Daedric Resilience by Guinefort1
Oblivion » Gameplay Effects and Changes
Added: 08/03/2017 - 03:17AM
Updated: 08/03/2017 - 03:50AM

6 Endorsements

1.0 Latest version

45 Unique D/Ls

104 Total D/Ls

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Uploaded by Guinefort1


Last updated at 3:50, 8 Mar 2017 Uploaded at 3:17, 8 Mar 2017

Welcome to the twenty-sixth installment of my Oblivion Immersion Series.  The Daedra coming with complete normal weapons resistance in Morrowind was an interesting (and at times, aggravating) feature, in that it reinforced the nature of the Daedra as wholly supernatural and other.  This trait was removed in Oblivion, most likely for pragmatic reasons; it would make for frustrating game-play, especially at low levels, in a story whose plot revolves around killing Daedra so much.  This mod restores the weapons resistance trait to Deadra to bring Oblivion more in line with Morrowind, but comes in two versions:

  • Morrowind Edition: Or as I like to call it: "Morrowind is the Sacred Cow of the Franchise According to the Fanboys;" 100% normal weapons resistance to all Daedra, regardless of level, like in Morrowind; not recommended for early-game unless you're a total lore-monger or unless you want the absurd challenge of a borderline unplayable main quest in the early game and the high risk of horrendous casualties.
  • Practical Edition: For those who want reasonable game-play; adds scaling weapons resistance to all Deadra, from 20-100%, according to their level; thus weak Daedra get the weakest resistance and strong Deadra get strong or complete resistance

  • Practical Edition scaling: 
  • 20%: scamps, clannfear runts, churls, caitiffs, spiderlings
  • 40%: clannfear, flame atronach, kynreeve, kynval
  • 60%: frost atronach, daedroth, kynmarcher
  • 80%: storm atronach, spider daedra, markynaz
  • 100%: xivilai, valkynaz

Further matters for the Practical Edition:

  • As a general rule, non-generic,non-leveled-list Daedra spawns will have resistances that approximate whatever Daedra their stats/equipment/spells best resemble (for example, Dremora that aren’t called Kynmarcher but use Kynmarcher-level spells/equipment will be given equivalent weapons resistance)  
  • Unique and named Daedra (i.e. Kathutet, Anaxes)will be given 100% weapons resistance, because they’re special or something
  • Quest-specific leveled Daedra (i.e. The Sunken One, the Frost Atronach Glade Guardians) will be given level-dependent, rather than type-dependent, resistance, to keep the quests at a fair difficulty regardless of character level

The Blood of a Divine plugin is an optional file that makes the ebony weapons able to damage normal-weapons-resistant enemies, like ghosts.  No files for the DLCs are available, as I've been having problems with the CS saving the DLC-dependent plugins.


Oblivion Version 1.2.0416  

Installation Instructions

Copy contents into your Oblivion data folder. 

Uninstallation Instructions

Delete the plugin 


Both editions are mutually incompatible, so pick only one. 

Known Issues

None at the moment 

Feel free to come to me with questions or issues and I will help as best as I can.  That said, please bear in mind that I am a novice modder and may not be able to offer much in the way of assistance. 


Thanks to: 

Bethesda Softworks
TES Nexus
The Imperial Library
LHammonds - Readme Generator 

I am making this mod open to revision by the public.  If you have any ideas of how to expand or improve upon this mod, then go ahead.  No permission needed.  All I ask is that you give me proper credit.  This mod and its contents may not be commercialized for any reason.