Although with Wounds mod I wouldn't go so far as to multiply magic damages in addition to Normal Weapons damages. But maybe with vanilla Oblivion it might makes sense, as I use many mods and they might add some quite powerful spells.
Edit: Also, for the Wounds mod too, if you want more damage not only to vanilla races but to creatures too, you might just want to change a game setting fDamageSkillMult [GMST:000051A7] - the part of damage formula done by SKILL. There is another game setting for damage done by Strength too, if you prefer it this way fDamageStrengthMult. http://www.uesp.net/wiki/Oblivion:The_Complete_Damage_Formula
yeah, wounds is intended for people with balanced spells and if i got hit with a fireball you know id be half past dead afterwards such the name realistic. Some of my mods can be done through the console but the point is to not have to everytime.
Ooh, this looks interesting :3 I wonder if it would go okay with my dynamic weapon speed mod? (it doesn't change anything with animations, just speed stats of the weapons themselves)
the speed slowing the weapons down shows the vanilla animations better, I made the weapons stronger to accomidate this. the speed of your weapon doesnt matter if you do more damage with it, You can also prevent someone from blocking your attack alot easier when its slower by backing up before its too late and you hit the shield. ill put in the description not compatible with anything that alters speed. it would be cool if i could code something that makes the speed slower when your unsheathing the sword to show the unsheathe animation then return it to regular speed once its unsheathed, But it just doesnt seem fluent when its faster period.
Hmm...if I can get my mod properly working (it's broken as of right now I believe), I'll test it and see what happens...although I haven't had the time to look at anything lately.
I see what you mean. The various weapon settings you made brings things down to animation timing and speed that looks right.
Far more immersive than vanilla.
Having opened the esps in CSE the settings seem quite balanced. Of course, anything affecting these settings and later in load order will have the last say. I wonder if it would be worth it, let alone possible, to use event handlers to overcome that.
10 comments
Although with Wounds mod I wouldn't go so far as to multiply magic damages in addition to Normal Weapons damages. But maybe with vanilla Oblivion it might makes sense, as I use many mods and they might add some quite powerful spells.
Edit: Also, for the Wounds mod too, if you want more damage not only to vanilla races but to creatures too, you might just want to change a game setting fDamageSkillMult [GMST:000051A7] - the part of damage formula done by SKILL. There is another game setting for damage done by Strength too, if you prefer it this way fDamageStrengthMult.
http://www.uesp.net/wiki/Oblivion:The_Complete_Damage_Formula
I wonder if it would go okay with my dynamic weapon speed mod? (it doesn't change anything with animations, just speed stats of the weapons themselves)
The various weapon settings you made brings things down to animation timing and speed that looks right.
Far more immersive than vanilla.
Having opened the esps in CSE the settings seem quite balanced.
Of course, anything affecting these settings and later in load order will have the last say.
I wonder if it would be worth it, let alone possible, to use event handlers to overcome that.