Like Arriere2, I didn\'t like the idea of a world where steel weaponry is suddenly useless. Unlike him I wanted weaponry to be much more varied in speed, damage, weight and durability. I wanted two handed weapons to be a viable choice and I wanted bows not to be something players and monsters alike shrug off to the most part.
I feel Oblivion
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Like Arriere2, I didn't like the idea of a world where steel weaponry is suddenly useless. Unlike him I wanted weaponry to be much more varied in speed, damage, weight and durability. I wanted two handed weapons to be a viable choice and I wanted bows not to be something players and monsters alike shrug off to the most part.
I feel Oblivion's combat engine is much more sophisticated than its itemization and this mod is my attempt to remedy that. The aim is for weapons to be intuitive and distinct. Maces will be significantly(not marginally) slower than swords, dwarven materials will be heavier and more disposed to blunt weapons than other types. Glass makes for deadly but fragile edged weapons etc.
This isn't exactly what I would describe as balanced, though I did attempt to give every choice in weaponry variety, advantages and dissadvantages... it was a lot of work, and I hope someone besides myself gets a kick out of it... just be prepared for a lot more pain in all directions.
This is dubbed 1.1 because my first version had less variation in speed and the damage caps were somewhat lower. I feel this version will provide a more strategy based approach to Oblivion's combat and if I've done things right any weapon will be deadly, imagine that ;)