Oblivion

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hardanen

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About this mod

Welcome to Maquissar\'s vision of Oblivion. The world has never been so scary. If you\'re afraid of dying, I suggest you do not put these mods on. I\'m almost afraid to put them on myself. Please note there are TWO versions of CreatureBoost. Use only one of them. The \"core\" mod elements are in the main folder. All other tweaks have b

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Welcome to Maquissar's vision of Oblivion. The world has never been so scary. If you're afraid of dying, I suggest you do not put these mods on. I'm almost afraid to put them on myself. Please note there are TWO versions of CreatureBoost. Use only one of them.

The "core" mod elements are in the main folder. All other tweaks have been categorized into seperate zip files. This is a good thing, as there were so many mods it was confusing just trying to sort them out.


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Maquissar's Deadly Weapons.esp:
HUGE increase in weapon damage. From daggers to bows to claymores and... the tables are too big to type out. Prepare to die a fast, painful death. Not compatible with other mods that change weapon values (weight modifications, damage modifications).

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CreatureBoost.esp OR CreatureBoost_Oscuro's.esp

Boosts creature abilities significantly. Undead, mythical creatures, and beasts are much more durable (especially undead), and are much tougher opponents.

Use the first version (CreatureBoost.esp) if you do not currently use Oscuro's, and do not intend to use it. See readme for more detailed info.


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Contents of "Combat_Tweaks.zip":


Better Summons.esp:

All summons last significantly longer. Pets AND bound equipment. Also optional.

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Fastspell and Fastarrows:

Self explanatory. You cannot avoid your doom. Boom headshot!

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Maquissar's Deadly Blocking.esp:

Increases block max damage to 85%/75% for shield/weapon (originally %75/%50). Things hit VERY hard now, this should help make blocking something you will want to use... but it is optional of course.

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Durability:

Increases durability of armor. Without this armor will degrade faster than normal, because degradation is based on the amount of damage done.


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Contents of "Mage_Boosterpack.zip":


Magicka fortification.esp AND Spell Damage.esp

*DO NOT* install these mods unless your mage is having issues maintaining damage output. This isn't usually apparent until higher level when mana costs ramp up sharply, but if you feel your mage is falling far behind the melee classes in terms of damage output, these will help tremendously. Doubles spell damage per second, but also roughly doubles mana consumption. Enemy casters get the boost as well.


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Contents of "No_Overpowered_Characters.zip" (contains three different "fixes" that make it much harder to create a "godly" character)


Shield Spell Remover by Kearsage (additional readme included in zip file--VIEW IT before installing, lots of info)

Players will no longer be able to add shield effects to armour at the Enchanting Alter in the Arcane University. In addition, Sigil Stones will no longer have them as an option. The ability to easily enchant armor to become godly is no longer an option. Suck it up weiner boy!


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No Camo Equipment

This mod by Daeger removes the ability to enchant chameleon onto your armor, as well as replacing existing world armor with chameleon effect with alternative enchantments. With very high levels of chameleon, you can attack creatures with impunity, and they will not even bother to fight back.

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No Overpowered Invisibility

Very simple mod.

Replaces the current invisibility spells with a "mez" spell with REALISTIC level ranges (it's actually useful!), which is very powerful in its own right. This was done because the ability to recast invisibility meant it was easily exploitable, in that you could get unlimited sneak attacks in combat with no penalty (cast invis, enemy stops attacking, sneak, attack for sneak damage multiplier... rinse/repeat until dead).

Invisibility birthsign and vampire invis power untouched

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SPECIAL NOTE

If you run these through a conflict detector, you WILL see some conflicts between creatureboost_oscuro and Spell Damage. These are intentional. The conflicts are the boosted Creature damage spells, and I want people to get the benefit of these whether they use either mod, or both. Having identical values conflict will not harm things in any way, so do not panic. :)

Special thanks to Kearsage, Daeger, and Sotobrostos for the use of their works.