Oblivion

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Ventaur

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Ventaur

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<<<<< Version History >>>>> v1.1 ---- Added a global variable that players can set via the console to limit the number of rings their character may reach. Use the console to set this limit variable like so: set NaturalRingsBaseLimit to This is the base limit used in calculations. Mages may still achieve twice this limit an

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Version History >>>>>

v1.1
----
Added a global variable that players can set via the console to limit
the number of rings their character may reach. Use the console to set
this limit variable like so:

set NaturalRingsBaseLimit to <value><br><br>This is the base limit used in calculations. Mages may still achieve<br>twice this limit and thieves may get around x1.5 this limit.<br><br>v1.0<br>----<br>Original release. The base limit is 10. Mages may reach 20 and thieves<br>may reach 15.<br><br><br> Description &gt;&gt;&gt;&gt;&gt;<br><br>This mod removes the standard limit of only 2 rings and makes use of <br>a calculation system. The biped slots are removed from all rings in <br>the Oblivion.esm master file, effectively removing the 2 rings limit.<br>This also removes the ring models from the player character's hands <br>(you will not see the rings on your character's hands).<br><br>Scripts impose a natural limit. What is a natural limit? The player <br>character's natural ring limit is a calculation based on several <br>factors. My thinking here is that a character should not be <br>restricted to a flat number of rings (I'm sure this was used by<br>Bethesda to ensure balance). Instead, a character should be <br>restricted to a dynamic ring limit based on his/her attributes and <br>skills. The character's cohesion with surrounding magical energies <br>should be the limiting factor.<br><br>You may set a base limit for the calculations. This base limit is the <br>limit imposed on a typical character. Please note that characters inclined<br>to the stealth and magical arts will still be able to exceed the base limit. <br>Stealthy characters will average around x1.5 of the base limit while magical<br>characters may reach as high as x2 of the base limit.<br><br>The limit calculation considers the player character's level, <br>intelligence, willpower, magical skills and stealth skills. The base <br>calculation involves the level and magical influencing attributes:<br><br><span class="wbbtab"></span> LimitRatio = Level / 100.0 + Willpower / 200.0 + Intelligence / 333.33<br><br>The limit ratio is further modified by a multiplier. The multiplier <br>is determined from magical skills and stealth skills. The magical <br>skills are, of course, weighted heavier than the stealth skills. <br>I originally set the multiplier to discrete values based on the <br>character's specialization (Combat = x1, Stealth = x1.5, Magic = x2).<br>However, I wasn't content with that scenario, so I changed it to a <br>sliding equation:<br><br><span class="wbbtab"></span> TotalMagicSkills = Alchemy + Alteration + Conjuration + Destruction + Illusion + Mysticism + Restoration<br><span class="wbbtab"></span> TotalStealthSkills = Acrobatics + LightArmor + Marksman + Mercantile + Security + Sneak + Speechcraft<br><span class="wbbtab"></span> MaxRingsMultiplier = (TotalMagicSkills / 2 + TotalStealthSkills / 4 + 173.25) / 231<br><br>I've tweaked the above equations a TON of times to get it as safe <br>and balanced as possible. In the end, I graphed the results that <br>I wanted to get and worked backwards to a function, so it looks a <br>bit odd and arbitrary. It is most definitely not arbitrary.<br><br><span class="wbbtab"></span> MaxRingsLmit = LimitRatio * MaxRingsMultiplier * BaseLimit<br><br>The multiplier has a minimum of 1.0 to prevent penalties in the <br>calculation and the rings limit is adjusted to fall between 2 and <br>the BaseLimit that you specifiy (default is 10) x 2 (for magical <br>characters).<br><br>The attributes and skills used include any bonuses the character <br>may have. For example, if the character is wearing a Helmet of <br>Intelligence, the adjusted Intelligence of the character is used <br>in the calculation.<br><br>BEWARE: If you remove items that were providing your character with <br>one or more bonuses, you may have to remove some rings to fall <br>within a new limit. In fact, the mod will remove the necessary <br>number of rings for you automatically.<br><br><br>This mod is inspired by TimmyPod's Unlimited Rings and Qazaaq's <br>Unlimited Rings v2.0.<br><br><br> Installation &gt;&gt;&gt;&gt;&gt;<br><br>Extract the .zip file into your Oblivion/Data directory.<br><br>INCOMPATIBILITIES: This mod is not compatible with other similar <br>ring mods. This includes the original Unlimited Rings mod and the <br>version 2 mod. Other mods that modify any scripts on the standard <br>rings will also cause conflicts.<br><br><br> Geek Details &gt;&gt;&gt;&gt;&gt;<br><br>All of the standard Oblivion rings are modified to work properly. <br>Their biped slots are removed and each is given a script. Any rings <br>that already had scripts were modified to include the necessary <br>workings. However, all of the existing scripting remains intact. <br>Unfortunately, I had to divide the calculation scripts into 2 <br>separate scripts and quests because they were too lengthy.<br><br>When you first use the mod, all the player character's rings will <br>be unequipped in order to begin properly counting. I originally <br>had a script in-place that counted the number of rings the player <br>is currently wearing and initialized the global counter. This may <br>then cause the calculation scripts to begin unequipping rings. <br>However, I felt that unequipping all rings and displaying a <br>message to the user was more tangible.<br><br>scripts Included<br>----------------<br>NaturalRingsEquipScript<br>NaturalRingsGameModeCalcScript<br>NaturalRingsMenuModeCalcScript<br>NaturalRingsUnequipAllScript<br><br>Quests Included<br>---------------<br>NaturalRingsGameModeCalcQuest<br>NaturalRingsMenuModeCalcQuest<br>NaturalRingsUnequipAllQuest<br><br><br> Other Mods &gt;&gt;&gt;&gt;&gt;<br><br>Other mods may not be compatible with this mod if they change <br>any of the scripts associated with the standard rings in Oblivion. <br><br>This mod can not account for additional rings added by other mods. <br>Unfortunately, a script must be attached to each ring. Therefore, <br>rings introduced by other mods will not have the necessary script <br>(NaturalRingsEquipScript).</value>