From Oblivion Mod Wiki
|Last Updated:||June 24th, 2006|
This mod aims to remove persistent glow from your game, while retaining compatibility with mods that change magick.
The glowy saran wrap of enchanted armors always pissed me off, but unfortunately existing mods which aim to achieve the same effect modify the magic effects directly - magic effect records store base cost as well as other info about spells, which when used on top of spell changes can cause novice spells to require a skill of 50 and other strange effects.
This mod removes persistent membrane shader effects by editing the shader records, which only store information pertinent to the graphic effects. The glow of the effect will flash briefly, and then disappear. Hence the terribly imaginative name. Thus, it should be fully compatible with magic rebalances like MightyMagick and those that is present in OOO 1.3. Conversely, if you have mods that use the standard shaders for custom spells, their shader effects will lack persistent glow.
There are 3 ESPs:
- Initial_Glow-self: changes shaders that will appear on your character from positive permanent enchantments that you find on armour and stuff.
- Initial_Glow-all: changes all shaders apart from speacial creature shaders (skeleton champs, atronachs, ghosts etc).
- Initial_Glow-creatures: As you might imagine, removes perma-glow from the shaders of the above-mentioned creatures.
- Added Initial_Glow-all and Initial_Glow-creatures EPSs
- Initial release