Oblivion
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kuertee

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About this mod

In default Oblivion, a character with 100 Strength and 100 Blade inflicts only twice the damage of a character with 0 Strength and 0 Blade. This mod increases damages of weapons based on the wielder\'s attribute and skill levels. With the default settings of this mod, a character with 100 Strength and 100 Blade can inflict five times more than

Permissions and credits
Name: Attribute-based and skill-based damage modifiers
Version: 0.55
Date: 5 December 2011
Category: Gameplay Effects and Changes
Requirements:
Oblivion Patch 1.2.0.214,
Oblivion Script Extender (OBSE) v0017: http://obse.silverlock.org/
Author(s): kuertee
Source: http://www.tesnexus.com/downloads/file.php?id=23062

Update since last version (0.54)
================================
0.55, 5 December 2011:
Tweak: Automatically scale damage multipliers depending on the number of enemies the player is in combat with.
Control this with these INI values: scaleDamageMultiplerWithEnemyCount, minEnemyCount, maxEnemyCount, weaponDamageMultiplierAtMaxEnemies.
This is useful in battles with a large amount of enemies. E.g.: The Defense of Bruma.

Description
===========
In default Oblivion, a character with 100 Strength and 100 Blade inflicts only twice the damage of a character with 0 Strength and 0 Blade.

This mod increases damages of weapons based on the wielder's attribute and skill levels.
With the default settings of this mod, a character with 100 Strength and 100 Blade can inflict five times more than a character with 0 Strength and 0 Blade.

These changes are done to actual game settings affecting all characters - including the player.
And once it is set, no other CPU process is required other than to keep the mod alive for game reloads.

In addition, all actors have a weakness to magic based on their greater attribute of Intelligence or Willpower.
This weakness to magic directly modifies damage inflicted by magic.

In-game results are:
Characters with high-level specialisations are rewarded accordingly.
Combat is usually shorter and deadlier.
A larger differentiation between ranged-based and melee-based characters.

Check the INI file to configure the different aspects of this mod.

Details
=======
Note that there are a variety of factors that determine physical damage.
And the aim of this mod is to increase damage based ONLY on the character's attribute and skill levels.

The full damage formula is here: http://www.uesp.net/wiki/Oblivion:The_Complete_Damage_Formula.
And the mana cost forumla is here: http://www.uesp.net/wiki/Oblivion:Magic_Overview.

This mod changes these Game Settings:
damageStrengthMult (Oblivion default = 0.5)
damageSkillMult (Oblivion default = 1.5)
handDamageStrengthMult (Oblivion default = 0.75)
handDamageSkillMult (Oblivion default = 1)
creatureCalcDamage (Oblivion default = 1)
damageToWeaponPercentage (Oblivion default = 0.06)
damageToArmorPercentage (Oblivion default = 9)
magicCasterSkillCostMult (Oblivion default = 1.2)

As shown above, the damage multiplier for any weapon at full (i.e. 100) attribute (strength) and skill level is:
weapon damage multiplier (2) = damageStrengthMult (0.5) + damageSkillMult (1.5)

The damage multiplier for hand-to-hand combat at full attribute and skill level is:
hand-to-hand damage multiplier (1.75) = handDamageStrengthMult (0.75) + handDamageSkillMult (1)

With the mod's default settings, these are changed to:
weapon damage multiplier to 5
hand-to-hand damage multiplier to 4.375 (This amount is derived from Oblivion's non-modded ratio of hand-to-hand damage multiplier to Weapond damage multiplier.)

The results of these changes are such:
At 100 Strength and 100 Skill (Blade or Blunt), the damage multiplier for melee weapons is 5.
At 100 Agility and 100 Marksman, the damage multiplier for ranged weapons is 5.
At 100 Strength and 100 Unarmed combat skill, the damage multiplier is 4.375.

With the increases to weapon damage, damages to armour and weapon conditions also had to be modified.
They are both decreased relatively so as to keep the same rate of degradation as that found in the non-modded game.
Also, to maintain balance against Spell casters, skill modifier to the mana cost of spells is decreased accordingly.

Further tweaks can be applied by modifying the INI file.

Also, this mod can apply these modifications either off:
Oblivion's default (calculateFromVanilla = 1) or
from the settings derived from all the other active mods (calculateFromVanilla = 0).

Note, however, that the authors of these other mods would have set specific values to these settings for their mods.
Changing these settings may affect the experience offered by them.

So that changes by other mods are correctly included in the calculations, the changes are applied 10 seconds after starting a game.

Specific in-game results are:
From non-modded Oblivion (or when calculateFromVanilla = 1):
fDamageStrengthMult = 1.25 from 0.5
fDamageSkillMult = 3.75 from 1.5
fHandDamageStrengthMult = 1.875 from 0.75
fHandDamageSkillMult = 2.5 from 1
fCreatureCalcDamage = 2.5 from 1
fDamageToWeaponPercentage = 0.024 from 0.06
fDamageToArmorPercentage = 3.6 from 9
E.g. At 89 Strength and 81 Blade, the damage of a Longsword of Numbing:
non-modded Oblivion = 15
with this mod = 53
(Note that the deactivation of all mods from my game for this quick test has put this weapon's condition at 113.
This increased the damage further, resulting in a value that is greater than expected.)

With MMM and Frans:
fDamageStrengthMult = 0.9091 from 0.5
fDamageSkillMult = 4.0909 from 2.25
fHandDamageStrengthMult = 1.4583 from 0.5
fHandDamageSkillMult = 2.9167 from 1
fCreatureCalcDamage = 2.5 from 1
fDamageToWeaponPercentage = 0.0165 from 0.03
fDamageToArmorPercentage = 2.475 from 4.5
E.g. At 89 Strength and 81 Blade, the damage of a Longsword of Numbing:
MMM + Fran's = 20
MMM + Fran's + this mod = 45

With Duke Patrick's mods (Momentum Damage And Jump Risk, Basic Combat Geometry, SCA Melee Combat, SCA Combat Archery):
fDamageStrengthMult = 4.4444 from 2
fDamageSkillMult = 0.5556 from 0.25
fHandDamageStrengthMult = 3.9773 from 2
fHandDamageSkillMult = 0.3977 from 0.2
(It seems that with Duke's combat mods, Strength/Agility contributes more to damage than Skill.)
fCreatureCalcDamage = 2.5 from 1
fDamageToWeaponPercentage = 0.0045 from 0.01
fDamageToArmorPercentage = 0.225 from 0.5

Note that Duke Patrick's mods already increase weapon damage based on the weapon's weight and speed.
Increasing the weapon damage multiplier with this mod will increase damage further.
This mod will work with other mods like this, but the results may not be what was intended.
E.g. At 89 Strength and 81 Blade, the damage of a Longsword of Numbing:
MMM + Fran's + Duke's = 67
MMM + Fran's + Duke's + this mod = 217
Decreasing the damage multiplier is suggested in cases like this.
Or this mod is actually not required when playing with Duke's mods.
Attribute-based magical damage modifier
=======================================
I have found no game element (like those used to increase physical damage) that can be used to directly increase magical damage.
However, I have thought of this system:
1. All actors have a weakness to magic.
2. This weakness is directly related to each actors' greater attribute of Intelligence or Willpower.
3. The higher their attribute, the lesser their weakness.
4. The lower their attribute, the higher their weakness.
5. The calculation for this weakness is: (100 - attribute) * weaknessToMagicMultiplier.
6. WeaknessToMagicMultiplier is a new INI file setting. When set to 0, the Magic-based damage modifier is disabled.
7. Actors with more than 100 Intelligence or Willpower will, instead, acquire a magic resistance - rather than a weakness.
8. Because new spells with greater damage are acquired as the player increases in skill, there is no need to modify this weakness based on skills.

My game experience with this mod:
=================================
I've been using this mod for the last 2 weeks or so.
I have MMM + Frans active but have calculateFromVanilla set to 1.
So I have the values from the first example above.
I found that with the weapon damage multiplier set at 3, I was still having to slash at my opponent an unrealistic number of times.
With 5, 2 or 3 hits against a similarly levelled opponent was sufficient to kill him.
But battling more than 1 is very dangerous.

I had many goes at fighting the Yellow Arena Champion (with her 2 retainers).
With my Death has penalties mod, it was very difficult - definitely requiring several goes.
But I didn't find it impossible:
I had to submit and leave the arena after reloading several times (which increased the Death penalties).
And before trying her again:
I made sure that I wasn't starving and not exhausted (tejon's Fatigue Effects drain Fatigue when the player has not eaten or has not rested).
And that I had a fresh batch of poisons (paralysing and others) and potions (healing).

In the wilds, I made sure that I attract only one or two high-level opponents at a time.
And even as a high-level melee combatant, I use my bow and arrows to whittle them down before engaging them in melee.
I also try to use the wandering guards to my advantage as best I can.

But against low-level opponents (e.g. Goblins), I can wade into a pack of 4 or 5.
With my high level Strength and Blade, I can put one down with one strike.
Resulting in a very satisfying feeling of accomplishment.

Unfortunately, I have not tested this as a Spell caster.
I hope that the decrease in mana cost is sufficient to keep this mod balanced with the magical mechanics of the game.
And looking at the Spell damages here: http://www.uesp.net/wiki/Oblivion:Spells, it seems that they are natively high.
(E.g.: Fire damage at Apprentice level is already at 20.)
With the decreased mana cost, more spells can be cast from the same amount of mana pool.



OBMM Install
============
1. Click on "Create" to create a new OMOD.
2. Click on "Add archive" and point to the downloaded ZIP file.
3. Click on "Create omod".
4. Activate the newly created OMOD.

OBMM Uninstall
==============
1. Deactivate the OMOD.

Manual Install
==============
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Oblivion\Data\
4. Place a checkmark beside the mod's esp.

Manual Uninstall
================
1. Start Oblivion Launcher, click Data Files, uncheck the mod's esp.
2. Delete the mod's esp, INI (located in the Data\Ini folder) and TXT files.

Compatibility/Incompatibility
=============================
When used to increase damage of other combat mods, ensure that calculateFromVanilla in the INI file is set to 0.
You can forceably ignore changes done by other mods by setting calculateFromVanilla to 1.

Weakness to magic is applied to the player as an enchanted apparel.
But as ModActorValue2 to all other NPCs and creatures.

History
=======
0.54, 3 November 2009:
Bug-fix: Hand-to-hand damage multiplier.
Thanks, ThumperZ!
0.53, 25 July 2009:
Tweak: INI file now located in the Data\ini folder.
Tweak: Removed the unused enchantment from the token.
The remnant from this enchantment could be causing a shader effect to persist on the player.
0.521, 5 May 2009:
Bug-fix: The weakness to magic value wasn't getting applied properly even if it shows correctly in the Active Effects screen.
The forum discussion on this is at: http://www.bethsoft.com/bgsforums/index.php?s=1dca70d919ca5f1857075f83cd82d351&showtopic=985496
0.52, 2 May 2009:
New feature: Attribute-based magical damage modifier
I have found no game element (like those used to increase physical damage) that can be used to directly increase magical damage.
However, I have thought of this system:
1. All actors have a weakness to magic.
2. This weakness is directly related to each actors' greater attribute of Intelligence or Willpower.
3. The higher their attribute, the lesser their weakness.
4. The lower their attribute, the higher their weakness.
5. The calculation for this weakness is: (100 - attribute) * weaknessToMagicMultiplier.
6. WeaknessToMagicMultiplier is a new INI file setting. When set to 0, Attribute-based magical damage modifier is disabled.
7. Actors with more than 100 Intelligence or Willpower will, instead, acquire a magic resistance - rather than a weakness.
8. Because new spells with greater damage are acquired as the player increases in skill, there is no need to modify this weakness based on skills.
0.51, 14 March 2009: The affect to these variables can be toggled:
handDamageStrengthMult (Oblivion default = 0.75)
handDamageSkillMult (Oblivion default = 1)
creatureCalcDamage (Oblivion default = 1)
damageToWeaponPercentage (Oblivion default = 0.06)
damageToArmorPercentage (Oblivion default = 9)
magicCasterSkillCostMult (Oblivion default = 1.2)
0.50, 8 March 2009 - Initial release.

Contact
=======
kuertee in the Bethesda forums: http://www.bethsoft.com/bgsforums/

Credits
=======
kuertee (author)

Tools Used
==========
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod. I would also like
to know what mods are including my work.