hey, english is not my main language, so sorry in advance. I downloaded the mod used manager and says active and so on, im lvl 16, i finished mages guild quest and got spelldrinker with 18 absord, shouldnt it be 20, like it says on the list here?
How are Amber and Madness weapons and armors handled in this and Ascension? I have tried reading everything including posts and see no comment on them.
Great, I prefer that answer! Thank you so much for Ascension… it with your other mods are Oblivion as it should be played. I’m guilty of meta gaming it in the past and now I just play and enjoy, so much better!
the crimson eviscerator should probably be downtuned, since you can get at the very start of the game without any combat, and it out-powers basically everything else for a long time, both stat wise and enchantment wise. i'd also drop umbra's armor a stat level down to orcish.
Hey, just a warning for anyone using this with a bashed patch:
Oblivion.esm defines various quest items as having 0 value. UOP fixes this by assigning higher and higher gold values to these items as they increase in level. This mod retains the 0 value on each item.
Because of this, a bashed patch will naturally merge the two changes, meaning that various different levels of quest rewards will have the same stats, but higher value at higher levels.
Currently, the best workaround for this is to not merge reward items into your bashed patch, so they will overwrite the UOP changes completely.
PushTheWinButton, I'm not expert on Wrye Bash having only discovered it's power recently, but do you think the esp should be marked as NoMerge? Alternatively, setting all the gold values for the items from 0 to 1 will automatically make everything merge properly.
Hey Push, this is sorta related to this so I'm wondering your opinion on it.
What are your thoughts about the gold rewards specifically? The lower-leveled amounts always seemed a bit paltry to me, and I'm wondering if having them unleveled or at least tweaked a bit would still be balanced.
I think there is another mod which unlevels the gold rewards. I’ve never really looked into what it does or how to balance the gold, but I do agree that some of the 50 gold rewards at low levels are a bit dumb. It would be good to get a decent amount and then feel like you really gained something from doing the quest in the early-game.
Update: PushTheWinButton took this feedback, and if anyone wants to expand on the sigil stone idea, feel free. The original feedback is as follows:
A Dark Elf, naturally 75% resistant to fire, who rushes the "Unfriendly Competition" quest with Thoronir and Agarmir will gain the Weatherward Circlet in it's 30% form, thereby becoming immune to fire damage. I feel this is potentially too gracious of a reward in this state, and should be the 20% version to allow at least 5% of fire damage through. This can also serve to make it more difficult for this race(or any race) as a vampire to trivialize a primary downside of vampirism. It is also one of the best defensive rings in the entire game in this form, as this high-magnitude dual-enchantment is unique.
Re: sigil stones: I would use special discretion and compare them each with versions of their effects/type present on the items this mod has locked-in, and ensure the sigil's enchantment is slightly inferior to unique items with the same type. For instance, Weatherward Circlet at 20/20% would suggest the sigil stone that offers Resist Fire or Frost be below 40% in magnitude so that it is not superior to the unique item, but is at least proportionate to it, allowing other gear to gain similar effects from enchanting but never superior or flat out identical to such items. For Spell Absorption, I'd compare to Spelldrinker's Amulet, which sits at 20pts with this mod. Perhaps 15pts or thereabouts for the enchantment the stone grants. I'm just brainstorming how you'd use discretion when balancing these.
Hey, want to thank you for your mods on Nexus. Between this and FNV I've spent a lot of time figuring out how modding(from end-user experience to hosting/delivery to authoring the darn things to making sure it plays nice with other conventional mods) works, and within that, you've made my experience pleasant and more interesting than ever. I'm going to update a guide that references several of your mods, written by yours truly, to reflect this receipt of input and action taken. You're an unsung hero.
Any way you could add the EnchantmentStats Bash Tag? The Unoffical Oblivion Patch has this tag, which will overwrite the enchantment rebalance of Blade of Woe when creating a bashed patch.
The "Enchantments" tag might be necessary as well. Enchantments for the "Mage's Staff of Telekinesis" and "Mankar Camoran's Staff" are also overwritten.
Chillrend is anything but balanced lol, considering how easy it is to obtain. With Ascension and your other Balanced mods it just tears through enemies on lower levels. Also, Redwave was made a leveled item by a fix in UOP, so I think Redwawe should be included into this mod to overrride UOP and make it static again.
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Or am i missing something?
the crimson eviscerator should probably be downtuned, since you can get at the very start of the game without any combat, and it out-powers basically everything else for a long time, both stat wise and enchantment wise. i'd also drop umbra's armor a stat level down to orcish.
Oblivion.esm defines various quest items as having 0 value. UOP fixes this by assigning higher and higher gold values to these items as they increase in level. This mod retains the 0 value on each item.
Because of this, a bashed patch will naturally merge the two changes, meaning that various different levels of quest rewards will have the same stats, but higher value at higher levels.
Currently, the best workaround for this is to not merge reward items into your bashed patch, so they will overwrite the UOP changes completely.
PushTheWinButton, I'm not expert on Wrye Bash having only discovered it's power recently, but do you think the esp should be marked as NoMerge? Alternatively, setting all the gold values for the items from 0 to 1 will automatically make everything merge properly.
It also happens to the Robe of the Conjurer as well
What are your thoughts about the gold rewards specifically? The lower-leveled amounts always seemed a bit paltry to me, and I'm wondering if having them unleveled or at least tweaked a bit would still be balanced.
This mod complements the previous one by increasing arena gold rewards.
A Dark Elf, naturally 75% resistant to fire, who rushes the "Unfriendly Competition" quest with Thoronir and Agarmir will gain the Weatherward Circlet in it's 30% form, thereby becoming immune to fire damage. I feel this is potentially too gracious of a reward in this state, and should be the 20% version to allow at least 5% of fire damage through. This can also serve to make it more difficult for this race(or any race) as a vampire to trivialize a primary downside of vampirism. It is also one of the best defensive rings in the entire game in this form, as this high-magnitude dual-enchantment is unique.
Re: sigil stones: I would use special discretion and compare them each with versions of their effects/type present on the items this mod has locked-in, and ensure the sigil's enchantment is slightly inferior to unique items with the same type. For instance, Weatherward Circlet at 20/20% would suggest the sigil stone that offers Resist Fire or Frost be below 40% in magnitude so that it is not superior to the unique item, but is at least proportionate to it, allowing other gear to gain similar effects from enchanting but never superior or flat out identical to such items. For Spell Absorption, I'd compare to Spelldrinker's Amulet, which sits at 20pts with this mod. Perhaps 15pts or thereabouts for the enchantment the stone grants. I'm just brainstorming how you'd use discretion when balancing these.
The sigil stone suggestion seems logical too. That will take a bit more time, so I will add it the list and have a look at it for a future update.
The Unoffical Oblivion Patch has this tag, which will overwrite the enchantment rebalance of Blade of Woe when creating a bashed patch.