Oblivion

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EvilGrinch

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---------------------------------------- CRBMod Version 1.15 By EvilGrinch ---------------------------------------- CRBMod - Oblivion Reloaded!!! *** THIS MOD IS ONLY FOR USE WITH THE 10 SPECIALLY DESIGNED CLASSES THAT IT ADDS TO THE GAME. IT IS NOT FOR USE WITH PRE EXISTING NON CRB CHARACTER CLASSES. YOU MUST START A NEW GAME, CREATE A N

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CRBMod Version 1.15 By EvilGrinch
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CRBMod - Oblivion Reloaded!!!


*** THIS MOD IS ONLY FOR USE WITH THE 10 SPECIALLY DESIGNED CLASSES THAT IT ADDS TO THE GAME. IT IS NOT FOR USE WITH PRE EXISTING NON CRB CHARACTER CLASSES. YOU MUST START A NEW GAME, CREATE A NEW CHARACTER AND CHOOSE A CRB CLASS IDENTIFIED BY THE + SYMBOL BEFORE ITS NAME IN THE CLASS LIST WHEN ASKED TO MAKE YOUR CLASS SELECTION.***
*** SEE BELOW FOR MORE INFORMATION.***

*** CHARACTERS CREATED WITH VERSION 1.0 FORWARD WILL BE COMPATIBLE WITH REVISIONS.

See the Changelog.txt File for Version changes.

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T H E B A S I C S...
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When you play a Warrior, it should feel like a warrior, you shouldnt be casting magic right? And when you play a Wizard, you should be using magic, not going toe to toe with huge creatures while swinging a sword right? And then theres those classes that are something in between that should have the skillset to do a little of both and still be viable in combat correct?

Well basically thats what CRBMod does. It adds 10 new classes that when played, are dynamically adjusted by the mod so that their skillsets are restricted to what that class should be able to do.

But it doesnt end there, CRBMod also changes the hitpoints and magicka calculations of oblivion on a per class basis. Take the Warrior for instance, he cannot heal, something the original system doesnt account for, so obviously he needs more hitpoints. Well in CRBMod he gets them. Casters and Hybrid classes are controlled in the same way, accounting for the skills they can no longer use by balancing their hitpoints and magicka to levels that make them viable in combat without being able to use every skill in the game. But the calculations fit each character class. Naturally a caster has the least hitpoints and the most magicka, while a Warrior has the most hitpoints and virtually no magicka.

By level 50 hitpoints and magicka are much higher than they would be in the normal game but different for each CRBMod Classtype. Again this balances out the fact that these dynamically controlled classes dont have access to every skill, such as healing, and has been tested in combat to ensure that they are not overpowered.

To balance out classes that no longer have access to healing inbetween combat encounters, a new feature has been added to the game. Out Of Combat Regeneration. When your character has been out of combat for 8 seconds and is not currently detected by enemies, you will autocast a self regeneration spell on youself, allowing you to regen to full health over 15 to 45 seconds depending on how injured you are. Being detected by an enemy or entering combat will remove this spell immediately.

In addition, a feature has been added to ensure that creatures dont keep you on their combat list indefinitely. If you sheath all weapons, including your fists, and dont engage in combat, cast spells, take damage, or use fatigue, for 45 seconds. Any enemies chasing you will give up and you will recieve an onscreen message to that effect.

After you choose a CRB Class, your skills will be restricted in their effectiveness by your level, and whether or not your class is able to use a particular skill at all. Your most important skills will rise the fastest as you level, while your lesser skills will rise more slowly. This makes skill progression a more natural process, with a noticeable effect as you level(Sorry, No Mastering Skills By Level 10). (See the ClassSkills.txt file for more information on Maximum skill caps)

While your skill effectiveness is restricted, the actual base value of your skills continues to rise. So while you may not see the actual values of your skills rise until you rest to level up. They are actually still rising in the background assuring that your character stays on track in level progression and skill perk rewards.

Your choices when raising attributes at level up, will have a more profound effect on your final hp and magicka than in the umodded version of the game. Intelligence and Endurance have a much more noticeable effect that scales over the entire level range. It no longer matters how early or late you decide to invest points into them.

Level up attribute multipliers have been locked at 2, to prevent every attribute from reaching 100 and making choices have more impact. Most attributes will still be able to reach 100 even locked at 2.

Governing attributes have been changed to better reflect the skill they are tied to, as well as balanced against the CRB classes to ensure that gaining at least one skill point for an attribute you would naturally want to raise, is an almost automatic process. As it should be when your character makes use of their class skills.

The number of skillpoints needed to level has been set to 8 to allow all CRB characters to reach the 48 to 50 level range eliminating gimped characters that cannot reach high levels.

The maximum resistance bonus a CRB character class may have is 50pct to any one type. Racial resists and all resistance effects will be dynamically capped at 50. So using gear or effects that raise them higher are of no use.

All CRB Classes recieve a no magicka cost SoulTrap spell to balance the fact that some classes do not have the skill required to cast a SoulTrap spell.
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S P E C I A L C L A S S A B I L I T I E S !!!!
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CRBMod Classes each receive a special class ability unique to their class.

The warrior gets a Brutal Knockdown ability that stuns their opponent and knocks them off their feet for 2 seconds. This ability is usable once every 20 seconds.

The Rogue gets a special vanish ability that can be used for both escape or attack. The effect gives the rogue 15 seconds of invisiblity to escape if they do not attack. Alternatively, for the first 5 seconds of that 15 seconds the rogue becomes completely undetectable. As long as they attack from behind their opponent while sneaking, they can gain extra critical strikes, turning the tide of a tough battle, but forfeiting the remaining 10 seconds of invisibility. Attacking in the line of sight of an opponent while vanished will forfeit the critical strike bonus, but the opponent will be unable to react to the unseen attacker before the first 5 seconds of vanish runs out. Usable once every 2 minutes.

The Wizard gets an immobilization spell, that holds their opponent in place. This spell has a maximum duration of 30 seconds with a 10 percent chance to break every 3 seconds, and a 20 percent chance to break every time the target takes damage. This ability ends the need to run backwards for entire fights casting spells. But you also never know when the effect will wear off. Unlimited Use but costs magicka.

The Ranger gets an entanglement spell that calls upon their command of nature to entangle their opponent with magical vines stopping them in dead in their tracks. This spell has a maximum duration of 30 seconds with a 15 percent chance to break every 3 seconds and a 30percent chance to break every time the target takes damage. This ability ends the need to backpedal for entire fights firing arrows while the uncertainty of its duration keeps things interesting. Unlimited use but costs magicka.

The Paladin gets a Lay Hands ability to completely restore their health but is only usable once every 15 minutes.

The Shadowknight gets a Death Touch ability that will take 60pct of an opponents hitpoints instantly or a maximum of 500hp whichever is lower. Usable once every 10 minutes.

The Nightshade gets a venemous touch ability that poisons their target taking 25 percent of their hitpoints over 15 seconds usable once every 5 minutes.

The Sorcerer gets an Arcane Winds spell that allows them to siphon magicka from their surroundings, replenishing their magicka instantly without the need for potions or stones. Usable Once every 10 minutes.

The Cleric gets an invulnerability shield that lasts 15 seconds usable once every 15 minutes.

The Shaman gets a Speed Of The Werewolf spell that increases his speed by 100 for 60 seconds allowing him to travel long distances in the blink of an eye. Usable once every 5 minutes.

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I M P O R T A N T I N F O R M A T I O N!!!!
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WHEN YOUR ASKED TO SELECT YOUR CLASS, CRB CLASSES CAN BE IDENTIFIED IN THE CLASS LIST BY THE + PRECEEDING THEIR NAME(IE. +WARRIOR, +WIZARD, +ROGUE, ETC).

THIS MOD IS NOT FOR USE WITH THE STANDARD CHARACTER CLASSES, YOU MUST CHOOSE A CRB CLASS FOR THE MOD TO WORK PROPERLY.

*** NOTE THAT WHILE THIS MOD IS IN USE, THERE ARE CHANGES TO MANY ASPECTS OF CHARACTERS INCLUDING BIRTHSIGNS, GOVERNING ATTRIBUTES AND MORE. REGULAR SAVEGAMES SHOULD NOT BE PLAYED WHILE USING THIS MOD AS THE CHANGES IT MAKES ARE INCOMPATIBLE WITH A REGULAR NON CRB CHARACTER. UNLOAD THIS MOD BEFORE PLAYING A NON CRB CHARACTERS SAVEGAME.***

ONCE YOUVE CHOSEN A RACE, BIRTHSIGN, AND CRB CLASS, YOU MAY NOT CHANGE THEM SO BE CERTAIN WHAT YOU CHOOSE IS WHAT YOU WANT TO PLAY. THE GATE EXITING THE SEWERS HAS HAD THE CHARACTER CHANGES REMOVED FROM IT.

INSTALLATION - REMOVE ANY PREVIOUS VERSIONS OF CRB MOD FROM YOUR OBLIVION\DATA\ DIRECTORY. INSTALL THE NEW CRBMOD.ESP FILE INTO YOUR OBLVION\DATA\ DIRECTORY. RUN THE OBLVION LAUNCHER AND SELECT DATA FILES. ENABLE THE NEW CRBMOD.ESP FILE BY DOUBLECLICKING ON IT. RUN THE GAME.

DISCLAIMER - I TAKE NO RESPONSIBILITY FOR THE USE OF THIS MOD. ITS PROVIDED AS IS. USE AT YOUR OWN RISK. (Yada Yada Yada)
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I hope you have as much fun playing this mod as I did creating it.


Regards,
EvilGrinch



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