Oblivion

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yourideboer

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About this mod

This mods eliminates the need to micromanage your attributes when you level up. 1.14: minor bugfix Bugfix in 1.13: Changed how existing abilitied were converted, to prevent potential skill loss. This will cause some message spam if you load this version for the first time. Known cosmetics bugs: - Fortify effects from abilities do not sho

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This mods eliminates the need to micromanage your attributes when you level up.

1.14: minor bugfix

Bugfix in 1.13:
Changed how existing abilitied were converted, to prevent potential skill loss. This will cause some message spam if you load this version for the first time.

Known cosmetics bugs:
- Fortify effects from abilities do not show up in the effects list
- You are simultaneous affected by feather 1 and burden 1 for each ability.

Bugfix in 1.11:
Fixed Vampirism
This version may not be compatible with savegames from version 1.1, but is compatible with older versions

Changed in 1.1:
New update:

Vampirism, Arena Gray Prince Training, Skeleton Key and Night Mother's Blessing have been changed. The bonusses are the same, but the way the mod handles them has been altered.

Previously, those effects added a 'permanent' bonus to your skills, which, because they were a bonus, did not contribute to attribute and level calculation, effectively lowering their maximums.

Now, the effects are treated just like a fortify effect on a piece of armour. The affected skills are also green when you examine your list of skills. They do no longer limit your maximum attributes or level.

In addition this mod fixes a bug exploit in the vanilla Oblivion, you no longer keep the +40 bonus to security after giving the Skeleton Key to the emperor.

1.01
Bug fix:
The mod now correctly recognizes when you become completely 'human' again after being a vampire.

Features:
- New advancement system without micromanagement
- Attributes are now an average between the skills they govern plus a bonus
- Luck is the average of the 7 other attributes as calculated above
- Level depends on all skills, equally weighted, such that you hit 50 when everything is completely maxed. You do not raise your attributes anymore each level, nor do you need to rest.
- There is no hard coded attribute cap, though it will still be limited because your skills are capped. Taking only racial modifiers and skill caps into account, all attributes go to 100 on average.
- The 2 primary attributes can attributes which you select at the beginning still give a +5 bonus, and are automatically detected on new characters, unlike many other alternate leveling mods. (see known issues)
- Birthsigns always add the listed amount to an attribute
- Racial modifiers change your max attributes, an orc will always be stronger than a high elf.
- Hitpoints are what you would normally have given your level and endurance.
- Vampirism stat changes have been implemented like in the original game
- You can train a total of 250 times, regardless of your level, which comes down to an average of 5 per level.

Known issues:
- Changing the 'level' of vampirism will spam a lot of attribute change messages. However, in the end you will get the correct attributes
- If you change your race after picking a class, the auto detection of your preferred attributes no longer works, you have to select them manually. This is due to a bug in the original game code, selecting your class/race in a different order will result in different stats.
- There is some delay between message boxes if you have to select your preferred attributes