Oblivion
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Ryuujin

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About this mod

Fed up of chugging potions after every battle, how injuries never really feel very injurous, and how a health bar is horribly unimmersive way to represent your state of health? - Look no further...

Permissions and credits
This mod *requires* OBSE 1.15! - Get it here at:
http://obse.silverlock.org/

You can follow this mods development and future tweaks here on the official forums:
http://www.bethsoft.com/bgsforums/index.php?showtopic=871859



I'll let the Read Me take it from here since it basiclly tells you everything you could want to know











-- REALINJURY - ALTERNATIVE INJURY SYSTEM - Version 0.1.3 --

By Ryuujin





Contents
______________________________

1
|-a About
|-b Version History
|-c Installation
|-d Common Questions
|-e Tips


2
|-a Legal
|-b Contact Information



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Section 1

________________________________________

1.a

About



This mod changes the way damage is handled in Oblivion for the sole purpose of giving better immersion. Primarily by allowing the player to recieve injuries that actually damage their attributes instead of simply making their health bar smaller.

The mod actually consists of several seperate components which can be turned on or off, or fine tuned to your own tastes so instead of trying to describe it as a whole, it'd probably be easier to describe the individual features.



Injuries

The game now implements what I'm sure at some level we always saw happening in our minds eye. Very small amounts of damage that barely dent your health bar are considered to be glancing blows, that actually inflicted no real harm on the character besides knocked some of the fight out of them.

However, when you recieve a sudden and crippling blow that reduces your health by a significant amount you will've been wounded, and will suffer penalties to your skills and attributes to that end, as well as a reduction in your maximum health which can only be recovered from with time and rest. Injuries are localised, and depending where you are struck, you recieve different penalties.



Combat Stamina

As I said before, blows that do not really effect your health arn't considered damage at all, as such, your health is no longer your actual physical wellbeing - that is simulated by your actual injuries; but the amount of fight left in you, and like fatigue and magicka, it regenerates on it's own.

Of course if you dislike it you can switch off the health regeneration, or switch it so you only regenerate health when not in combat so you can enter each fight fresh and ready save for your battle scars that have yet to heal.



Critical Hits

The framework for critical hits is installed, but they arn't ready yet. But in future editions critical hits will be added which inflict secondary effects on particulary vicious or unlucky hit, ranging from being tripped up to getting knocked concust and suffering from temporary double vision on a head injury.



______________________________

1.b

Version History

0.0.1
|- Prototype Version

0.1.1
|- New build from scratch.

0.1.2
|- You can now cure attribute damage using conventional restore attribute methods
|- Fixed bug where you could suffer a deep wound after fast travelling/waiting when using some other immersion mods
|- Significantly improved stability/code efficiency

0.1.3
|- Added settings menu for fine tuning
|- You now have several game modes to choose from
|- Health regeneration now scales with your base hitpoints and can be toggled
|- You now regenerate health between battles (toggleable)
|- Further improved cross compatibility with other immersion mods



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1.c

Installation

Extract all files to c:\program files\bethesda softworks\oblivion\data\ if
it asks you if you wish to overwrite an existing file, click "Yes to All".


The OBSE variant of this mod requires OBSE 1.15 or later, you can download it from here:
http://obse.silverlock.org/


______________________________

1.d

Common Questions



Q: Does this mod also apply to NPCs?
A: No, it's also far too memory intensive to be applied to NPCs so
there is no plan to expand to cover NPC injuries.

Q: Then doesn't that make it unbalanced against the player?
A: To an extent, however this mod is intended for experienced players
wanting more of a challenge, or as a companion to mods like Locational
Damage and Deadly reflexes, which allow players to maim and injure NPCs
but suffer no ill effects themself.



______________________________

1.e

Tips


- Due to the way injuries occur, when fighting enemies with damage reflection it
is wise to space out your attacks and not "spike" them with a huge amount at once
or you may seriously injure yourself.

- Spells tend to hit hard and suddenly through armour so consider investing in
spells or enchantments that reduce magical damage. Armour rating Vs Magic is a
very good mod to supplement this.

- Restore Health only recovers your combat stamina now, it won't heal serious injuries
and as such it's preferable to avoid or negate damage with armour/resistance spells
instead of trying to heal it as it's recieved.

- If you are find something is too easy, or too annoying don't forget you can switch
off or fine tune most features of this mod via the menu page.



________________________________________

Section 2

________________________________________

2.a

Legal

All contained code is the property of it's author (Ryuujin). The Author
retains the right of ownership, but expresses that you may use the code
for educational purposes and may modify it for private exhibition.

You may also redistribute the unmodified code, or create a translation of
the code, provided this document is also included in the package.



______________________________

2.b

contact information

Email: [email protected]

Official Forum Thread:


______________________________



U maggit!