Oblivion

File information

Last updated

Original upload

Created by

JRoush

Uploaded by

JRoush

Virus scan

Safe to use

Tags for this mod

8 comments

  1. forli
    forli
    • premium
    • 86 kudos
    With this mod the game use decimal values when it multiply the magnitude with effectiveness, weaknesses and resistances.

    Assume your enemy has 5% resistance to fire, you have 95% spell effectiveness and you cast a fire damage spell "5 x 5sec".

    Now this is the calculation without this mod (and with this mod).
    You cast the spell. The 95% effectiveness reduce the magnitude to 4 (4.75).
    The spell hit the enemy. The 5% fire resistance reduce the magnitude to 3 (4.5125).
    The total damage will be 15 (22,576): there's a huge difference!
    1. MercerMeka
      MercerMeka
      • premium
      • 61 kudos
      Thanks, forli.
    2. Cadances
      Cadances
      • member
      • 1 kudos
      Bump this example for the must-have magic mod!
  2. bosspal
    bosspal
    • member
    • 0 kudos
    Can anyone make it properly understandable with example. I just don't get it whether to use it or not?
  3. Ubeogesh
    Ubeogesh
    • premium
    • 3 kudos
    Must have. Thank you.
  4. InsaneShadow
    InsaneShadow
    • supporter
    • 0 kudos
    Re: BoloDigby

    You won't be at 0, however it will no longer be a full "1". If you're at 90% casting you will actually be losing that 10% now, so each "tick" will be for .9, so you're only going to get 22.25 total health back. I'm not sure how your spell info tab will display it though
    (at least, in theory. I havn't had a chance to test it so far but JRoush knows his stuff, I'm betting it works as advertised)

    1. THEMAS
      THEMAS
      • member
      • 2 kudos
      He made Oblivion Magic Extender! I knew I've seen that name before...
  5. BoloDigby
    BoloDigby
    • member
    • 5 kudos
    Ah, rounding. I just made a custom spell for my Heavy-Armored Orc (restoration only 24). Restore 1 point of health for 25 seconds, cost 25. Why? I had a heal spell of 3 points for 7 seconds (cost 21 Magicka) and due to spell effectiveness was rounded down to 2 x 7 = 14 points of healing. I got to thinking that the game engine probably would not round under 1 point, so 25 x 1 at 25 cost was better than 2 x 7 for 21 cost.

    Would this mod change this to 25 x 0 or zero healing for 25 cost?

    (I had to make the spell in CS, as the minimum appears to be three at the spellmaking altar)