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zymurgy65

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This mod addresses a number of statistical errors and inconsistencies with the various goblins encountered throughout Cyrodiil. It also modifies several inventories and levelled lists.

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GOBLIN FIX v.1.1 – A mod by zymurgy65
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This mod addresses a number of statistical errors and inconsistencies with the various goblins encountered throughout Cyrodiil.  It also modifies several inventories and levelled lists.  The principal changes are as follows:

STATISTICS
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Goblin Archer:  Combat skill is reduced by 5, with Stealth increased by the same amount (it appears the +5 bonus was originally applied to the wrong skill).

Goblin Warlord:  Attack Damage Multiplier has been increased to 3.Warlord Archer:  Base Stealth is increased by 10.  Combat Style is now Default Goblin Archer, in line with other archer types.  Attack Damage Multiplier has again been increased to 3.

Arena/Non-Tribal Shaman:  Base Stealth is now 5, in line with tribal shamans.

Goblin Chef/Rat Farmer:  Fatigue Multiplier has been reduced to 15 – it was previously 135.

Tribal Berserker:  All attributes now match those of non-tribal berserkers, and all have a Base Stealth of  20.

Tribal Shaman:  All are now a minimum of Level 5, with an Attack Damage Multiplier of 3.

Tribal Skirmisher:  All attributes now match those of non-tribal skirmishers, and all have a Base Stealth of 30.

Tribal War Chief:  All attributes now match those of non-tribal warlords.  Health Multiplier has been increased to 25, and Attack Damage Multiplier to 3.

All Bitterfish goblins are now levelled in the same way as the other tribes, and also have a war chief  This should make them a tougher proposition, for both the player and the undead facing them in Miscarcand.

EQUIPMENT
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All tribal goblins now have the same chance of carrying poisons as their non-tribal counterparts, as do a number of quest-specific goblins.  Arena berserkers and skirmishers use the correct levelled lists for weapons and shields.

Warlords will no longer carry Elven shields, but may now have Dwemer or Orcish shields.  All berserkers (with the exception of non-tribal archers) now have a 50% of carrying shields.

War chiefs use the same weapons list as warlords, which has been modified to include silver weapons from Level 1. Since the Bitterfish war chief will not be involved in totem staff theft or recovery, he is also free to carry a shield.

MISCARCAND
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There will always be a single, non-respawning shaman in Miscarcand, along with a skirmisher or berserker bodyguard.  The tribal totem staff can be found nearby – it appears the tribe is attempting to occupy the ruins after being forced out of a previous home, so this makes sense.  The assault in Miscarcand, Sel Vanua will be led by the war chief.

AND FINALLY...
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If you like this mod, check out my others on the Nexus:

Alternative Dancer Races (www.nexusmods.com/oblivion/mods/47863)
Belda Elysium Revisited (www.nexusmods.com/oblivion/mods/47692)
Better Traps (www.nexusmods.com/oblivion/mods/47713)
Devastation of Kvatch Redux (www.nexusmods.com/oblivion/mods/48554)
NPC Overhaul (www.nexusmods.com/oblivion/mods/47607)
Skeleton Fix (www.nexusmods.com/oblivion/mods/47614)
Vanilla Staff Replacer (www.nexusmods.com/oblivion/mods/48152)

If you have any comments or suggestions, feel free to contact me via the Nexus.
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