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133 comments

  1. That1guy1121
    That1guy1121
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    Reaaallly need this for the remaster
    1. gmoney549
      gmoney549
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      TRUEEE
    2. xurxomarin
      xurxomarin
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      + 1
    3. Bendix2241
      Bendix2241
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      +1
    4. That1guy1121
      That1guy1121
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      we must perform the ancient ritual to summon them out of retirement
    5. Hecklinn
      Hecklinn
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      Absolutely!
      I am beginning to fear reaching level 45.
    6. PraetorianMakarov
      PraetorianMakarov
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      • 4 kudos
      Working on it, no promises though
    7. That1guy1121
      That1guy1121
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      Simple uncapper is working great
  2. Alienreg
    Alienreg
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    Which settings do I need to edit, and to what values, to revert to vanilla spell absorption, reflect, magic resistance, chameleon etc? It feels weird I can paralyze vampires even briefly where before installing this they were immune. Oh and the wraiths damage immunity, I saw someone comment on this but saw no reply.
    Edit: found the settings via TES edit, do I need to set iavuChameleonUseDR to 0 instead of 1 for example to revert to default vanilla values for that particular one?
    Edit2: Tried to set the above to 0, chameleon still didn't hide me completely at 100%. I got 2 more values but no idea what to change them to for reverting to vanilla favuChameleonDecayRate and favuChameleonGrowthRate, what are the vanilla values?
  3. TenShadows
    TenShadows
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    "To see the new behavior, you must use a .esp le (like the included example) to change these settings. If you do not use such a le then this plugin essentially does nothing."

    So... what exactly am I supposed to do? Make a new .esp file for this mod? How?

    Like, the PDF is full of all these settings and numbers, but it expects me to put everything together from scratch? Am I getting this right?
    1. Fumartin
      Fumartin
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      I know this is old but in case someone have the same doubt, you only have to activate “ActorValueUncapper_Example.esp” included in the downloaded file for the new formulas of this mod to take effect, thats all.

      For those who want a simpler way to configure it through an .ini file I recommend AV Uncapper Settings - Fixed https://www.nexusmods.com/oblivion/mods/48252.

      If you install that mod, you have to disable the .esp of this mod and:
      I recommend version 02 of that mod 
      I also recommend that you change in the .ini file JCNAVUncapQuest.favuAlchemyEffectiveSkillBaseMult to 0 and JCNAVUncapQuest.favuAlchemyEffectiveSkillCurrentMult to 1. (default values of this mod).
  4. Cessation
    Cessation
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    Felt like I should post a link to my mod that raises the Hand-To-Hand damage cap to 100,000 while retaining vanilla-like scaling.
    Mod: https://www.nexusmods.com/oblivion/mods/54320
  5. FrancoStrider
    FrancoStrider
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    Hey, so I've been lost in OBSE and CSE for the past few months. I can't seem to make a mod for to edit the actor value max. I want to please request an .ESP file that does the following:

    Sets the max base for attributes and skills to 100
    Sets the effective max to 200
    No diminishing returns.

    I don't know what I'm doing wrong in installing OBSE or CSE. But I do think having an ESP file that does that posted on nexus would help a lot of people.

    Please don't try to explain. I've followed instruction after instruction. I can't get CSE to cooperate.

    Thank you in advance.
    1. Incudust
      Incudust
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      You can set those settings with the ini file that are provided with av_uncapper settings fixed mod I believe
  6. 45AARP
    45AARP
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    After testing I've found that this mod removes the 100% resist normal weapons trait of creatures such as ghosts, so you can hit them with any weapon (even your fists at level 1) instead of requiring silver/daedric/etc, although at reduced damage. I'm not sure if this is intended but it really should have been made clear in the description. Unless you really hate that mechanic then look at another one of the uncapper mods.
    1. Mercer Meka
      Mercer Meka
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      Hi,
      The search function is your friend. Use this handy mod to change stuff easily in the ini file and switch off resist normal weapons to avoid the problem.
      https://www.nexusmods.com/oblivion/mods/48252
    2. 45AARP
      45AARP
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      The search function is how I found this in the first place. I'm just letting anyone else know before downloading this without the fixed version
    3. tesfan1221
      tesfan1221
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      I backtracked a bit.
      It seems to be a thing we might need to remember later on, turning off diminishing returns on resist normal weapons, because whatever uses that - not the player most of the time - needs it.
    4. Joehtosis
      Joehtosis
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      45AARP - Thanks, saved me a headache.
    5. bunghuffer
      bunghuffer
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      But I thought av uncapper only applied to the player? It would be great if it applied to everything though, like being able to buff a companion or summon or something temporarily past 100 would be amazing. Seems like the best and one of the only few mods for uncapping stats but it also seems like it's time for a new one or something.
    6. pulancur
      pulancur
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      so what's the fix? i have the setting like this and still the 100% resist normal weapons trait is removed: 
      set JCNAVUncapQuest.iavuResistNormalWeaponsUseDRto0
    7. Incudust
      Incudust
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      Dont know if you are still using av uncapper, but you can edit resist normal weapon on enemies in the construction set to make them immune to normal weapons even with the diminished returns enabled. For example, i set every creature in the construction set meant to be 100% resistant to normal weapons to have 1077 points of resist normal weapons. For my diminished returns ini settings, this is the exact value i needed to tip their resistance over the edge to make them immune again. I did it for atronachs elemental resistances too, and undead poison resistance. This actually makes the game more challenging. Why? now when i cast 100% weakness to magic + say, 100% weakness to fire on that flame atronach, the thing still has about 600-700 points of resist fire, and takes nowhere near as much damage from that fire attack as it would have in vanilla, because it's still over 90% resistant to fire. This is a great way to reign in some of the power of spell stacking lower resist spells on targets with immunities. No more killing zombies with poison just cuz you stacked a bunch of weakness spells on them, no more paralyzing a paralysis immune opponent for 10 seconds + just because you hit them with that 100% weakness to magic spell.
  7. saladin777
    saladin777
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    Does this mod affects NPCs ? Can we encounter NPCs with 120 or 150 skills level for example ?
    1. Mercer Meka
      Mercer Meka
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      No. Only the player.
    2. Amessagetoyou
      Amessagetoyou
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      So, this is an extremely unbalanced mod then. It would have been great if it extended to NPCs so the player isn't the only character with overpowered attributes
    3. andreasadi
      andreasadi
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      leveled enemy only gain more health and magicka base on our level.their skill already predetermined,like Umbra.
      this mod probably give us more damage scale relative to the enemy than we still at lvl with vanilla attribute and skill cap max out( i.e 100) 
    4. Freyr95
      Freyr95
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      Get the NPC and Creature Buffer mod  if you think using an uncapper makes you too powerful, that mod adds a lot of new challenge and dynamically changes the game in a great way
  8. Freyr95
    Freyr95
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    Does anyone know of a mod to make skill books continue increasing skills after skill hits 100? I haven't been able to find a mod like that
  9. andreasadi
    andreasadi
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    how much (total) exp needed to leveling from 100 to 200?
    1. Freeasabird767
      Freeasabird767
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      Double what it takes to get to 100 i guess.
  10. Incudust
    Incudust
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    does the diminished return option for magic effect resist also affect resist disease, poison, fire, frost and shock? As in will the fire resist racial buff of the dunmer have diminished returns? also if i cast resist poison or fire will my total applied resist have diminished returns?