have
reflect the number of your skill. The higher your language skill however, the harder it is
to increase.
A word of warning to mages who use the Illusion skill - these staves will permanently eradicate your ability to utilise the 'Illusion' skill. Mainly for balancing purposes. Skills of 60 or above will result in permanent taming of creatures.
You can also increase your language skills by reading particular natural history books or journals.
There is 1 such book included in this BETA Ver 1.0 detailing the life of brown bears, obtainable from
'First Edition' in the Imperial City.
Compatibility & Changes
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This mod adds new items mostly to the game. What it DOES modify, however, are the scripts of 'creature' types in the game.
Therefore, it is not compatible with mods that add scripts to these creatures. Use the ModConflictDetector to help you as well. This mod also makes Calm, Command and Chameleon spells much more expensive (for balancing purposes). I have also removed taming and calming staffs from the game because i felt they reduce the role-playing impact of this mod.
Note this is Ver 1.0 BETA of this mod and needs further testing for frame-rate impact (it is script intensive) as well as small bugs being a possibility.