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ChaosWarrior

Uploaded by

Klaufman

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About this mod

In short: this will at least make others in game to hit you more reliably, at max it will also make things to be harder to hit and to stagger and add to them some health. All for you to beat the more crap out of them.

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In short: this will at least make others in game to hit you more reliably, at max it will also make things to be harder to hit and to stagger and even add to them some health. All for you to beat the more crap out of them.

Many enemies in game have poor hit chance - like 25-40% when you not yet leveled your agility, then they loose 1% for each 5 points of your agility above their... and you can dodge when you run fast... and block when have shield on. So here is mod.

How it works:
On a barrel with ring at the game's start stuck a scripted dagger (has icon of dwemer cog and skin of glass dagger, also id of "ccccpwnzknife0" for "additem")
Script tracks CellChange event, there also timer for when you are in same cell, and it releases spell with great AOE range directed on player, spell gets absorbed and has cost of 0 mana. All npc get the effects. Player doesnt. Spell is chosen by player's level and options. Options are accessed trough dagger.

There are 3 options for spells - only acurracy, acurracy + agility + evasion, acurracy + agility + evasion + health.

Also worth mentioning that npcs in game despawn at range about 6700 units, z-axis included. Despawned npcs loose all spell effects. (That is for vanilla game, didnt tested how it is done on openmw)

This is remake of my old mod I made in 2015. And I even did update for it few days back. However during that process I unpleasantly discovered many of the game limitations regarding scripts. And after spending 2 days trying to figure why my new version was breaking after I added some features (not the one I uploaded few days before, this one before it was done) I decided to remade it as best I can.

What is the difference?

Well the code went down from about 700 lines to 358, number of condition operators down from 161 to 115, also IDs are now named in a way they are  much easier to find, sort and edit in future. It is different mod so you even can have both at same time (of which I strongly advice against!).

Effects was also rebalanced. Now lower levels get more attention as player capabilities change noticeable between 1-15 lvl than say 15-24.

Levels and bonuses:
fatt = fortify attack (acurracy)
fagi = fortify agility (to resist falling down)
fhea = fortify health (do not choose without MCP fix for it)
sanc = sanctuary (evasion)

1
    4fatt
7
    10fatt
    0fagi
    0fhea
    2sanc
10
    15fatt
    10fagi
    10fhea
    3sanc
12
    20fatt
    15fagi
    12fhea
    5sanc
15
    26fatt
    20fagi
    15fhea
    10sanc
18
    32fatt
    20fagi
    18fhea
    14sanc
21
    38fatt
    25fagi
    20fhea
    20sanc
24
    44fatt
    30fagi
    20fhea
    27sanc
27
    48fatt
    35fagi
    20fhea
    33sanc