there was one that came out the other day for skills i.e blade (https://www.nexusmods.com/oblivionremastered/mods/1846) and this one for attributes i.e strength (https://www.nexusmods.com/oblivionremastered/mods/2068) they work together and made by the same author
i dont know why but my skills do not want to level past 100 :( i have all the settings in the ini to 1 which should enable it, but they just wont budge. Edit: nevermind i found the problem, Vortex refused to install the mod properly... :\ Vortex is so bloody fickle... So a warning for anyone using this mod and vortex, install this mod manually or it may not work. ^^;
You shouldn't use new mod managers for old games, because they didn't have standards developed yet for zipping up Mods. It's not Vortex's fault, it's the way the mod is zipped up without a DATA folder as the root.
Yep, if you want to use vortex just make sure it follows the directory structure for oblivion mods. Zip it up and drag it over to the mod section in vortex. It'll install fine. I did it with a few of these old mods. If the zip file is just an .esp and you drag the .esp directly, vortex knows what to do with it.
I've switched to MO2. I also set the mod's tree to "/OBSE/plugins" Since i think MO2 defaults the top spot as the Data folder? Though it looks like my Speech will not go above 100? My unarmed is going above 100 though.
Hey all, this only seems to work with some skills and not others, so I'm assuming that something else is overriding the mod. However, this is an OBSE plugin, so there shouldn't be any conflicts with regular mods.
For example, my alchemy skill is 140, but Alteration remains capped at 100. Casting more Alteration spells does not increase the skill past 100, but brewing a big batch of potions can jump Alchemy up 8 or 9 levels at once.
EDIT: Another example - my Sneak skill is at 100 but is not increasing beyond that. This suggest to me that something is interfering with the Uncapper on some skills but not on others. Alchemy increases above 100 but other skills do not.
Also, I don't think that the extra levels in Alchemy are affecting the quality of my potions - I get the same effects (magnitude, duration) at 140 as I did at 100.
I'm not using any other uncapper, I'm not using anything that modifies the levelling mechanic (e.g. KCAS, Oblivion XP), and I don't see any noticeable differences between Alchemy vs Alteration in xEdit that could account for this.
1. The max base skills and attributes to be 100 (ie, you can't level up any further) 2. If I were to use fortify Strength, for instance, to bring it above 100, it will give me more attack damage.
AVUncapper actually makes the increased stats usable by replacing the math formulas in the engine. Without doing this, the numbers are not meaningful to your character's properties.
I haven't tested this with weapons yet but hand to hand is still damage limited by the fHandHealthMax setting in the CK. I'd love to see a fix because I really want to make hand to hand not awful.
It has to do with the coding of Oblivion and the engine. There isn't a way around it unless you want to rewrite an exterior mod to build the game around which is likely a nightmare to do. Bethesda games are somewhat malleable but they have their limits to computer programs.
Lol "infinite." There's a reason the vast majority of programs only calculate up to a certain number of digits. It all comes down to the programming and how the numbers are processed at the core beneath what we see.
There are several quests which gives you free stat boost, rather than fortification(kind of an enchantment). with the limit of 255 and you complete several free stat boost quests, then your stat will be set to the point between 0~10. To be exact, stat 256 will be 0. 200 seems resonable to me.
I may be mistaken, but with external mods effective stats can go above 255. It's only skills that are limited to 255 (Oblivion uses BYTE for storing them in memory and does not have correct formula for values above 100). A long time ago I used some mod which raised stats dynamically based on skill levelups, it used spell effects for growing stats above 100, and AFAIR there was no limit to it. And stats above 200-300 worked - for calculation of mana, weight, running speed, etc. Skills were limited to 99 though (on levelup to 100 script raised one of stats and lowered skill back to 99)
Just wondering, does new spell cost formula work for everyone? I have Destruction skill at 200 and if I create custom spell at academy I have spell cost of 1 (with maxed out duration, range, power, etc). If I set ModMagicCost=0 in ini file, spell cost is back to normal, but of course it is capped at 100.
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and this one for attributes i.e strength (https://www.nexusmods.com/oblivionremastered/mods/2068)
they work together and made by the same author
i have all the settings in the ini to 1 which should enable it, but they just wont budge.
Edit: nevermind i found the problem, Vortex refused to install the mod properly... :\ Vortex is so bloody fickle...
So a warning for anyone using this mod and vortex, install this mod manually or it may not work. ^^;
It's not Vortex's fault, it's the way the mod is zipped up without a DATA folder as the root.
Though it looks like my Speech will not go above 100? My unarmed is going above 100 though.
However, this is an OBSE plugin, so there shouldn't be any conflicts with regular mods.
For example, my alchemy skill is 140, but Alteration remains capped at 100. Casting more Alteration spells does not increase the skill past 100, but brewing a big batch of potions can jump Alchemy up 8 or 9 levels at once.
EDIT: Another example - my Sneak skill is at 100 but is not increasing beyond that. This suggest to me that something is interfering with the Uncapper on some skills but not on others. Alchemy increases above 100 but other skills do not.
Also, I don't think that the extra levels in Alchemy are affecting the quality of my potions - I get the same effects (magnitude, duration) at 140 as I did at 100.
I'm not using any other uncapper, I'm not using anything that modifies the levelling mechanic (e.g. KCAS, Oblivion XP), and I don't see any noticeable differences between Alchemy vs Alteration in xEdit that could account for this.
Any ideas?
Thanks.
1. The max base skills and attributes to be 100 (ie, you can't level up any further)
2. If I were to use fortify Strength, for instance, to bring it above 100, it will give me more attack damage.
In plain langauge, will this mod do this?
; Allow Weapon Damage to increase up to skill level 200
; 0:Disable, 1:Enable
ModWeaponDamage=1
Does this also allow weapon damage to increase up to strength/agility level 200?
https://www.nexusmods.com/oblivion/mods/34841/?
AV Uncapper by JRoush
Lol "infinite." There's a reason the vast majority of programs only calculate up to a certain number of digits. It all comes down to the programming and how the numbers are processed at the core beneath what we see.
A long time ago I used some mod which raised stats dynamically based on skill levelups, it used spell effects for growing stats above 100, and AFAIR there was no limit to it. And stats above 200-300 worked - for calculation of mana, weight, running speed, etc. Skills were limited to 99 though (on levelup to 100 script raised one of stats and lowered skill back to 99)
I have Destruction skill at 200 and if I create custom spell at academy I have spell cost of 1 (with maxed out duration, range, power, etc).
If I set ModMagicCost=0 in ini file, spell cost is back to normal, but of course it is capped at 100.