Oblivion

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Tekuromoto

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Tekuromoto

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About this mod

Allows a user-defined maximum for the number of enchanted items the player can equip and provides penalties for exceeding the maximum. Also, optionally allows use of unlimited rings and/or amulets from all mods, and a way to see your unlimited items when in use.

Permissions and credits
Mirrors
Realistic Enchanted Item Limits
v1.2

by Tekuromoto

Don't miss my other mods!

NOTE: If you're upgrading from 1.1 to 1.2, please re-read the section on unlimited items, as 1.2 totally changes the way it works. There are no "morph items" anymore.

SEE THE README IN THE DOWNLOAD FOR FULL INSTRUCTIONS, CREDITS, ETC.

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Introduction
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It's always sort of bothered me how all characters tend to become magical tanks as they gain levels: my Breton mage, in addition to being able to cast better spells, should probably be able to surround himself with more potent enchanted items than my big dumb orc fighter - or at the very least, use more magic items sooner in his career. The limit of 2 rings and 1 amulet has always bothered me too, but on the other hand using "unlimited" rings and amulets seems way too overpowered to me. That and I like being able to see the rings or amulet worn by my character, especially if the item is some pretty trinket added from a mod.

I've used a few different mods and tweaks that sort of deal with these issues, but none of them did everything I wanted the way I wanted. So, I made my own version.

Realistic Enchanted Item Limits (REIL) has a number of features, some of which are unavailable in any other mod that I know of:
- User defined maximum number of equipped magic items
- Scalable penalties for exceeding the maximum
- Ability to set the maximum to be dynamically dependent upon your combined Intelligence and Wisdom (the traditional "magic" attributes)
- Optional on-the-fly unlimited rings and/or amulets: removes the 'biped slots' from any rings or amulets from any mods, with no side-effects if REIL is removed
- Fully customizable with included .ini file

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Requirements
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Oblivion Script Extender. Get the latest version here.
You MUST have OBSE for this mod to work. You also MUST be some kind of Luddite if you refuse to use OBSE. :)

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Functions and Features
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REIL regularly checks how many enchanted items the player has equipped and if it exceeds the defined maximum the player suffers a jolt of magical backlash. This jolt can be configured to be simply a visual clue (with no actual game play effect) or can be scaled to do damage to the player's magicka, health, and fatigue. The frequency of the checks can be configured, although the default of once per minute should be fine since REIL's scripts are very light and Oblivion's script processing engine is very robust. The main reason the check is done regularly while the player is out of the inventory screen is so that players can't defeat the system by equipping items (or full suits, like most hotkey mods allow) by using hotkeys during play.

In the vanilla game a player can equip up to 11 magic items: ammo, head, torso, hands, legs, feet, weapon, shield, amulet, and two rings. Using the config file you can set your limit as high or as low as you want, or you can use dynamic scaling. If dynamic limit scaling is used, the maximum number of items is dependent upon the total of the player's Intelligence and Willpower, including bonuses. A great way for a dumb fighter to boost his limit is to wear an item that boosts one or both of these attributes. Dynamic scaling has two modes, normal and hard. Normal mode will allow you to use 1 magic item for every 10 combined points of Int and Wis. This means Joe Average Fighter/Thief should be able to use about 10 items when in the middle to high levels, while mages will be able to wear considerably more, and sooner, up to 20 once Intelligence and Willpower are maxxed out - and even more if you're using a mod that removes the stat limits (eg, Elys' Uncapper). Hard mode lets you use 1 item per 20 combined points of Int and Wis. Both modes round any decimal to the next highest number; that is, 41 combined points lets you use 5 items in normal mode (41 / 10 = 4.1 --> 5) or 3 in hard mode (41 / 20 = 2.05 --> 3).

REIL includes an option to disregard a mage's staff when calculating the total of equipped items; that is, a staff can be a "free" item. Additionally, all weapons can be disregarded, so the dumb fighter isn't penalized for his flaming sword.

REIL includes the option to use unlimited rings and/or amulets. Any and all rings and/or amulets added by any mod will work perfectly with REIL's unlimited rings and amulets system, and the unlimited-ness will be removed if you decide to stop using REIL or even just the optional unlimited component. No fuss, no muss.

One problem with unlimited rings and amulets is that with such an option enabled the game doesn't display rings or amulets worn on your character's "paper doll" that you see when the inventory screen is open. To make rings or amulets unlimited a mod must remove the "biped slots" from the items: this is the code that tells the game which part of the body the item is worn on, and with no biped slots the game doesn't know where the item is worn so it just doesn't display it. It also doesn't count it against how many you can normally wear (ie, 1 amulet slot item and 2 ring slot items), thus they become "unlimited".

Most mods handle the "unlimited item" problem by removing the biped slots from ALL items. With REIL, you can select which items you want to remove the slots from (thereby making them invisible and not counting against the game's limit of 1 amulet and 2 rings), and you can also put the slots back onto items that you've removed them from. By hovering the mouse over a ring-slot or amulet-slot item in your inventory and pressing the "grab" control (usually Z) you can toggle the item between normal mode and no-biped-slots mode. After adjusting the slots on an item that is currently equipped you may have to unequip and re-equip the item to see any changes. Closing and opening the inventory again should refresh the graphics, too.

This system should give you complete freedom of choice as to what single amulet and pair of rings you wish to see, while providing all the benefits of unlimited rings and amulets. A side benefit of this system is that NPCs, including companions, will still be able to equip rings and amulets (they generally refuse to equip items with no biped slots). Unfortunately, changes to the biped slots do not get saved in the file when you saved your game. This might lead having to do a bit of fiddling with your slots when you want to adjust things again upon starting a new gaming session. I think it's a small price to pay for the flexibility that the system provides. With a new version of OBSE I may be able to fix this, but it is not possible currently.

I do *NOT* recommend using any other method of setting up "unlimited" items, including the clothing tweaks in WryeBash. Other mods or tweaks will conflict with my system in unpredictable ways. You've been warned. :)


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Customization
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Included with the mod is a configuration file that allows you to tweak the mod to your liking. Simply open "DS Realistic Enchanted Item Limits.ini" (found in your Oblivion\data\ directory) in Notepad or something similar.

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Known Bugs and Incompatibilites
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None, but please report any if you find them.

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Changelog
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v1.2 - Overhauled the unlimited rings/amulets feature, removing the "morph items" completely. 17 Apr 09
v1.1 - Plugged a loophole that would have allowed enchanting of the "morphed" items. Thanks Phoshi!
v1.0 - Initial release, 16 Apr 09