Oblivion

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Prometheos

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prometheos

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About this mod

WARNING: This is a purpose-built mod designed to be played concurrently with the \"Skills Rebalanced\" mod by MikeSN and Fuzzball. Their file is named \"Governing Attributes Overhaul.esp\", and this mod\'s data file is named \"GoverningAttributesSkillsRebalanced.esp\". It accomodates \"Skills Rebalanced\" by mimicking the remappi

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WARNING: This is a purpose-built mod designed to be played concurrently with the "Skills Rebalanced" mod by MikeSN and Fuzzball. Their file is named "Governing Attributes Overhaul.esp", and this mod's data file is named "GoverningAttributesSkillsRebalanced.esp". It accomodates "Skills Rebalanced" by mimicking the remapping of the Attributes : Skills relationship. Members of the TESSource.net website requested this mod.

1. The Concept:
The Instruction Booklet that was bundled with the Oblivion DVD, makes a point of explaining that the player's Attributes govern a set of associated Skills. I've never actually seen any "governing" of skills in Oblivion. I'm able to train any of the 21 skills to 100 points, if I want to. The governance by the associated Attributes just doesn't happen. Now, in the Morrowind game, there definitely was governing of skills. In fact, if your skills had caught up to it's associated Attribute, then that was the end of improving that skill until your character Leveled Up.

I thought it might be fun to try a different form of Leveling for a change. Instead of being annoyed by the Level Up procedure, I've rediscoverd that having the Governing Attribute makes it interesting and worthwhile for the player to increase levels. With the Governing Attribute, there is now a reason to train the skills that are important to you. Those, Stealth players who could train Sneak to 100 points in one session, will still be able to train, but the benefits of 100 point Sneak are withheld until it's governing Attribute, Agility is leveled up to 100 as well. This creates an entirely "new" game, and one that is fun again. Now character role-playing has a chance to develop. With Attributes governing your Skills, you can not easily train your character to be a Master of all Trades. Now you must pick and choose, which of the Skills you want to promote and which you will leave behind.

2. The Design:
My first design principle involves the safety of the player's game. Many of the Bethesda Script Functions are not "bullet-proof" and can cause permanent "bugs" in the savegame. So I've opted to utilize the Spell Engine for the entire mod. Although it's not as elegant as the Script Functions, using spells to manipulate the various attributes has proven to be quite safe. I have also chosen, to leave all the leveling variables at their Vanilla values.

The script was also designed to be low-impact. Except for initialization, attributes and skills are not looked at until the game signals a Skill increase. Then the script goes to work to make any post-skill increase adjustments. However, a once per "Game Hour" check may be enabled with the console command:

set GovAtt.check to 1

3. The Mechanics:
"The Governing Attribute" may be loaded onto any game, new, old, high skills with low attributes etc. You don't have to worry about "losing" skills in case you get a glitched save-game. Skills are never adjusted or manipulated, they are simply masked. As an example, suppose your Thief character has an impressive Sneak skill of 72 points but he/she has only 65 points of Agility. The excess Sneak skill will be detected and masked with 7 points of Drain Skill:Sneak. The Sneak skill will display as 65 points and will function like a 65 point skill, but in reality it's still 72 points and may be continuously improved. The next few times this Thief sleeps, for level-up purposes, he/she may find it's advantageous to assign Level-Up tokens to Agility.

The script may also be turned off via the console command:

set GovAtt.run to 0

This immediately removes all the spells and all the character's Skills revert to being independant of the Attributes. If a player wishes to remove this mod as a loaded data file, then this is a required step, before making a save-game, followed by an exit. Contrary to some published data, not all Spell Objects are safe. Spells of Type "Ability" are required to be removed from the player's "Spell List" prior to those Objects being removed by removing the parent data file.

Re-starting is just as simple:

set GovAtt.run to 1

There is also an update-now mode. This instantly checks Attribute / Skills relationships without waiting for a skill-up event:

set GovAtt.run to 3

4. Installation:
Place in the Oblivion\Data folder and remember to select "GoverningAttributeSkillsRebalanced.esp" as a data file. Since it was built for the "Governing Attributes Overhaul.esp" file, be sure to select that file as well.

5. Possible Conflicts:
This low-impact script should work well with most mods, however, it has re-mapped the Attributes : Skills relationship to accomodate the "Skills Rebalanced" mod by MikeSN and Fuzzball.

6. Conditions and Terms of Use:
Notwithstanding the Bethesda Copyrights regarding any scripts, computer codes, documents and graphics, it is asserted that these program scripts are free software; you can redistribute them and/or modify them under the terms of the GNU General Public License as published by the Free Software Foundation.

These program scripts are distributed in the hope that they will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.