Oblivion

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Created by

Kairoch

Uploaded by

Kairoch

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About this mod

A customizable minimod to make NPCs more interesting to fight by adding things like new abilities, revenge ghosts, and adding bonus items.

Permissions and credits
NPC and Creature Buffer v1.5.1

Requirements
============
OBSE

What this does
==============
This is a simple mod that attempts to make NPCs more interesting to fight (modded and vanilla).
Creatures can be buffed slightly as well (optional).

Everything is done dynamically via script and no original records are touched.

NPCs will be more unpredictable with what they have to defend themselves. They will use underutilized tools
such as potions, poisons, scrolls, birthsigns, and some completely new abilities! Many townsfolk will now level
up with the player to not die to the armies of wolves outside their doorsteps, as well as having proper weapons
to defend themselves if you want them to.

An enemy Breton w/ the Atronach Birthsign will be a wizard's worst nightmare, while a High Elf with the Apprentice
Birthsign is a juicy target. Warriors will fear the paralyzing Lover's Kiss. Status effects will also be much more
common compared to vanilla.

By default, NPCs will get:
- A random vanilla birthsign (+ stats and powers associated with them that they will use against you)
- 10% for a unique ability akin to diablo-style affixes/modifiers, some passive + some active (46 to choose from)
    - ex: Magic with Knockdown effects, summons + thematic buffs, stealing your gold, 'going ghost', 1UP, etc
- 35% chance for a faction-based spell if they're associated with Fighters/Mages/Thieves/Arena/DarkBrotherhood
- 25% chance for a health potion, scroll, or poison
- 2% chance for their ghost to come back from the dead and attack you
- Non-leveled list NPCs will have their levels uncapped + will scale with the player now (many are still weak however)
    - Makes townsfolk better at surviving random troll attacks
    - Makes special NPCs like Umbra even more dangerous
- Vanilla race NPCs will utilize racial active abilities like Eye of Fear, Beast Tongue, Orc Berserk, etc.
- NPCs have limited ability to use spells like Turn Undead, Demoralize, and Command Creature/Humanoid
    - These types of spells don't work on the player directly, but can affect summons/companions
- Mythic Dawn NPCs will have their bound armor skill randomized to either mace or sword (50% for each)

Other options to play with:
- Enable randomized weapons for townsfolk (melee wep + chance for shield, bow, staff, or nothing)
- Enable the unique powers for yourself, randomized each time you load up a save
- Disable essential NPCs (makes modded and vanilla npcs killable)
- 'Wimpy Guards Mode' (curses all guards, making them much easier to take down)
- 'Riot Mode' (makes NPCs VERY hostile, prepare for chaos!)
- HP Buffs / Regen Toggles (not recommended unless you have a high damage mod)
- Other misc stuff


The mod is configurable through an ini file, and you can disable features as you wish. It also has potential
for very silly playthroughs if you so desire.


Installation
============
Just put the contents into your Oblivion\Data folder and activate the esp.
Make sure you have OBSE installed!
Load order shouldn't matter.

Compatibility
=============
All items and spells are distributed dynamically via script, and no original records are touched.
It should be compatible with everything.

Known Issues
============
When using 'Ghostify', some characters might look bald while the effect is active when they have some modded hairs.
Wearing a helmet/hat prevents this from happening.

Due to the NPCs' AI combat styles, NPCs are pretty random in whether or not they decide to use a spell from this mod.

Changelog
=========
1.5.1
- Fix - Service/shopkeeper NPCs no longer break if the shopkeeper buff is OFF while the uncapper is ON

1.5
- Added - Vanilla race NPCs should use their active Race Spells like Orc Berserk and Eye of Fear
    - Some scale with level but almost all are weaker than the player's (Beast Tongue is an exception to make it actually useful)
- Added - Some NPCs have limited ability to use weirder spell types like Turn Undead, Demoralize, and Command Creature/Humanoid
    - NPCs with the Ritual Birthsign will now use the Blessed Word spell
    - Demoralize / Command Humanoid don't work on the player, but can affect companions
- Added - Now you can detect which NPCs have a unique quirk with a lesser spell called 'Detect Potential'
    - Also added a spell that reveals exactly what special ability and/or birthsign an NPC has called 'Read Potential'
- Added - NEW QUIRKS
    - (1) Stoneskin: Gain the defense of a rock golem and look like one too! (Requires armor to be effective)
    - (2) Cursed Flames: Throws an AOE fire spell that curses you with Sun Damage + Weakness to Fire
        - The 'curse' is a disease, and if you're under lvl 10 the NPC will hold a cure disease potion
    - (3) Brainwash: A combined small AOE Command Creature/Humanoid spell that also does 10% of the target's hp in damage
    - (4) Plague: Throws a spell that adds a random disease to the target (only affects player), also does 5% of the target's hp in damage
    - (5) Undying: NPC will rise back from the dead once again! Will also be cursed with +100% weakness to weapons/magic
        - By default, only affects leveled list NPCs and ones that respawn (ie. guards, adoring fan, bandits)
- Faction Ability for Mythic Dawn should be better at forcing NPCs to use either Bound Sword or Bound Mace (spell gets swapped instead of having both)
    - Separated this option from the faction % chance, it is now its own toggle option
- Faction Ability for Arena doesn't affect the fighters in the betting ring anymore
- Balance
    - Gave proper cooldowns for non-Arena Faction abilities and their quirk-like counterparts (30 seconds for all)
    - Increased duration of certain buffs, since some were too short to even notice sometimes
        - Ghostify duration increased from 12(15) seconds -> 20(25) seconds (Hard Mode)
        - Spike shields increased from 12(15) seconds -> 20(25) seconds
    - Arena Faction Ability Changed to: +12-15 hp, +refill fatigue, +10 str/agility, +25% weakness to magic and normal weapons, 12-15 secs
        - Cooldown lowered 180(180) -> 120(120)
    - Kickback cooldown increased from 10(10) seconds -> 20(20) seconds (Human version uses old cooldown)
- Other - Revenge Ghosts have proper randomization of their spells instead of cycling
- Other - Ghostify effect from Summon Ghost is now consistent with the proper Ghostify's immunities, Min Level Updated to reflect this buff

1.4
- Nerfed Faction-Based Abilities (especially the Arena buff)
- Added a toggle for the semi-scaling HP Buffs (used to always be on, now defaults to OFF)
- Improved NPC staff variety when townsfolk weapons are enabled
- Changed default config to have a very vanilla+ feel - No HP Buffs, just randomized items + abilities. Feels much nicer.
- Reduced the stronger kickback effect
- Misc. Fixes

1.3
- Evil NPCs have a chance to initially be invisible to try to ambush trespassers / prevent preemptive sniping
- Added an option to give a defense buff to important main/guild quest enemy NPCs
- Added an option to exclude 1 HP NPCs from getting HP buffs like Rufio for the Dark Brotherhood questline
- Added more config options for NPC bonus loot items
- Added a few custom healing potions that NPCs will use
- Nerfed Revenge Ghost HP per level
- Restructured the script to make it more reliably responsive

1.2
- Added Spooky Ghosts! NPCs can try to get their revenge in the afterlife
- Added a cooldown to all active bonus abilities (most 60 seconds, as opposed to 1 use per day)
- Added 7 Generic Powers (Spike Shields, Pickpocket, Pilfer, Summon Clannfear/Scamp, Complete Bound Armor, Kickback)
- Added a config option to limit bonus abilities by player level (off by default)
- Adrenaline Rush abilities now have a particle effect to tell when the invincibility runs out (configurable)
- The "A Power for Me" option now gives a better selection of powers
- The AOE Touch spells now have a knockback effect instead of the long weakness effect
- Chameleon removed from the hard mode spells due to NPCs getting visual glitches

1.1.1
- Fixed the "Add weapons to NPCs" option, should no longer cause crashes
- Spell vendors should no longer sell their faction-only powers

1.1
- Added 3 Generic Powers (Summon Baby Spider, Ghostify, and Transmute)
- Added many configuration options
- Combined the Normal/Hard esps. Just pick the difficulty from the config file.
- Tweaked a few powers to have them scale better
- Added an experimental "Riot Mode", only use it for fun. Don't use it for a serious playthrough.

1.0 Initial Release