Oblivion

File information

Last updated

Original upload

Created by

Emory

Uploaded by

computergeek2you

Virus scan

Safe to use

About this mod

This mod changes a decent number of values, adds the reanimate spell effect to the spellmaking alter, and makes stealth/magic playing styles more powerful (especially the conjurer).

Permissions and credits
This is a Beta version of a mod I made around 6 months ago. I forgot to upload it and never tested it much. I am now playing Oblivion again and decided to distribute it and get other people's input. So, enjoy and please tell me how it could be improved.

Oblivion Tweaks A Plenty mod Beta version By: Emory

This mod is designed to change many values in Oblivion pertaining to Magic, stealth, and various other things as detailed below. These changes are in the order I preformed them.


Cost for all magics refers to base cost.


1.All spells now give .o1 exp on cast in addition to standard values on hit such that casting a spell on a non-applicable target will give a very minor benefit unlike Vanilla witch offers none.

2.Mercantile skill levels at 150% faster rate. This will seem overpowered at first, however it levels out later on in level. I am tempted to change it to a somewhat lower value, so comments on this are appreciated.

3.Chameleon base cost reduced .03. This is a fairly minor change, but it helps make soul gems closer in power to sigil stones.

4.Damage health base cost reduced to 5/6 its former cost. Prior to my using this mod, damage health was essentially worthless due to any of the three elemental damages being much more cost effective.

5.Invisibility base costs reduced 25%. This may be unnecessary, however I felt that the spell would have been more useful if available at lower level.

6.paralyze base costs reduced 5/19. Makes the spell more cost effective, but still is one of the most expensive spells.

7.Reanimate effect can now be used for spell creation. I always wanted to use this spell as it is quite a fun.

8.Soul trap base cost lowered 1/6. Should the value here be changed?

9.All summon costs reduced around 10%. Helps make a conjuring based play-style more viable.

10.enchantment limits from soul gems raised around 10%. Helps make soul gems more powerful, and as such I have started using them on my weapons instead of sigil stones.

11.enchanting 20% more expensive to make up for #10. I felt enchanting was too cheap, however I want others opinions on this.

12.minimum armor penalty for using magic reduced to minimum non-zero value. 100 skill in armor will let the player cast at essentially 100% spell effectiveness, but not quite.

13.magica return rate increased 5%. Makes a magic based character more powerful in an extended battle.

14.running is 10% quicker. Running is still rather slow, but this helps. This has no effect on any other values, just running speed.
15.sneak attacks in general are more powerful, and more staggered (marksmen is raised to 6 times damage instead of 3). I hated how marksmen sneak attacks capped at 3x and were not staggered for multiple perk levels. I also think this is a good alternative to many of the mods that make mele sneak attacks lethal (I think them to be overpowered). I would like imput here.

16.Training costs are 50% greater to offset #22. I am tempted to raise the cost more, and am planning on reducing #22 some.

17.Crimes are set to new values (assault is 35 gold fine, murder is 1500, tresspass is 2, they were 40, 1000, 5 respectively). I think these are more appropriate.

18.# of potions a character can drink at one time changed (novice=1, apprentice=2, journeyman=4, expert=6, master=10). This adds a reason for characters not skilled at alchemy to get better at it (training).

19.can now summon up to 50 creatures at one time instead of one. Makes a conjurer's style of fighting possible.

20.masters of mercantile now get an extra 250 gold in stores for a total of 750 instead of 500.

21.marksman perks involving knockdown and paralyze chances are 15% instead of 5%. I would like comments on this, I think I may have gone too far. Would 12% and 8% respectively be better values?

22.training can now be preformed up to 25 times/level. I think I may reduce this to 15 or 20.

23.mage birthsign now gives fortify magicka 75 instead of 50. I need to edit the screen that details what birthsigns do to show this. I will do that for my next version.

24.Edgar's discount spells in the market district sells a horribly inefficient reanimation spell to give the player the effect to use. It should be a 10 point novice level spell, not 100 point master. It is to allow access to the effect.

That is the sum of the changes made in this mod. Conflicts with other mods should only occur if they modify any of these values or modify Edgar in such a way that he no longer sells spells, utilities a copy of him under a different rf id, or removes him from existence. If a mod does conflict due to values, choose the set you like more and load it AFTER the other.

Enjoy!

Also, as this is a beta version, please report all bugs and give me any suggestions for changes to the mod. I also am considering changing more values or making a modular version. Please send me comments. I will check the forum periodically.