Oblivion
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Haldar

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Haldar1248

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About this mod

40 mods bundle, which are geared for realism.

Requirements
Permissions and credits
Changelogs
Haldar's Mods Pack v 40.1.0


Intro
------------------------------
Hi all.

This is a mod which consists (currently) of 40 submods, each of them may be used independently:
1. Realistic Sneak for NPCs (released earlier)
2. Maps for NPCs
3. Realistic Training
4. Triumph of Will
5. Realistic Swimming
6. Destructible Clothing
7. Realistic Alchemy
8. Dangerous Unlock
9. Notice Me Not
10. Gate Control
11. White Hand
12. Hidden Bounty
13. Random Encounters
14. Persistent Diseases
15. Virutal Enchanting Skill
16. No Friendly Fight
17. Daedric Invasion
18. Restful Sleep
19. Cover Up
20. Unseen Gravediggers
21. Mind Control
22. Adjustable Settings
23. Talk To Me
24. Unequip Broken Armor
25. Train On Dummies
26. Realistic Health
27. A Tip For You
28. Falling Stars
29. Bloody Mess
30. More Daedra
31. Realistic Armorer
32. Scribe Scrolls
33. Mark of Justice
34. Home Sweet Home
35. Bash Locks
36. My Journal
37. Realistic Appraisal
38. No Rummage in Combat
39. Like a Fish
40. Nowhere to Hide

Details on each are explained below.


Important URLs:
------------------------------
Download: http://www.nexusmods.com/oblivion/mods/36399
RELEASE THREAD: http://forums.bethsoft.com/index.php?/topic/1154877-relz-haldars-mods-pack/


Requirements
-------------------------------
Latest Oblivion patch
Latest OBSE (21+)
MenuQue (for White Hand, Talk To Me, Realistic Armorer and Realistic Appraisal) submods.


=========================================
======        I. Realistic Sneak for NPCs
=========================================
What it does
------------------------------
This mod will allow NPCs with high enough sneak skill to hide and execute sneak attacks. Sort of.



How it works
------------------------------
This mod is a heavy modification of Reneer's NPC Sneak Mod.

A script is running in the background which distributes a ring to the NPC actors in the cell.
This ring runs a script for those NPCs. It calculates a chance for PC to detect a NPC, based
on a respective Sneak skills and Agility attributes.

Chance to hide for NPC is:

(NPCSneakMod^2 + NPCAgi^2 / D^2) / (PCSneakMod^2 + PCAgi^2 / D^2 + NPCSneakMod^2 + NPCAgi^2 / D^2)

where:
PCSneakMod is PC Sneak skill modified by luck (+2 skill for +5 luck in vanilla game, may be modded)
PCAgi is PC Agility attribute
NPCSneakMod is NPC Sneak skill modified by luck (+2 skill for +5 luck in vanilla game, may be modded).
Optional penalty for having weapon out and wearing heavy armor can be applied via ini.
NPCAgi is NPC Agility attribute
D is a special factor which determines relative power of Sneak and Agility in this formula.  It is
calculated as fDamageSkillMult / fDamageStrengthMult . In Vanilla D = 3 (1.5 / 0.5).

This "able or not to hide" piece of info is recalculated every combat round (which is 6 seconds
by default, can be changed in the ini. Yes, i like DnD).

Then, if NPC is flagged as 'able to hide' and the following occurs: NPC is sneaking OR is in
combat AND distance from PC to NPC is greater than 250 units (approx 3.5m, adjustable via ini),
then NPC goes into hiding - by becoming 100% transparent (level of transparency can be changed
via ini).

Now, if the NPC is in combat and player is a combat target of NPC he/she can execute a (ranged)
sneak attack on you. It is done by assigning an event listener, and when PC is about to get damaged
by sneaking NPC that damage gets multiplied by same rules as for PC.

If PC blows NPC's cover (by coming closer or winning sneak contest outlined above) then NPC
transparency disappears .

Note: this mod makes all those Outlaw Bowmen alot more dangerous! So all this "Sneak Attack" NPC
behavior may be disabled in the INI.


Compatibility
-------------------------------
Partly compatible with Sneak Detection Recalibrated: it is either this mod's or SDR's NPC fade
feature should be used.


=========================================
======                  II. Maps for NPCs
=========================================
What it does
------------------------------
This mod will distribute maps to NPCs. If you get hold on one - you may copy the markers from it to your map.


How it works
------------------------------
A script is running in the background which distributes a ring to the NPC actors in the cell.
This ring runs a script for those NPCs which calculates a chance for NPC to get a map and a which map
(of 5 available) said NPC will get. If you kill that NPC you will find the map in loot. Upon activation
some map markers will be added to your map, after that you may sell it.

Chance to get a map and maximum amount of markers on each type of map are controllable via ini.


=========================================
======            III. Realistic Training
=========================================
What it does
------------------------------
This mod introduces a duration to training sessions, also prohibits further training after a session
for some time.

Session duration and rest period are adjustable via ini.

Optional feautre: makes training cost scale geometrically, not linearly. IE: by default global
fTrainingCostMult is set to 10, so training from 30 to 31 would cost 30*10 = 300 gp. With this feature
enabled, cost will be 30*30 = 900 gp. From 40 to 41 it will cost 1600 gp and so on.


How it works
------------------------------
Script monitors PC's skills and after a training session advances GameHour by set amount, and temporarily
sets achieved number of trains to iTrainingSkills, restoring it after rest time expires. If PC levels normally
during that time - then when rest time expires this setting is restored to 0 as it should.


Special notes
-------------------------------
If a trainer NPC is a merchant also (ex. Rohssan) and you just got a Mercantile increase and want to train --
exit dialog with him/her before training. If you don't - values will get borked until next level. Nothing really
evil -- you just wont be able to train. CBA to fix it, sorry.


=========================================
======                IV. Triumph of Will
=========================================
What it does
------------------------------
It adds Resist Magic effects to PC and NPCs based on Willpower. There are at least 2 of those avaliable,
Willfull Resistance by tejon and DB's Willpower-Based Magic Resistance by DerekBaker. However, i've decided
to write my own thing due to 3 reasons. 1 is the desire to save esp slot, 2 is the desire to make it as simple
as possible and 3 is the fact that sometimes both those mods didnt initialise correctly for my PC thus ruining
his magic-proof (fragile RBP Breton). This one works for sure.


How it works
------------------------------
For NPCs:
A script is running in the background which distributes a ring to the NPC actors in the cell. This ring runs a
script for those NPCs which constantly monitors their Willpower and applies a correct ability.

For PCs:
Same, but without the ring.

Every 2 points of Willpower provide 1 point of Magic Resistance if Willpower is above 50, and every 2 points
provide 1 point of Weakness to Magic if Willpower is less than 50. Both values are capped at 25 (achievable at
100 and 0 willpower respectivly).

You can adjust in ini if this submod affect PC only, NPC only, or both.



Special notes
------------------------------
During playtesting i've found that sometimes Magic Resistance of companions may
get borked. Looks like it is somehow linked to giving them (and them equipping)
enchanted items that have both +willpower and +magic resist properties. Avoid it
and all should be ok.



=========================================
======              V. Realistic Swimming
=========================================
What it does
------------------------------
If you carry too much stuff when swimming you may drown! To avoid this you will need to drop some of it.


How it works
------------------------------
N/A as this mod is completely disabled in this version. Can't make it work the way i like. May be revised
in the future.


=========================================
======          VI. Destructible Clothing
=========================================
What it does
------------------------------
It always bugged me when one could enchant clothing items with various Shield/Resist/Reflect/Absorb effects
and run around with all this power while being immune to destruction of those clothing items. While in reality -
my office shirt is alot less durable than my fighting cuirass. This submod adresses it.


How it works
------------------------------
Each time PC or NPC is hit with a weapon a function is called, which randomly determines location of hit
(55% - upper body, 25% lower body, 10% head, 5% boots and gloves), gets equipped item, checks if it is a
non-armor (ie - clothing), gets its full gold value, then a random is called between 1 and square root of
said value. If 1 is the result - then item is destroyed. Permanently. Yep.

0-value items and items flagged as quest ones are not affected.

If you think that this is too hardcore, there is a variable in the .ini file, iExtraDivisor, which lowers the
chance to destroy your item. If you set it to, say, 5 - it will be 5 as hard.

Also there exists an alternative system for determining clothing destruction. See ini file for details.


=========================================
======             VII. Realistic Alchemy
=========================================
What it does
------------------------------
Another one of 'it always bugged me' things i've fixed. An alchemist makes potions, which are by default
tiny glass vials with some stuff inside. But where do you get those vials? This mod addresses this little
issue.



How it works
------------------------------
You need 'Empty Potion Vial' items to make potions and poisons. If you have none, your alchemy menu will close
and message will be displayed. You can either buy those vials from general traders, you can get them after
drinking potions you have (not after applying poisons) - a vial is returned to you inventory. Finally, you can get
them by pressing E ("Empty") when in inventory over a potion, which gets removed (poured away) and you get a vial.



Special notes
------------------------------
This mod works only for default alchemy mechanism. Unfortunately, it wont work with an excellent "Alchemy
Advanced" mod by JRoush without some changing of its code, having just 1 vial will be enough for your alchemy
needs. Or you can just disable this submod in ini file, as always.

However, i have modified his mod for my game setup, and those amends are provided below - use them at your
own risk!

In a script RshAlchScptORecipeCount:
1. add 2 lines

---
ref bottle
long bottle_count
---

just before

---
begin OnActivate
---

2. add the following

---
    ;; compatibility
    if IsModLoaded "Haldar's Mods Pack.esp"
        Set bottle To GetFormFromMod "Haldar's Mods Pack.esp" "00f765"
        set bottle_count to player.getitemcount bottle
        if QUANTITY > bottle_count
            set QUANTITY to bottle_count
        endif
    endif
---
   
just before

---
    Goto 0     ;; exit
end
---


Then modify script RshAlchScptORecipeBrew:
1. add

---
ref bottle
---

just before

---
begin OnActivate
---

2. add the following

---
    ;; compatibility
    if IsModLoaded "Haldar's Mods Pack.esp"
        Set bottle To GetFormFromMod "Haldar's Mods Pack.esp" "00f765"
        player.removeitemns bottle QUANTITY
    endif
---

just before

---
    Goto 0     ;; exit
end
---

Save the mod and enjoy!


=========================================
======             VIII. Dangerous Unlock
=========================================
What it does
------------------------------
Now casting an 'unlock' spell is considered an illegal act, same as using lockpicks.


How it works
------------------------------
SendTrespassAlarm is called after a cast on a door/container. In a dungeon it is ok but may
not be so in the city, so beware.


=========================================
======                  IX. Notice Me Not
=========================================
What it does
------------------------------
Dead and disabled actors won't detect you anymore.


How it works
------------------------------
Script runs in the background which constantly resets said actors' detection level of PC to zero.



=========================================
======                    X. Gate Management
=========================================
What it does
------------------------------
Allows some control over Oblivion Gates behavior -- how many of them may be open, will they
reopen if closed, how many spawned defenders will they have and the chance of the gate opening
when going near its spot. Adjust the values in the ini file.


How it works
------------------------------
Upon each game load/start the values will be assigned to default gate control script.



=========================================
======                     XI. White Hand
=========================================
What it does
------------------------------
It removes red color from crosshair hand / door / whatever. Now you will NOT automatically
know if is it safe to open chest or take this nice diamond. Requires MenuQue! However, little
red hands will still be seen on items in inventory and in containers. I have found no way
to make them disappear, apart from direct editing of XML files (which is not a good method too)
or status images.


How it works
------------------------------
Upon each game load/start the default 'red' code (D00000) will be replaced by
'background' code (808080)


=========================================
======                 XII. Hidden Bounty
=========================================
What it does
------------------------------
Simple, really. Now your bounty will be seen as zero in stats screen. Now you will NOT
automatically know if you're wanted by law or not. Bounty itself will remain however. Beware!


How it works
------------------------------
Upon opening menu bounty is set to 0, after closing it is restored.


Special notes
------------------------------
I had to make stats menu always open at page 2 (which shows your attributes).



=========================================
======            XIII. Random Encounters
=========================================
What it does
------------------------------
Life is pain. Successfull adventurer not only amasses gold, fame and hot chicks, he attracts
unwanted attention too. Now, when sleeping, you may get a visit from Assasin(s) wanting to kill
and rob you for his own fame and profit. Or, if you were doing some bad things, some Bounty Hunters
may have a word with you. However they will attack only if you're famous/evil enough. Yet thieves
don't care about fame, they can come for your gold at any time.


How it works
------------------------------
When PC sleeps, 1-3 enemies may spawn nearby. Spawn distance depents on your sneak skill, higher
sneak - longer distance. Chance to spawn (they found you) is greatest in IC, lower in other cities
and lowest in all other places (adjustable in ini file). If PC is outdoors or in his house, is is
further halved. After this renown check is passed, your renown is a percentile chance to get enemies.
Their number is random, their level is set to be in [your level +-15] range.



=========================================
======           XIV. Persistent Diseases
=========================================
What it does
------------------------------
First of all i'd like to say that this submod is heavily based on 'The Treatment of Diseases' mod
made by Picador. His mod was available as public domain with proper attribution. So here it is! Also
i'd like to say that it is unlikely that i'd be able to make such a mod myself -- both idea-wise
and code-wise. Thx Picador!


This mod makes diseases harder to cure. When affected by disease and cured with a potion, spell, dose
of Mandrake Root or whatever, the disease doesnt go away, it becomes latent and may flare back to life
again in several hours. Having high Endurance and Resist Disease will help against it. Also now it is
possible to get rid of disease by your own natural healing. Finally, it adds Disease Endurance ability
which is Resist Disease linked to number of diseases contacted and healed during PC life.


How it works
------------------------------
Each disease is added to special array upon affecting PC. When they are active on PC, they are treated
as acute, if cured from PC they are not removed from that array and treated as latent instead. Chance
to get rid of latent disease is a 0.5 * (Endurance + Resist Disease) (capped at 100% here) at
the moment of check, so some long-time Resist Disease effects are desirable. Chance to get rid of acute
disease (i.e. transfer it to latent state) is 0.25 * (Endurance + Resist Disease), same cap applies.
Also please note that your stats are being damaged when you're ill, once per 4 (default) hours, damage
magnitude is 20% of attribute drain effect added by disease.

Also i have provided support for Maskar's Oblivion Overhaul. In MOO diseases may be grouped, some of
them made more serious than other, requiring 75 in Restoration or Alchemy to cure, and some more are
even more dangerous, requiring 100 in any of those skills. An ini value may be set to do same grouping,
in this case chance to get rid of serious diseases (in both forms, acute and latent) is halved, and for
dangerous diseases it is quartered. This setting (adjustable in ini) may be used without MOO too.


=========================================
======       XV. Virtual Enchanting Skill
=========================================
What it does
------------------------------
First of all i'd like to say that this submod is heavily based on 'Magicka-based enchantment limits' mod
made by kuertee. His mod was available as public domain with proper attribution. So here it is! Also
i'd like to say that making such a mod myself is impossible for me, my coding skills do not allow it.
Thx kuertee!

This mod adds a 'virtual' enchanting skill. Sort of. Now your skills in various field of magic determine
how good your enchantments are and how many enchantments you may place on a single item.

Also now you can disenchant items if your 'Enchanting skill' is at least 50. This is done by pressing
Shift-D in inventory menu while hovering over an item.


How it works
------------------------------
When opening enchantment / sigil stone menu all items in PC possession are evaluated and only those that are
eligible for enchanting are shown. Your Enchanting skill is determined as an average of your magical skills:
Destruction, Alchemy, Conjuration, Restoration, Illusion, Alteration, Mysticism. If your Enchanting is less
than 25 you can place only 1 enchantment on an item, less than 50 will give you 2 enchantments, then 3, then 4
and, finally, having mastered all skills you may add 5 enchantments to a single item. Even 6 at 125+ skill!

And another thing of note. Now your Enchanting skill determines how strong your enchantments are, they are
not constant now and dependent only on soulgem size. Progression is simple, 1 point of Enchanting adds 1% to
the strength of enchantment, up to default at 100% and more if progressed further. This may be turned off
in ini however. Also note that sigil stones always enchant at full power.

Your Enchanting skill is displayed as message when in stats menu.


=========================================
======              XVI. No Friedly Fight
=========================================
What it does
------------------------------
This submod is a modification of skycaptain's NPC Friendly Fire mod that will stop combat between NPCs of
same faction. It has been expanded to include guards - and to exclude Arena fighters so they'd fight each
other properly. Creatures are not included, same as actors under Frenzy effect, some scripted battles too.
Summoned Dremora will still happily fight Dagon's minions. Finally it allows NPCs who got crime gold and
can't pay it due to empty pockets to be jailed and later released.


How it works
------------------------------
If combat is detected between 2 NPCs of same faction it is stopped and disposition between them is increased.
Similar procedure is performed in case of crime gold.


=========================================
======             XVII. Daedric Invasion
=========================================
What it does
------------------------------
Daedra will now visit places wherever PC is, including places inside cities. It will stop only with completion
of Main Quest. Inspired by Oblivion Crisis mod made by David Brasher.


How it works
------------------------------
Some daedra (adjustable) have chance to spawn once per hour close to PC. If PC is in city - they will spawn near
gates. Some zones are protected - like Elven Gardens which do not have an exit to the wilderness.


=========================================
======               XVIII. Restful Sleep
=========================================
What it does
------------------------------
Now NPCs will get blankets when sleeping. Finally! All credit goes to qwertyasdfgh from Tesrenewal forums. I've
just expanded it to work with all types of beds.


How it works
------------------------------
When NPC goes to sleep a random animation with animated object (blanket) will be assigned to him. Blankets are
random - so if you wake up an NPC and (s)he goes back to same bed a new blanket most likely will be assigned.


=========================================
======                      XIX. Cover Up
=========================================
What it does
------------------------------
This is a complement of sorts to Destructible Clothing submod. Now if an NPC loses lower or upper clothing armor,
(s)he will get a replacement on a next day.


How it works
------------------------------
A ring is distributed to actors in a cell, if an actor becomes naked - the day is noticed and on a next day some
random clothing is added to him/her.


=========================================
======            XX. Unseen Gravediggers
=========================================
What it does
------------------------------
This is a complement of sorts to Daedric Invasion submod. It can result in death of local population and it will
result in death of daedra invaders. This mod removes dead bodies from cities after 1 day is passed after death.


How it works
------------------------------
A ring is distributed to dead actors in a city cell, this time is noticed and upon day change actor is moved to a
hiding cell.


=========================================
======                  XXI. Mind Control
=========================================
What it does
------------------------------
Yet another 'it always bugged me'. I've always considered mind control spells (command humanoid, frenzy, charm,
demoralize) overpowered. You can cast them on NPCs but they can't do same to you. Well, now they can, sort of.
NPC (not creature) enemies now have a chance to receive a spell(s) (based in illusion skill) which, when cast,
will hinder player for some time, 3 seconds for Novice spell to 25 for Master ones. Magic resistance protects
normally, so invest in it.

Now it will also work on NPCs like a lesser version of paralyze.


How it works
------------------------------
Spells are distributed to NPCs via a background script. They exist in 2 modes - touch and range. When PC is hit
by such a spell, his/her vision gets blurry and (s)he is restrained - trying to regain control over self. After
spell wears off restrain is removed and blur is also removed.


=========================================
======          XXII. Adjustable Settings
=========================================
What it does
------------------------------
Simple, really. It adjusts some game settins with values defined in .ini file. List of settings is provided below:
fDamageSkillMult    ; controls how much your damage depends on skill
fDamageToArmorPercentage    ;self-explanatory, default value makes armor more durable compared to vanilla
fDamageToWeaponPercentage    ;self-explanatory, default value makes weapons more durable compared to vanilla
fDamageWeaponMult    ; controls how much your damage depends on weapons

fTreeFarDistanceBase     ; don't know, really, but this setting
fTreeSizeConversion    ; and 2 other ones make for bigger
fTreeTrunkToFoliageMultiplier ; and better-looking trees

fDamageStrengthMult    ; controls how much your damage depends on strength
fDamageStrengthBase    ; same
fHandHealthMax        ; controls maximum damage of hand-to-hand attacks
iCrimeGoldAttackMin    ; amount of bounty needed for guards to run to you and try to arrest
iLevCreaLevelDifferenceMax    ;controls level difference of enemies
iLevItemLevelDifferenceMax    ;controls level difference of loot
iCrimeDaysInPrisonMod    ; controls time in jail per a unit of bounty. 10gp / day by default
iCrimeGoldMurder    ; controls fine for a murder

Also see ini file for other settings.


How it works
------------------------------
Seiings are set when game is started or loaded.


=========================================
======                  XXIII. Talk To Me
=========================================
What it does
------------------------------
This is another attempt to add more realism into game. Now you will not automatically know names of NPCs around,
you need to talk to them several times (adjustable) to remember their names. Optional feature: now it is possible
to make it work only for non-evil NPCs (to correctly identify all those Bandit Archers). Disabled by default.
See .ini file


How it works
------------------------------
Done it dumb and simple way. The location on screen where name is located (bottom right corner for vanilla) is
now changed to far far away point off your screen. If the object you're looking on is legit (door or loot or
NPC you know or a creature) then position is restored. So in fact there are NO actual renaming of NPCs, messing
with factions or whatever. Note: requires MenuQue!


Special notes
-------------------------------
During playtesting sometimes it got borked -- looking at a, for example, Timber Wolf didn't produce its name. In
this case -- save game, quit it, start again and load. All will work again.


=========================================
======         XXIV. Unequip Broken Armor
=========================================
What it does
------------------------------
This is a mod "Unequip Broken Armor" made by Maskar. It was merged into this mod with the desire to save esp slot.
Original mod is listed as public domain with proper attribution, so here it is.
Thx Maskar, i wouldnt've been able to make such a mod myself!


How it works
------------------------------
When in combat armor's health reaches 0 - it is unequipped, some clothing (if any) is equipped in its place. Also
armor can be destroyed permanently when broken, so beware.



=========================================
======              XXV. Train On Dummies
=========================================
What it does
------------------------------
This is a mod "Setsuna Dummy Training" by Setsuna515/Kyrielle. It was merged into this mod with the desire to
save esp slot. Original mod is listed as public domain with proper attribution, so here it is. Thx alot Setsuna!

Also now it allows to train Destruction. Thanks HautdenLukas for an update!


How it works
------------------------------
Now you can train melee or archery skills with various training dummies. Bring out weapon, look at dummy - it will
light white. Attack it to gain skill XP.


=========================================
======             XXVI. Realistic Health
=========================================
What it does
------------------------------
This is a mod "Realistic Health" by abo (Donovan Baarda). It was merged into this mod with the desire to save
esp slot. Original mod is listed as public domain with proper attribution, so here it is. Thx alot abo!


How it works
------------------------------
This mod adds immersive indicators for low health and disease -- blur for low health, blur and health, fatigue,
magicka drain for disease.


=========================================
======               XXVII. A Tip For You
=========================================
What it does
------------------------------
This is a mod "A Tip For You" by dreamed1. It was merged into this mod with the desire to save esp slot.
Original mod is listed as public domain with proper attribution, so here it is. Thx alot dreamed1!


How it works
------------------------------
This mod allows you to give tips to any NPC, not just beggars. It has a small chance to raise their disposition
too, but it will be tricky with Nobles - which do not like to be treated like stableboys or tavern girls.


=========================================
======              XXVIII. Falling Stars
=========================================
What it does
------------------------------
This is a mod "Falling Stars" by Phitt. It was merged into this mod with the desire to save esp slot.
Original mod is listed as public domain with proper attribution, so here it is. Thx alot Phitt!


How it works
------------------------------
Sometimes at night, when skies are clear you can see fragments of Aetherius falling from above.


=========================================
======                  XXIX. Bloody Mess
=========================================
What it does
------------------------------
Damaged warm-blooded actors (this includes NPCs and some creatures but excludes PC) will have blood
on them at low hp.


How it works
------------------------------
Script monitors actors' health and applies blood shaders when needed. When actor has more than 90% hp -
no shaders are used, and more damage -- more blood with maximum when target is dead.


=========================================
======                   XXX. More Daedra
=========================================
What it does
------------------------------
Adds 3 new Daedra species -- Seducer, Herne and Morphoid -- to leveled lists.


How it works
------------------------------
Lists are updated via script at game load.


=========================================
======            XXXI. Realistic Armorer
=========================================
What it does
------------------------------
Okay, so you've killed a big boss and looted a nice armor from his corpse. Too bad that armor is in a
bad shape -- scratched and dented and some pieces are missing and so on. Bah, that's no problem even
for a completely dumb and drunk armorer -- just several dozens repair hammers and it will be like new.
Well, not anymore. Now you have to be skilled enough to repair beaten up armor at all, more skilled
you are -- more battered armor can be repaired.


How it works
------------------------------
When opening a repair menu (repair hammer one, not one at smiths') a script will run and 'gray-out'
items that are not eligible for repairing. E.g. if you have native Armorer of 18 and magic item boost
of 8 for a 26 total, then you'll be able to repair items that haven't been brought below 100-18-8=74%
of hit points. Any excess damage to it will require you to visit blacksmith.

Note: buffs from magic are counted in this calculation. However, you'll still need 50 native Armorer to
repair magic items -- skill perk is a skill perk, i've decided not to touch it.


=========================================
======              XXXII. Scribe Scrolls
=========================================
What it does
------------------------------
It allows to scribe scrolls. Yeah.


How it works
------------------------------
Get a quill, a parchment, an inkwell (goes out after 5 uses), sit somewhere, open spells menu, hover
over a spell, press S. One hour will pass and a scroll will be created, consuming parchment in the process.


=========================================
======            XXXIII. Mark of Justice
=========================================
What it does
------------------------------
When you get jailed -- you'll get a Mark that will hinder your attempts at leaving prison before serving
your time. Now you really dont want to get caught.


How it works
------------------------------
If you bounty is less than 1500 gp (default) -- you'll get a lesser mark, another bound is at 4000 gp, higher
than that -- and you get greater mark. Lesser one is silence only, standard has mild penalties to sneak and
security, greater has severe penalties to sneak and security. Marks are set as abilities and they disappear
when you're outside - under the bright eye of Magnus (even if He's asleep -- i.e. at night).


=========================================
======             XXXIV. Home Sweet Home
=========================================
What it does
------------------------------
Inspired by Elzee's Homesickness mod this submod adds this feeling to the game. I was at LARP recently...
well, i came home, was welcomed by my family, went to wash up grime and dirt and sweat and whatever, ate some
home-cooked food and went to sleep. At 4.00 pm. Then i awakened at night, ate some more and hit the sack again,
this time till morning. Home as a place for rest is great!


How it works
------------------------------
It adds a new homesickness stat. It increases by 0.5% per hour by default, fighting increases it by another 0.5%,
same for being in dungeon and in Oblivion realm. When in public place (inn or temple) homesickness goes down at
1% per hour but to 35% minimum, when in cell owned by your guild (faction you're in) - it will go down at 1.5% per
hour and to 20% minimum, finally if you're at home (cell owned by PC or PlayerFaction) - 2% per hour and to minimum
of 0%. Homesickness between 25% and 50% provides no bonuses or penalties while homesickness of 100% grants 50%
Luck debuff and 20% of other stats debuff. Conversely, zero homesickness gives 25% Luck buff and 5% other stats
buff. Buffs and penalties are linear - more you're tired / rested, higher they are.
Rest well this night, for tomorrow you'll sail for the Kingdom of Daggerfall!

If using HUD Status Bars -- you can add smth like that to its ini file:

; ==== Home Sweet Home
set tnoHSB.hud_val to sv_Construct "aaHaldarQuestMain.hs34"
set tnoHSB.hud_name to sv_Construct "Homesick: "
set tnoHSB.hud_color to sv_Construct "10"
set tnoHSB.hud_max to sv_Construct "100"
set tnoHSB.hud_min to sv_Construct "0"
set tnoHSB.hud_x to HUDdefault
set tnoHSB.hud_y to HUDprevBarBelow
set tnoHSB.hud_size to 68
set tnoHSB.hud_textDisplay to HUDtxtPercent
set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
set tnoHSB.hud_textPos_x to  HUDtxtLeft
set tnoHSB.hud_textPos_y to  HUDtxtCenter
set tnoHSB.hud_textSize to  12
set tnoHSB.hud_textShadowColor to sv_Construct "HUDcolorBlack"
set tnoHSB.hud_textType to   HUDfontKingthings
SetStage tnoHSB 10

And anyway - homesickness is displayed when in character menu.


=========================================
======                   XXXV. Bash Locks
=========================================
What it does
------------------------------
Allows you to bash open locks when power attacking and not sneaking. Including (adjustable) those locks
that are 'key needed'. Weapons take damage from these attempts though. Inspired by Maskar and tejon --
and is a cross of sorts.


How it works
------------------------------
Mechanics is similar to any D20 game -- roll+bonus vs DC. DC in this case is 4 * Lock difficulty, roll is
random between 1 and 100 and bonus is a sum of PC Strength, half of PC skill in weapon (adjusted by Luck),
half of PC Security (again with Luck), and weapon damage, which is its base damage * 4 (or skill * 2 for
hand-to-hand -- unleash the ki, young one!), which is further multiplied by 75% if weapon is 1h blunt,
halved if 2h blade and quartered if 1h blade. If this sum beats DC then lock is broken.
Breaking them is an illegal act -- so beware. And if breaking 'key needed' lock is
allowed - there's an 1/20 chance that it will break when DC is beaten. Finally, relevant weapon skill and
security rise when breaking locks.


=========================================
======                  XXXVI. My Journal
=========================================
What it does
------------------------------
It adds a journal you can write to. Simple as that.


How it works
------------------------------
Just open it from inventory or a hotkey and type your text into it.


=========================================
======        XXXVII. Realistic Appraisal
=========================================
What it does
------------------------------
You blast through the dungeon, kick the crap out of its boss, his big shiny sword drops down, you look at it
- and instantly know its name, its weight, its cost and so on. And all his loot already has price tags attached,
along with other info, including charges on staves. Well, not anymore. Now you will only know more basic item
stats -- its name, armor class, damage and relative health. If you pick it up (or check container) -- you will
also know its weight. And to know its price you'll need to see merchant. However your market knowledge will grow
with your Mercantile skill. At skill of 5 you will be able to fully identify keys and alchemical apparati,
at 15 - soul gems, at 25 - ammo, at 35 - books, at 45 - ingredients, at 55 - alchemical products, at 65
and 75 - clothing and armor, at 85 - weapons and at 95 Mercantile - everything else.

Will also work for items in your inventory, but not in containers. You'll need to look at it closely (drop it or
put in your inventory) to get its price - provided Mercantile skill is high enough.

Again: in your inventory you'll see item's name, damage/armor, health, weight (always) and cost (provided
Mercantile is high enough), when dropped you'll see same parameters (with same Mercantile basis), and when in
container -- all except cost (unless Mercantile is 95 or more, no different grades here due to technical limitation
and my laziness).

Also: these checks take into account your current Mercantile which may be modified by magic / items / potions.

Special: there may be merchants which do NOT show prices in item list. It is normal: they do not have required
Mercantile skill (25 or more), hence no price tags. Trading itself will work okay, selecting an item will provide
normal confirmation dialogue with item cost. Why trade with those lazy bums anyway?


How it works
------------------------------
Done it dumb and simple way. The location on screen where name is located (bottom right corner for vanilla) is
now changed to far far away point off your screen. If the object you're looking on is legit (door or NPC you know
or a creature) then position is restored. So in fact there are NO actual change of data, messing with factions
or whatever. For inventory / container mode - a special script runs constantly and hides price data.
Note: requires MenuQue!


=========================================
======      XXXVIII. No Rummage in Combat
=========================================
What it does
------------------------------
When you're in combat, your inventory access and container access is denied.


How it works
------------------------------
Just a simple script which closes any inventory or container menu if player.isincombat returns positive value.


=========================================
======                 XXXIX. Like a Fish
=========================================
What it does
------------------------------
This little gem prohibits PC spellcasting while underwater. You can't cast under effect of Silence, name of this
effect implies that PC can't speak words. Well, it is impossible underwater too, hence the adjustment. Potion usage
is not affected.


How it works
------------------------------
Just a simple script which adds Silence ability if player.isunderwater returns positive value -- and removes
this ability if PC is back to breathing.


=========================================
======                XL. Nowhere to Hide
=========================================
What it does
------------------------------
Makes Invisibility effect a little less overpowered. Enemies in Oblivion do not use Detect Life spells, this is an
emulation of them.


How it works
------------------------------
When you're in combat with some prepared enemy (Mysticism at least 25), Vampire or a higher Daedra (Xivilai
or Seducer) your Invisibility effect will get dispelled as soon as it is applied.


=========================================
List of changes
------------------------------
40.1.0
Removed one possible CTD case in Unseen Gravediggers.
Oblivion Gates can now be added from maps.
Updated Train on Dummies, now need stance spell to train
Fixed new map names, reduced base chance to get it by 40%.


40.0.1
Changed the mechanics of Daedric Invasion submod. Now chech for invasion is done once per hour but the chance to
get enemies is equal to number of Gates open minus number of Gates closed. In short, you can sit in the IC safely
but as soon as you start exploring and not closing them -- beware!


40.0.0
Added Nowhere to Hide submod.


39.0.0
Added Like a Fish submod.
Tweak: daedra attack time in Daedric Invasion submod is a dynamic value now, which is linked to number of open
Oblivion gates.


38.0.0
Added No Rummage in Combat submod.


37.0.0
Added Realistic Appraisal submod.
Tweak: now pieces of parchment from Maskar's Oblivion Overhaul can be used for scribing scrolls.
Tweak: White Hand now (finally!) hides those red hand status icons of stolen items from those in
containers or your inventory. Unfortunately it means that other possible statuses (poisoned,
enchanted, broken) are hidden too. No big deal imho.


36.2.1
Updaded Realistic Alchemy submod. Now Empty Potion Vials are added to clutter leveled lists and alchemy
vendor leveled lists. Thanks Moogiefluff for a suggestion!
Tweak: folks in public thermae (not only baths) will no longer be affected by Cover Up submod.
Tweak: homesickness degradation speed has been halved. Now it is 1% per hour for inns, 1.5% per hour
for guilds and 2% per hour for your home.


36.2.0
Added Disease Endurance ability, which is Resist Disease equal to number of diseases PC has contacted during
his (or her) life.


36.1.1
Addon: No Friendly Fight submod was upgraded. Now if a fight is going on and one of combatants is
a non-evil actor, another one is a guard and an actor has a bounty that he can't pay due to lack of gold -
then combat stops, crime gold is removed and actor is sent to jail. Actor should later return to standard
schedule according to AI packages. This means that time behind the bars is rather short -- but do you really
want to know what they pay for it?...


36.1.0
Bugfix: fixed bug in My Journal that made it impossible to open it twice from same inventory session.
Tweak: added more creatures to list of ones that can get blood on them in Bloody Mess submod. They can be
found in Maskar's Oblivion Overhaul. List includes Dragons, Tapirs, Roosters etc.
Tweak: refactored code in Cover Up and Unseen Gravediggers submods, got rid of tokens with scripts. Should
work faster now.
Tweak: removed Stealth Overhaul-like code from Realistic Sneak submod - to save processing time. Added back
an option for NPC to make sneak attacks, now without ugly damage prediction code and use of Attack Bonus. Works
on event "OnHealthDamage" now and adjusts health when PC is about to get sneak attacked. Finally, sneak attack
multipliers for NPCs are same as for PC now, being read from game settings.
Tweak: now it is possible to train with power attacks in Train on Dummies submod. Skill gain will be 3x fast but
weapon will wear out 5x fast. Also training Destruction is now possible without mashing cast button, just by
holding it. Finally, boni due to range for Marksman training have been increased.


36.0.0
Added My Journal submod. Inspired by Note to Self mod by ElderWolf - but simplified and with bugs removed.
Tweak: added DremoraFaction to list of factions filtered out in No Friendly Fight submod. Now summoned (via
Conjuration skill) Dremora should happily beat the crap out of Dagon's minions.


35.0.2
Tweak: homes in Home Sweet Home submod are now divided into 3 categories -- public place, guild house, personal
house -- with unique resting speeds and minimum levels of homesickness.
Tweak: some code refactoring
Tweak: Unconscious actors are now added to Notice Me Not submod -- they will no longer detect PC in this state.
Tweak: by default Triumph of Will NO LONGER APPLIES to other NPC actors. Code works ok but resources used are
imho too much - compared to gameplay effect. Can be enabled back in .ini file of course.
Tweak: calculations similar to those mentioned above about Home Sweet Home submod are now added to Random
Encounters submod. Chance to get an enemy is halved when you're in your guildhouse and is quartered when
you're in your home or in wilderness.


35.0.1
Bugfix: Daedric Invasion was broken during previous code optimizations, fixed now.
Bugfix: better home detection in Home Sweet Home. Now it is really a location owned by PC or a faction PC is in.


35.0.0
Added Home Sweet Home and Bash Locks submods.
Bugfix: updated documentation
Tweak: now you'll get informed about jail time when (if) you get behind the bars.
Tweak: code optimizations


33.0.0
Added Mark of Justice and Scribe Scroll submods.
Bugfix: Many fixes of bugs which could lead to CTDs before.
Tweak: Adjusted some default settings in Adjustable Settings, added some more settings to this submod
Tweak: completey disabled Realistic Swimming submod
Tweak: adjusted stats of Daedra in More Daedra submod.
Tweak: added an ability to disenchant items to Virtual Enchanting submod
Tweak: allowed Mind Control spells (renamed to Body Lock now) to work on NPCs, reduced durations.
Tweak: upgraded Train on Dummies submod to train Destruction
Tweak: sneak attacks of enemies - provided by Realistic Sneak for NPCs submod - are now disabled by default
Tweak: Realistic Training default duration is now 3 hours with 9 hours rest.
This info is now shown when in training menu.
Tweak: slightly adjusted mechanics of Realistic Alchemy submod
Tweak: modified Random Encounters submod. Now enemies that can kill will spawn when PC has at least 5 fame/infamy.
However thieves may spawn even at 0 fame/infamy and at level 1, so your gold is now in a bit of danger.
Tweak: it is now easier to get rid of disease with Persistent Diseases submod, as now Resist Disease is
checked not once per several hours but constantly - and highest value applies. So it is a good idea now to
get healed then quaff a bunch of Resist Disease potions. They will wear out soon, but the effect will remain,
it is now similar to taking some healing pills.
Tweak: adjusted No Friendly Fight submod. Now it is ignored by creatures and actors under Frenzy effects.
Tweak: slightly reduced difficulty of Daedric Invasion submod
Tweak: folks in public baths will no longer be affected by Cover Up submod.


31.0.0
Added Realistic Armorer submod.


30.1.0
Bugfix: fixed Aggression of Morphoids in More Daedra submod, slightly adjusted all stats of this mod's Daedra enemies.
Tweak: added an option for Talk to Me submod which will allow this submod to work only with non-evil NPCs.
Tweak: Daedra from Daedric Invasion submod will now spawn only if at least 3 game days has passed (they need to
consolidate their forces) and at least 1 random gate has been opened.


30.0.0
Added More Daedra submod
Tweak: moved Mind Control submod to fast quest that runs every frame
Tweak: added an option for a hard setting of name position for Talk To Me submod. See ini for details.
Tweak: now Daedra from Daedric Invasion submod will spawn only in specific worldspaces,
defined by name: Tamriel, all major cities, Arenthia, Corinthe, Rimmen, Orcrest and Morrowind.
Also they will now spawn less frequently and more unpredictable.
Tweak: names of map markers found on map are now displayed.
Tweak: maps are now distributed to book leveled lists and thus can be bought. Chance to get map
from NPCs has been halved.


29.0.0
Added Bloody Mess submod.
Bugfix: added missing texture for Falling Stars.


28.0.0
Added 7 more submods:
Adjustable Settings
Talk To Me
Unequip Broken Armor
Train On Dummies
Realistic Health
A Tip For You
Falling Stars
Bugfix: one of spells in Mind Control was 'on self' instead of 'on touch', fixed now.
Bugfix: optimized usage of tokens in Unseen Gravediggers.
Optimized scripts, split submod control into 2 quests -- for those which require
slow processing (once per second) and fast (once per frame).
Bugfix: fights near gate to SI and with Gatekeeper will no longer stall if No Friendly Fights is enabled.


21.0.2
Tweak: Mind Control spell durations has been greatly reduced. Now it is 3-7-12-18-25 seconds
from Novice to Master level.
Bugfix: Mind Control effect will now work if 1st spell elapses but 2nd still affects PC. Previously
end of one spell stopped effect for all others.


21.0.1
Bugfix: screen is no longer blurry when NPC successfully uses Mind Control against other NPC.


21.0.0
Added Mind Control submod.


20.1.0
Changed version number convention.
Added optional feature to Realistic Training submod.
Added a bit of randomness to Daedra attacks in Daedric Invasion submod.


20.01
Bugfix: fixed a crash in Unseen Gravediggers submod


20.00 Added submods:
No Friendly Fight
Daedric Invasion
Restful Sleep
Cover Up
Unseen Gravediggers
Also default values has been tweaked: Oblivion Gates no longer reopen and max level difference for
Random Encounters has been increased to 15.


15.03
Bugfix: Strings are now properly destroyed in Persistent Diseases submod
Bugfix: Default value for maximum open gates is now set to 100, previous
value was 1000 and it was screwing Enhanced Economy calculations.
Tweak: default reveal distance for 'Realistic Sneak for NPCs' submod is back to 250 units


15.02
Tweak: in "Random Encounters" submod enemies' Sneak is now tied to their levels.


15.01
Added an alternative system for determining clothing item destruction in
'Destructible Clothing' submod.

15.00
Added "Virtual Enchanting Skill" submod.


14.00
Added "Persistent Diseases" submod.


13.00
Added "Random Encounters" submod.


12.00
Added "Hidden Bounty" submod.


11.00
Added "White Hand" submod.


10.00
Added "Gate Control" submod.


9.00
Added "Notice Me Not" submod. Also some default values changed. Reveal distance
reduced to 100, training duration increased to 3 hours, training delay increased
to 9 hours, to be consistent with Daggerfall. Default sneak mode for NPCs is now
Stealth Overhaul style, not vanilla.


8.00
Added "Dangerous Unlock" submod.


7.02
Bugfix: Destructible Clothing affected armor sometimes. Fixed now.
Tweak: More added to potion/no-potion filters. Also they really work now.


7.01
Bugfix: Now "Realistic Alchemy" wont stop scripts of "Alchemy Advanced".
Tweak: More drinks added to potion/no-potion filter.


7.00
Added "Realistic Alchemy" submod. Some tweaks and little bugfixes.


6.00
Added "Destrctible Clothing" submod.


5.01
Bugfix: in "Realistic Swimming" drowning wont kick in when PC is crossing water on horseback.


5.00
Added "Realistic Swimming" submod.


4.01
Bugfix: in "Triumph of Will" player's weakness or resistance would not initialise correctly.


4.00
Added "Triumph of Will" submod.


3.02
Tweak: all spells are now removed from PC after training


3.01
1. Bugfix in "Realistic Training" submod. It didnt take into account one possible skill leveling
in dialogue - speechcraft thus forwarding time too fast.


3.00
1. Added "Realistic Training" submod.
2. Added variables to ini which control works of each submod - so now you can disable any of them at will


2.00
Added "Maps for NPCs" mod.


1.05
Removed most traces of original Reneer's code, so both mods should now be compatible from a technical
viewpoint.


1.04
Tweaked combat behavior: actors will now go into hiding when in combat only with bow drawn. So
you wouldn't see any more of invisible ninjas in melee.


1.03
1. Bugfix: under some circumstances NPC would not come out of hiding. This has been fixed.


1.02
1. Again modified detection formula. Now weights for Agility and Sneak parameters are same as
in-game damage formula.
2. Added optional penalties for wearing heavy armor and/or having weapon/shield out.
3. Reveal Distance can be adjusted via ini now


1.01
1. Modified detection formula, added Agility and Luck.
2. Bugfix: iCombatRound variable which controls combat round duration didnt work at all.


1.0
Initial release.



Load order
-------------------------------
Shouldn't matter at all. Though use of BOSS is highly suggested.



Upgrading
-------------------------------
Wait till you are able to train (ie - rest time has expired).
Use and sell all the maps you have (so you wouldn't lose them).
Go into cell where all actors are visible (not fighting or sneaking).
Save game.
Disable mod.
Load game, save again.
Enable mod and play.



Deinstallation.
-------------------------------
Use and sell all the maps you have (so you wouldn't lose them).
Wait till you are able to train (ie - rest time has expired).
Go into cell where all actors are visible (not fighting or sneaking).
Save game.
Disable mod.



Bugs/Incompatibilities
-------------------------------
See individual submods' descriptions for it.



Credits
-------------------------------
ElderWolf - for inspiration and code samples.
Elzee and tejon - for inspiration
HautdenLukas - for Setsuna Dummy Training update
theNiceOne - for code samples.
Zardalu - for Daedra Seducers
Grimdeath, B3w4r3, Martigen, Syko Fox -- for Morphoid and Herne resources
Shadow_Dragyn - for A Bloody Mess resource
skycaptain - for original version of NPC Friendly Fire
David Brasher - for inspiration
qwertyasdfgh - for permission to use blanket meshes
kuertee - for the original version of Virtual Enhcanting Skill ("Magicka-based enchantment limits")
Picador - for the original version of Persistent Diseases ("The Treatment of Diseases")
Maskar - for an idea and code samples, and for Unequip Broken Armor mod. Thx Maskar, your works are great!
Bugleflugle - for anchor script and code examples.
Setsuna515/Kyrielle - for "Setsuna Dummy Training" mod.
abo (Donovan Baarda) - for "Realistic Health" mod.
dreamed1 - for "A Tip For You" mod.
Phitt - for "Falling Stars" mod.
RagnaHighArc - for code examples.
Reneer - without his NPC Sneak Mod, this one would never been created. Thx alot Reneer!
Jroush - for advice about using AttackBonus.
OBSE team - for OBSE. GetMapMarkers function in 0020beta made my life alot easier!
Beathesda - for game.
God - for a whole universe.



Legal
-------------------------------
I dont care tbh.
However, my version of this mod will always stay on Nexusmods.
Also i'd be happy to see suggestions, reports etc about this mod.