Oblivion

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Cray

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KlausWulfenbach

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About this mod

A thorough adjustment of leveled items, unique items and DLC rewards.

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CPR - Cray's Personal Rebalances

A Reward Balance Overhaul

CPR is exactly what the name suggests: A general adjustment of reward balance to suit the author’s standards. Originally starting as a simple editing of Mehrunes’ Razor and the three versions of its enchantment, its scope soon spiraled out to encompass most unique items, leveled equipment and artifacts, with an additional stop by the Orrery DLC’s major powers. What you see here is the product of the ensuing design document and TES4Edit/Construction Set binge. Cray’s Personal Rebalances is intentionally formatted as a grab bag of plugins to maximize modularity. Users are encouraged to pick and choose individual files according to their preferences, or simply use the merged plugins if they like everything listed.

The full changelog and readme listing all edits is available both in the download and in online format.

Feature Summary

Core Oblivion Plugins


Leveled Items:
CPR strives to ensure that all tiers of leveled items are viable equipment regardless of what level one receives them at. Enchantment uses are generally increased, and notably underpowered enchantments are buffed.

Daedric Artifacts: The rewards for Daedric quests have their existing enchantment effects buffed, in line with their legendary status. Exceptions are the Cuirass of the Saviour's Hide, which now additionally grants a lesser power while worn, and Volendrung, which has had its enchantment replaced entirely in accordance with the Skyrim version — You will still knock enemies down with Absorb Fatigue, but you will need to land several strikes.

Unique Items: Although given a lesser standard of power than Daedric ones, other unique artifacts were similarly given a sweep of their own. Particular attention was paid to the merchant items unlocked at Journeyman level in Mercantile: Several of them are hardly viable, one is a gag item at best, and the concept of strong items with drawbacks was not executed remarkably well. Disadvantages were reduced and at times removed, several items have been reworked, all with viability and being worth the coin in mind.

Imperial Dragon Armor: Not much of a questline end reward, now is it? Stats have been increased to match Glass/Daedric, with custom enchantments.

Brusef Amelion's Gear: The light ceremonial armor isn't valuable enough to possibly cover Biene's debt..Until you install the corresponding CPR plugin, that is, giving it the stats of Elven armor and giving the sword a new enchantment.

Mages' Guild Finale Robes: The unique robes featured at the finale of the MG questline are unenchanted, and Mannimarco doesn't carry his own hood. CPR MG Finale Robes.esp addresses this by giving Mannimarco his hood back and enchanting both his outfit and the Arch-Mage's robe and hood. Each hood additionally grants a lesser power matching its original user.


DLC Plugins


Mehrunes' Razor: Keeping to the razor itself, this plugin reduces its reach to .6 to bring it in line with all other daggers, then slightly increasing the damage to make it the best of them for sneak attacks. The Disintegrate Armor magnitude is multiplied by its duration, which is then reduced to 1 in order to deliver all of the damage in one hit. If you are using a mod that enables greater sneak attacks from daggers, such as Maskar's Oblivion Overhaul, this makes Mehrunes' Razor a must for any assassin.

Frostcrag: A more modest plugin, this simply makes the Pentamagic Loop worth taking out of the solitary tower while Daedric Lava Whiskey becomes a particularly potent potable that a cornered adventurer could drink to get out of a sticky situation.

Vile Lair: CPR Rebalances the Crimson Scar items so that they remain viable, but don't swiftly outclass the Blade of Woe. The Crimson Eviscerator loses its damage enchantment, but gains a minor Absorb Health effect to make a flurry of slashes with the charge-hungry weapon a good way to win a battle of attrition.

Fighter's Stronghold: This plugin buffs the Dragon Breath powers and slightly buffs Lord Kain's shield, while making the wine cellar much more of a treat: Each special wine is now a significantly more potent potion with additional sale value.

Thieves Den: The merchandise sold by the unlockable merchants isn't too bad, but the potions and some of the arrows do need some work. Nightmask is given Chameleon, while the Magnification potions have Night Eye added, with some duration boosts. Tracer and Blindness arrows are also significantly buffed.

Orrery: All of the greater powers have been renamed and reworked entirely. They are no longer plain +20/-20 attribute modifiers - Each of them is unique and very powerful. Bothiel will probably be quite giddy.

Knights of the Nine: The equipment in this DLC is actually remarkably good, but there were unfortunately some holes. Umaril's Sword enchantments have been buffed, while charges have been buffed. The Crusader's weapons have had their enchantment costs reduced and matched to have the same amount of uses, while the Turn Undead effect on the mace has been replaced with Damage Fatigue.

Shivering Isles: This applies the same standard as the core Oblivion plugins to most SI leveled or unique items, while adding enchantments to the reward Dark Seducer and Golden Saint armors, as well as the Sword of Jyggalag.

Additional/Optional Plugins

Dremora Equipment:


CPR Dremora Weapons.esp buffs Dremora weapons, base and enchanted, above nuisance status, making them more viable as threats and personal equipment alike so that it's worth bringing one back from the Deadlands for more than vendor trash.

CPR Dremora Armor.esp makes Dremora Armor playable, assigning the heavy armor and robes the stats of the various tiers of armor in Tamriel and retexturing it with ~Satu~'s Ash themed texture.

CPR Dremora Markynaz.esp gives the Dremora rank of the same name a unique tier of armor inbetween Ebony and Daedric, while modifying two out of the three greatsword-wielding melee Dremora Markynaz to instead carry an enchanted one handed weapon (One a Blade, one a Blunt) and the CPR-added Dremora Markynaz Shield, with a 25% chance of carrying one of ten enchanted versions. Dremora Markynaz armor and shields use ~Satu~'s Black retexture.

Daedric Armor Retexture by trollf: Trollf released a pair of Daedric Armor retextures as a modder's resource on the nexus. This optional download includes the first for the benefit of players who may find the vanilla Daedric armor look lackluster after adding the new appearance of Dremora armor.