Oblivion
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Mercer Meka

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Mercer Meka

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About this mod

This mod increases the potency and therefore the usability of all scrolls and potions.
It also contains Alluring Potion Bottles v3 by jbvw which replaces the generic bottles in the game.

Permissions and credits
Relevant Scrolls and Potions (& Staves)
by Mercer Meka


Notice that as of the 24th of July 2021 there are now 2 versions of this mod:
Relevant Scrolls & Potions & Staves 
Relevant Scrolls & Potions & Staves - Reduced Version


This is my second mod and just like my alchemy mod this one is all about gameplay balance. 
It has always vexed me that many of the scrolls and potions have no or very little gameplay impact. For example: A poison which Drain Intelligence does nothing to a NPC since their Magicka, oddly enough, is not affected by reducing their Intelligence. A poison which Damage Personality also has no impact on the game. There are several of these types of poisons which has no gameplay effect and that's too bad....but that's why we use mods. 


To improve the scroll and potion feature of the game, I did not want to start removing the individual effects which doesn't work as poisons because I do think they have a place in the game for the sake of consistency, but on the other hand I wanted each scroll and potion to be impactful.
As a solution I settled on the idea of Secondary Effects (TM) 


By Secondary Effects I simply mean: One or more additional effect which ties in to the Primary Effect. A few examples to illustrate: 

Primary Effect: Chameleon. Secondary Effect: Fortify Sneak. 
Primary Effect: Fortify Personality. Secondary Effect: Fortify Speechcraft.
Primary Effect: Fire Shield. Secondary Effect: Shield.
Primary Effect: Bound Boots. Secondary Effect: Fortify Speed.
Primary Effect: Spell Absorption. Secondary Effect: Resist Magic.

Screeny

Primary Effects for which I could not think of a logical Secondary Effect I defaulted to Restore Magicka. The rationale here is that the magic contained in the potion can be absorbed by the drinker.

Examples

For hostile Primary Effects I have defaulted to Damage Health as the Secondary Effect so that even those poisons and scrolls with Primary Effects which doesn't affect NPC's can still be used with true gameplay impact.

Poison examples

For the scrolls there is an exemption to this rule: All Absorb effects have as Secondary Effect Absorb Health instead of Damage Health since you have to get in close to use Absorb spells, which is much more dangerous than using ranged attacks.
In fact this mod was made while I have been using combat enhancing mods which make fights much more deadly because of the increased damage and this in turn is reflected in the balancing of scrolls and potions. If you do not use a combat enhancing mod such as Duke Patricks - Melee Combat NO RECOIL or Deadly Reflex, the scroll, potion and poison effects might be a bit on the strong side.
Since all scrolls, potions and poisons are a lot stronger now this also means that finding them as loot or receiving them through a quest is a lot more rewarding. The value of each scroll, potion and poison is set lower than the actual value of the effects, so you will get more out of actually using them instead of just selling them off. 
Another change this mod have had on my gameplay is that now Cure Poison is actually a really good effect since all poisons now deal their damage over time. If you quickly chuck down a Cure Poison potion the most of the poisonous effect can be nullified. In that vein I recommend my alchemy mod since otherwise you might find that ingredients with Cure Poison is a little too abundant. 

Since version 1.3 certain staff enchantments (such as Drain Personality) has been given Secondary Effects as well. This is both for the sake of the NPCs who will keep firing non-effective charges from their staves when they are supposed to be trying to kill you, and for the your own sake when you come across an awesome staff (like those from Armamentarium mod) only to discover it is completely ineffective.


Potion Replacer:

When I started this mod I was using the superb mod Alluring Potion Bottles v3 by jbvw and since that mod is free to use by other modders as long as credit is given I have incorporated it into my mod. If you decide to try out my mod I highly recommend you follow that link and endorse his awesome mod. All credit for the actual look of the bottles goes to jbvw. 
In conjunction with the bottle replacer, I highly recommend this alchemy animations mod.


Weight and naming:

The potions weight has been set to 0.4.
Potion naming: The Effect followed by Weak/Normal/Strong.
Poison Naming: All poisons follows the same method except the Drain Attribute and Damage Attribute poisons since I've always liked the colorful naming of the default poisons. The Drain Attribute and Damage Attribute poison still get the added ending of Weak/Normal/Strong.

Poison naming


Unlocked vanilla content:

As of version 1.2 many enchantments which exist in the vanilla game but are unused, have been added to scrolls. I've added these new scrolls to loot leveled lists. 


I have been testing this mod for about 2 years and I don't think I can improve it anymore so here it is for all to use 
 


Installation choices:

You can choose between only scroll re-balance, only potion re-balance or grab both of them merged into one plugin.
As of version 1.3 I've made only one plugin which is potion, scroll and staff enchantments changes merged into one.
Pick only one plugin:

If you only want the scroll re-balance, install 'Relevant Scrolls.esp'
If you only want the potion re-balance, install 'Relevant Potion.esp' and 'Relevant Potion.BSA'
If you prefer both, install 'Relevant Scrolls and Potions.esp' and 'Relevant Scrolls and Potions.BSA'
If you want the potion, scroll and staff enchantments changes install 'Relevant Scrolls & Potions & Staves.esp' and 'Relevant Scrolls & Potions & Staves.BSA'


If you use Maskar's Oblivion Overhaul you should use use the following setting in MOO's ini file:
; Potion settings
set MOO.ini_potions_instant to 1



Version history:

Version 1.1 changes:

- Fixed error in a scroll (Drain Skill: Block)
- Made minor balance changes to scrolls with the following primary effects: 
Absorb Health, Absorb Magicka, Drain Health, Rally
- Made minor balance changes to potions with the following primary effects: 
Resist Fire, Resist Frost, Resist Shock


Version 1.2 changes:

- I recently realized that many of the enchantments in the game is not used at all. Bethesda just made them and now they're just sitting there without use. I have "attached" them to scrolls and added them to the loot leveled lists. Now you will be able to find Fortify Attribute scrolls and other effects.
- I also made minor balance changes to scrolls and potions.


Version 1.3 changes:

- Added Secondary Effects to many staff enchantments that were otherwise ineffective.
- Fixed a mistake in the 3 Resist Fire potions.


Version 1.4 changes:

- Many price reductions for scrolls and potion.
- Staff charges rebalanced.
- Several minor balance changes.
- Overall reduction of the Restore Magicka effect. Most noticeable with the 3 default Restore Magicka potions which now provides the Magicka over 15 seconds rather than nearly instant. I realized after removing the mod RBP which provides each character with a very large amount of Magicka, that this mod had adapted to work best with having very high Magicka. My new changes will now work much better regardless of how much Magicka you have.


Version 1.5 changes:

The enchantment "EnStandardAbsorbSkHand2Hand1Novice" is supposed to absorb Hand to hand but instead absorbs Destruction in vanilla. Fixed thanks to bug report from Grokrogl.


Version 1.6 changes:

- Hefty increase to Duration for all summons (scrolls).
- Normalization of the 3 Restore Health potions, which also means that the strong version is noticeably weaker.
- Naming error. Fixed.