Oblivion

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EggDropSoap

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EggDropSoap

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About this mod

Marksmen in the Dark Brotherhood might have noticed that the bow Shadowhunt doesn\'t work as advertised. Shadowhunt Unnerfed fixes the bow\'s Turn Undead and Weakness to Poison effects so that they actually do something.

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Shadowhunt Unnerfed
by EggDropSoap


Marksmen in the Dark Brotherhood might have noticed that the bow Shadowhunt doesn't work as advertised. Shadowhunt Unnerfed fixes the bow's Turn Undead and Weakness to Poison effects so that they actually do something.


Details
=======

The original Bethsoft version of Shadowhunt has Turn Undead and Weakness to Poison effects with a duration of zero. Undead only flee as long as the duration of a Turn Undead effect lasts, so they don't flee at all when hit with Shadowhunt. Due to the way Weakness effects work in Oblivion (the weakness only counts for hits after the one that inflicts the Weakness effect), the instantaneous poison weakness is too short to matter for later poisoned hits.

Shadowhunt Unnerfed adds a duration of 8 seconds to both the Turn Undead and Weakness to Poison enchantments. Eight seconds may seem short, but this was chosen for balance reasons. Shadowhunt already has one of the most powerful Turn Undead enchantments in the game (depending on what level you get it at), and being able to hold a dozen undead at bay to riddle them with arrows would be overpowered. Eight seconds is just long enough to rattle an undead target and keep them that way if you're focussing on it. You can probably hold off two or three ghosts with an unnerfed Shadowhunt if your aim is good and you dodge well.

As for Weakness to Poison, if you can't get another arrow with poison into your target within eight seconds, what are you doing in the Dark Brotherhood?

The other reason for keeping it to eight seconds was to keep the enchantment's charge cost down. I increased the charge on the bow to keep the number of uses about the same. Keeping the duration down let me do that without increasing the value of the bow too much (which increases repair and recharging costs) or vastly increasing how many Soul Gems are needed to keep it topped up. The alternative, keeping the charge cost for the enchantments the same as the original, would have just made Shadowhunt a much better value-per-soul than it was ever intended to be. The way I've done it, it costs slightly more to keep charged than the original, has useful effect durations, but doesn't make it especially better than its value or maintenance costs would entail.


Install
=======

1. Unpack the archive into your Oblivion\Data folder.
2. Launch Oblivion, click "Data Files", and put a checkmark beside "Shadowhunt Unnerfed.esp".

If you are using Oblivion Mod Manager, simply create a mod from the archive and click "Yes" when you are asked to import the OMOD configuration data. Install the new OMOD as usual and play.


Uninstall
=========

Uncheck "Shadowhunt Unnerfed.esp" in Oblivion Launcher under "Data Files" and delete the ESP, or uninstall using Oblivion Mod Manager.


Conflicts
=========

Other mods that change either the enchantment or the stats of Shadowhunt will conflict with Shadowhunt Unnerfed.

Mesh replacers will conflict if they use an ESP to set a custom path, but not if they replace Shadowhunt's mesh directly. Mesh replacers that use an ESP can be made compatible by using Wrye Bash to merge the replacer's ESP and "Shadowhunt Unnerfed.esp".

This will not conflit with any levelled-items mod that does not also change the effects of levelled items.

Unofficial Oblivion Patch 2.3.0 fixes this as well. From the WIP/RELz thread at the Bethsoft forums (http://www.bethsoft.com/bgsforums/index.php?showtopic=788341): "The Turn Undead and Weakness to Poison enchantments of all versions of the Shadowhunt bow (Dark Brotherhood quest reward) will now work properly (had no duration; also adjusted the enchantment manually for a good progression compensating for the extra charge required without overpowering them)." From this quote, it sounds like the UOP team has made a slightly different decision on how to handle the change to charge levels. Chances are that they have also chosen a different duration than I have.


Known Issues or Bugs
====================

None.


History
=======
1.1, 2008/01/12 - Minor ESP cleanup.
1.0, 2008/01/12 - First release.


Contact
=======

You can find me on TESNexus and the official Bethesda Oblivion forums as 'EggDropSoap'
You can send me an email here: eggdropsoap@removethispart_pipemaze.com (remove the obvious bit and the underscore)


Credits
=======

Thanks to UESP Wiki for documenting Shadowhunt's stats and the problem
Thanks to Bethsoft for making such a moddable game


Tools Used
==========
TES Construction Set - http://www.elderscrolls.com/downloads/updates_utilities.htm
Oblivion Mod Manager - http://timeslip.chorrol.com/obmm.html


Licensing/Legal
===============
You can do whatever you want with this mod but don't complain to me if it doesn't work or your PC blows up. And of course, Bethesda Softworks owns all changes to their intellectual property anyway.