Oblivion

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GIVEMETHEDAMNFILE

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GIVEMETHEDAMNFILE

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About this mod

Rebalances Shivering Isles guard equipment for increased viability and diversity.

Permissions and credits
Something that annoys the hell out of me with vanilla Golden Saint and Dark Seducer equipment is that it's so LINEAR: Saints go from Waraxes to Maces to Shortswords to Longswords and Seducers from Shortswords to Longswords to Waraxes to Maces, each one of which is about two weapon-grades above the previous, and the whole affair is rather silly. Strangely enough, nobody seems to have tackled THIS issue - apparently stripping Daedra down to the nude is far more important - so I stepped up to the plate and fixed it. Well, SEVERAL things about the affair, really:

A) Weapon grades went along the line of Iron-Silver-Elven-Ebony for each item on the line: this has been changes to Elven-Glass-Ebony-Daedric (You'd think Daedra would be able to arm themselves with better than the equivilent of iron)
B) Each weapon grade has the four different weapon types in it, using the same levelling scale the vanilla setup: Golden Saints won't be confined to just longswords at high levels but also shortswords and waraxes and maces, each as potentially deadly as their trademark weapon, with Seducers getting the same.
C) Strange nuances in the weapon data have been ironed out, meaning each set is as viable as the other and its Tamrielic equivilent (High-end Dark Seducer arrows no longer weigh half a freakin' pound).

In addition to altering weapon data, a second plugin gives armor a similar treatment: guard armors are made playable, given equivilent monetary values to vanilla Oblivion sets, and given appropriate durability. The segregation of armor modifications into a second mod is to ensure that the primary purpose of this mod (weapons adjustment) is able to work with other Shivering Isles guard armor mods (such as that one that makes the suits into individual pieces).

INSTALLATION

Open up the archive and pick your plugin. If you already have a Shivering Isles guard armor mod, use the Balanced+Improved SI Guard Weapons file (the first one): if you're not and want to use my armor modifications as noted above, then use BISIGW+Playable Balanced Armors (second one). For obvious reasons you shouldn't use both at the same time.

BUGS

Because FCOM is more or less grafted to the spine of my current installation, I haven't had a proper chance to test this mod on a vanilla installation, though what I did gleam from my FCOM-infected tests is that the new items function properly and no hazards should be present (this ain't Midas Magick, after all, it's a bunch of sodding equipment tweaks).