There has got to be some way to remove/alter the backpedalling penalty, right? That's straight up my only issue with this mod! I feel that the penalty is too severe, and makes it not even a backwards walk but a slow trudge, as if one was just dragging their feet.
On the other hand the slow backwards is near perfect after getting another mod that alters the difficulty damage scaling. I still wish there was a way to alter how much it the slowness was penalized, though.
I am having a really hard time figuring out if I have this installed right. The Iron dagger weighs 7 if that is any help. It almost seems like everything just weighs more.
Check out MOBS-OMOBS Attributes Worksheet under optional files to see what are the changes. Note that damage you see normally changes with your attributes rising. There are mods to see base stats in game, like Display Stats.
Old thread, but I had this question about the two included Vile Lair ESP's. Sergio is stating to use Lair_mobs, but BFG is saying to use VileLair_mobs. I'm inclined to go with the author's suggestion, but Sergio is known to give sound advice. Can anyone confirm which one is correct?
Thanks Black Ninja. Here's the post from BFG:Posted by BFG99 on 21 August 2011 - 08:03 PM in File topicsI would assume this was never corrected due to this post from BFG in 2014, (emphasis mine):I noticed that the modified date on "VileLair_MOBS.esp" is the same as all the others, whereas the one for "Lair_MOBS.esp" is 4 days earlier. So despite the readme, and Sergio's normally sound advice, that's the one I *personally* would try first. Just my opintion. I have not yet had a chance to try it, nor have I compared the two in xEdit.
BOSS has told me that it's actually just the main MOBS_DLC.esp that you need, if you have all the DLC's. You don't need all the individual ones. It's pretty obvious now that you think about it. xD
Yep, if you have all the DLC active. I often don't play with Spell Tomes, Horse Armor, & (ironically) Vile Lair. I doubt Spell tomes is a master for it, so I'm probably OK using it without that..
This is an exchange of private messages I had with BFG99 20/02/2020:
Anonimousone: I saw this post: https://forums.nexus...-4#entry3519247 and you tell to use VileLair_MOBS. I wonder: so the readme is wrong about telling to use the other .esp?
BFG99: No, trust the readme. That particular post is out-of-date and was only valid while CorePC and I were working on MOBS 2.0 together.
Hello, I've got three questions: 1) would it be possible to remove Knights reference from DLC_Mobs via tesedit? Or is the filter patch applied via scripting?
2) Inside the readme of Omobs for Fcom, Shivering isles it is written:
============= Compatiblity =============
OOO/FCOM - Do not use with MOBS Plugins, use the OMOBS version instead to retain OMOBS Stats once again.
You do not need these plugin from fcom_archery, intergrated into OMOBS.esp.
OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp
IS the second statement linked to the third one, or is it simply saying that you should not use Omobs if you are using Fcom archery?
3) The DLC_Mobs.esp has a dependancy on one unofficial patch. Is it an error?
For anyone wondering, I poked BFG99 about these requests and he answered!
BGF99 replied:
No need to apologize! It has been a long time since I worked on MOBS, and no longer have Oblivion installed. But I will try to answer your questions from memory.
1. No, the patch is not applied via scripting; it's via direct updates of records coming from Knights and the other DLCs. You would need to delete any references in DLC_Mobs to any Knights records, and then remove Knights as a Master after all records are gone. But it should be possible.
2. I was not involved with that section, but I always interpreted this to mean "You do not need the OMOBS_OOO_missing_Oblivion_Bow_Ammo plugin from FCOM_archery because it is already integrated into OMOBS". In other words, you should be fine to use FCOM_archery and OMOBS side by side; just don't use that specific plugin.
3. Hmm...that's a very good question. This probably is intentional. See the changelog for the Unofficial Patch, in particular, the 1.0.2 release notes on Mehrunes' Razor (https://www.afkmods....on History.html). That DLC screwed up all Daedric War Axes; the DLC Unofficial Patch fixes it by creating a new copy of that weapon. So DLC_Mobs probably applies statistics changes to that new copy.
119 comments
The right one should be Lair_mobs
I advise to use the single .esps only if you don't have wrye bash: the unified .esp is a filter patch.
Anonimousone: I saw this post: https://forums.nexus...-4#entry3519247
and you tell to use VileLair_MOBS.
I wonder: so the readme is wrong about telling to use the other .esp?
BFG99: No, trust the readme. That particular post is out-of-date and was only valid while CorePC and I were working on MOBS 2.0 together.
I've got three questions:
1) would it be possible to remove Knights reference from DLC_Mobs via tesedit? Or is the filter patch applied via scripting?
2) Inside the readme of Omobs for Fcom, Shivering isles it is written:
=============
Compatiblity
=============
OOO/FCOM - Do not use with MOBS Plugins, use the OMOBS version instead to retain OMOBS Stats once again.
You do not need these plugin from fcom_archery, intergrated into OMOBS.esp.
OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp
IS the second statement linked to the third one, or is it simply saying that you should not use Omobs if you are using Fcom archery?
3) The DLC_Mobs.esp has a dependancy on one unofficial patch. Is it an error?
BGF99 replied:
No need to apologize! It has been a long time since I worked on MOBS, and no longer have Oblivion installed. But I will try to answer your questions from memory.
1. No, the patch is not applied via scripting; it's via direct updates of records coming from Knights and the other DLCs. You would need to delete any references in DLC_Mobs to any Knights records, and then remove Knights as a Master after all records are gone. But it should be possible.
2. I was not involved with that section, but I always interpreted this to mean "You do not need the OMOBS_OOO_missing_Oblivion_Bow_Ammo plugin from FCOM_archery because it is already integrated into OMOBS". In other words, you should be fine to use FCOM_archery and OMOBS side by side; just don't use that specific plugin.
3. Hmm...that's a very good question. This probably is intentional. See the changelog for the Unofficial Patch, in particular, the 1.0.2 release notes on Mehrunes' Razor (https://www.afkmods....on History.html). That DLC screwed up all Daedric War Axes; the DLC Unofficial Patch fixes it by creating a new copy of that weapon. So DLC_Mobs probably applies statistics changes to that new copy.