Oblivion
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wakkoswami

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wakkoswami

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About this mod

Weakens aspects of OOO that are too overpowered and makes some skills and items more useful.

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Weakens aspects of OOO that are too overpowered and makes some skills and items more useful.


Requirements
:
Oscuro's Oblivion Overhaul
Unofficial Oblivion Patch
Unofficial Shivering Isles Patch
OOO Extended - Make sure that you're using the updated esp for this from "OOO Misc Files" under the optional downloads on the main OOO mod page listed above, it shouldn't matter whether you use the RealSwords version or not. You only need the Meshes/Textures from the actual OOO Extended mod page.
OOO Shivering Isles
Real Chameleon Rebalance


Recommended Mods for use with OOO:
Unleveled Quest Rewards by Kobal
Leveled quest rewards no longer depend on your Character Level, but instead are set to always be the same based on how difficult it is to obtain them.
More Effective Enchantments by Maskar
More charges/uses for enchanted weapons.
AV Uncapper by JRoush
Used by this mod to uncap the Strength/Agility damage bonus for melee/bow attacks past 100. Still optional, more details below.


Optional Mods:

DenockArrowToo by dwarren
Denock drawn arrows with the Ready Weapon key, a must have mod for archers.
Better recoil and stagger by Souldemon
Adds a new and much shorter recoil/stagger animation that is used in addition to the old ones. Makes combat more fluid and fast paced by reducing the occurrences of the long recoil animation that would happen after striking a blocking opponent. Also greatly reduces the chance of being "chain-staggered" when facing multiple enemies. Works for both the player and NPCs, so it's fair and balanced.
Semi-Auto Attempt Lock Picking
Automatically unlocks chests/doors if your security skill is higher than the lock's level.



Enchantment changes:

Detect Life max enchantment from 20ft to 90ft
Feather max enchantment from 50pt to 85pt
Resist Disease/Paralysis/Fire/Frost/Shock max enchantment from 25% to 50%

Resist Normal Weapons cost per point reduced from 800 to 300 (still no custom enchants, affects found items only)
Reflect Damage cost per point increased from 800 to 1500 (still no custom enchants, affects found items only)
Fortify Attribute/Skill cost per point reduced from 800 to 400
Fortify Health cost per point reduced from 500 to 250
Fire/Frost/Shock shield cost per point increased from 800 to 1000

Shield max enchantment from 14% to 15%, cost per point reduced from 1000 to 800
Resist Magic max enchantment from 20% to 15%, cost per point raised from 950 to 1000
Resist Poison max enchantment from 20% to 50%, cost per point reduced from 150 to 90
Fortify Magicka max enchantment from 30pt to 33pt, cost per point reduced from 400 to 180. Fortify Magicka has nearly the same cost and effect as Fortifying Intelligence now, but even though the max enchantment for either gives 33 magicka, Fortifying Intelligence will usually give you a bigger magicka boost if using a weaker soul gem.

A lot of the generic enchantments used for various magic items have been adjusted based on the above changes, many items that you find will be more useful. Some Sigil Stone effects have been boosted to compensate as well.

Grand Soul gem weapon enchantments are reduced to their vanilla values. They were blown out of proportion in OOO. The "More Effective Enchantments" mod already fixes the issue with too few charges on weapons, and custom enchanted weapons are typically still the most powerful option available even after the change.

The Kelum Mor Dwemer heavy defensive staff that can be found near the beginning of the game has been nerfed. Detect Life 100pts and Fortify Fatigue 100pts have been removed leaving the staff with: Fortify Endurance 10pts and Resist Fire/Frost/Shock 10pts.

Removed the +40 Security bonus from the Skeleton Key so that the Security skill isn't completely trivialized. Now the Skeleton Key is simply an unbreakable lockpick that is still well worth getting for any thief, since you can just Auto-Attempt every lock in the game after you get it.



Chameleon changes:

100% Chameleon still exists in OOO and is still completely gamebreaking, so this is my solution to the problem. When used with this mod's settings, "Real Chameleon Rebalance" by phillnet has been seamlessly integrated into OOO. I disabled the new "invisibility" feature that the mod adds as well as the messages. So you're left with just a 99% maximum chameleon cap with no fuss. This change balances chameleon in OOO quite well, you still need a high sneak skill to stay hidden and you can only score consecutive sneak attacks on "less aware" targets, like the undead. Note: If you have 100% chameleon it'll still show as such in the menu, but the new maximum is 99%.

If you prefer, the new invisibilty feature can be turned back on and the chameleon limit can be customized as well by changing a few globals in the console, though the messages will still be disabled either way.
"set impcl to ##" - Controls chameleon limit (99 by default)
"set impcil to ##" - Controls invisibility limit (1000 by default - disabled)
Check out the "Real Chameleon Rebalance" readme for more details.



Race/Birthsign changes:

Breton's passive abilities halved so they don't overclass other races as much, +50 Magicka and 50% Resist Magic reduced to +25 Magicka and 25% Resist Magic.

Wood Elf/Bosmer's "Beast Tongue" greater power can command creatures up to Level 25 instead of Level 5.

Ritual: 15% Resist Disease to 25%
Lady: 15% Resist Paralysis to 25%
Lord: Trollkin curse reduced from 50% to the original 25%
Serpent: "Serpent Spell" made into a lesser power
Shadow: Now a lesser power costing 60 magicka to cast, Invisibility lasts for 15 seconds
Tower: "Tower Key" greater power opens a very hard lock instead of average, "Tower Warden" greater power changed to 25% Reflect Damage for 60 seconds versus 5% for 120 seconds, 15% Resist Poison to +25%
Lover: "Lover's Kiss" made into a lesser power, added new "Lover's Comfort" passive ability that constantly restores 1 pt of health on self



Economy changes:

The bounties for committing crime have been increased:
Lockpicking 5 to 25
Pickpocketing 25 to 100
Assault/trespassing 40 to 200
Jailbreak 50 to 250
Stealing a horse 250 to 500
Murder 1000 to 5000

Houses have had their prices reduced to their original values.

The cost of repairing items at a vendor has been halved.

The Master Mercantile perk bonus has been doubled, all shops will have 1000 more gold to barter versus 500.



Storebought Unique Item changes:

Reduced the "Value" on these items to make them a more reasonable purchase. "Value" is a stat on each item and shouldn't be confused with the item's actual cost. The bulk of an item's cost comes from the enchantments, so they're all still expensive even after this change.

I removed all of the negative enchantments from the items. The sole exception was the "Ring of Transmutation" which I left with a Drain Endurance 5 pts, since it's not really a Ring of Transmutation unless it's actually "transmuting" something.

Finally, I added useful enchantments to some items that can only be purchased from a vendor once your Mercantile skill reaches 50 to make the skill more useful:
Quicksilver Boots - Added Reflect Damage 10 pts.
Mantle of the Woodsman - Added 30% Chameleon
Ring of Wortcraft - Added Resist Disease/Paralysis/Poison 50%

And to improve a couple of the other items, instead of Aegis of the Apocalypse and Helm of Ferocity improving several different melee skills, they now focus on just one:
Aegis of Apocalypse: Blade +10, Heavy Armor +5
Helm of Ferocity: Blunt +15



Other changes:
The odds of disarming an enemy with either your weapon or shield have been reduced from 15% to their vanilla values of 5%. Since disarming any melee reliant enemy and stealing their weapon turns them into a sitting duck, I felt that this change was warranted. The journeyman weapon perk shouldn't outclass the expert/master perks so easily.

Disabled all automatic map markers, so you have to travel to every location by yourself at least once before being able to fast travel.

Disabled the miscellaneous unofficial patch items and the "Follower Double-Face Bug Fix" spell on starting a new game since they aren't typically needed when enginebugfixes is being used. You can get the UOP item by typing into the console "startquest uopmenuitemadd", and you can get the spell through the item if you need it. You can get the USIP item back with "startquest usipmenuitemadd".

Added a "Restore Attributes" novice level spell to Calindil, Edgar Vautrine, and Ungarion that restores all attributes by 1 point.

fjumpfalltimemin has been changed from 0.2 to 1.0.
This setting controls the amount of time your character has to fall before taking damage. You'll still take fall damage when it feels like you should, but now your character won't break their ankles multiple times whenever you try to go down a hill.

These 3 generic messages have been disabled:
"Loading area..."
"My horse is stabled outside the city gate."
"Autosaving..."

Detect Trap spells/scrolls removed from the game because I disable the chest traps personally. If you do use traps you may not like this change and TES4Edit is your friend in this situation.

Torches and illuminate staves carry light 25% farther.

The Dragon's Purification bow/arrows, and the letter found in the Dark Brotherhood sanctuary have been removed and replaced with some weaker enchanted arrows. OOOExtended already adds the bow and the more powerful arrows to one of the Skyrim Bandits, and originally the standalone equipment addon made this change as well, but it wasn't carried over into the updated OOOExtended esp that is now available for whatever reason. So you can technically consider this a fix.

The Imperial Dragon Robe added by OOOExtended doesn't show up in the armory until the Imperial Dragon armor is completed at the end of the Main Questline.



AV Uncapper:
I've added favuMaxWeaponDamageAttribute and favuMaxHandDamageAttribute settings to this esp and set them to 255. If you install AVUncapper.dll from the "AV Uncapper" mod into your OBSE plugins then these settings will automatically take effect and any additions to your Strength/Agility past 100 will continue to raise your melee/bow damage instead of the damage bonus from these attributes capping out at 100. If you don't care to do this then you can just ignore it and there won't be any effect on your game.



Conflicts:
Anything altering the chameleon effect or any of the stuff I changed will probably conflict. This mod should be loaded after IMPChameleonSEV.esp, near the bottom of your load order.


Credits/Permissions:
Credit for all the required and optional mods go 100% to their authors. Permission has been given to use the required mods as masters from the authors of their respective mods, either way this mod is simply a patch and uses no assets whatsoever from any of these mods, so there shouldn't be any issues with me uploading this.