Oblivion
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MrFurious

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GeneralKappa

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14 comments

  1. Yalkin33
    Yalkin33
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    Does it give more spell effectiveness than 100 if you boost armor skill above 100 via enchanting?
  2. Zazzzy
    Zazzzy
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    Seems like a great mod! How well does it work combined with OOO? Would it break three balance somehow? I think OOO also changes this somehow...
  3. CloudCleaver23
    CloudCleaver23
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    Is there any way to make Illusion spell effectiveness penalties apply to duration instead of magnitude? The way Oblivion's magic system works, you need a Level 25 spell to affect any enemy over level 25. It's like that maximum slider value is really "25+". But with even a hint of spell effectiveness penalty from armor, you're reduced to 24.X instead, which means you can be a level 50 illusionist and because you wear a hat you can't even affect creatures half your level.
  4. Hellyea
    Hellyea
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    it's normal that in the console there's a lot of spamming message text telling "spell effectiveness is 0.00" or something like that?
    1. GeneralKappa
      GeneralKappa
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      It's normal.
      I've commented the line that I've been using for testing back then, but was waiting for some more additional updates to upload it together(managing mod releases is a pain tbh). To be said, there was no significant updates.
      I will upload new version without spam.
    2. Hellyea
      Hellyea
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      Thx anyway for the fix.
  5. plumplump
    plumplump
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    Oh, this mod is reasonable really. I was always frustrated by vanila oblivion's unreasonable limit of armor using... This can use for my armors finally.
  6. GeneralKappa
    GeneralKappa
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    Seems like replacing linear function of Spell Effectiveness progression with quadratic one(which is the closer to vanilla's, with 95% spell effectiveness at 60 armor skill and 100% at 88 skill, due to rounding) doesn't requires any additional tweaks and do not causes any problems.
    Going to release an alternative version or finally make .ini configuration do some work at the next release.
  7. GeneralKappa
    GeneralKappa
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    Thanks guys.
    Any thoughts on how to improve mod are appreciated.
    I'm still not sure about current Spell Effectiveness to Skill Level progression, and what it should be like to not be overly punishing for those players who only want something that better than vanilla system, but don't want to make "hardcore" play-through. So far I have no idea how current system fit's different sorts of character builds, except the one I'm currently playing(and even then I don't really have much time recently), and the only points to base of the mod direction are raw numbers(pretty much without any practical application) and numbers from original author(which also tends to vary between 30% and 10% penalty).
    1. Mercer Meka
      Mercer Meka
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      Hey GeneralKappa,
      I was just doing some testing for the values which fits me and came to these numbers:
      Let Settings["SpellEffectReduction"] := 0.4
      Let Settings["HeavyArmorModifier"] := 1.6
      Using heavy armor is slightly less harsh, but overall these settings are pretty hard core. I prefer there to be a big difference in play style between playing as magic user and non-magic user.
      With no training (skill 5 points) the initial Spell Efficiency is 39% for a full set of Heavy Armor and 62% for a full set of Light Armor.
      If picked as a Major Skill (30 skill points) the numbers will be 55% and 72% Spell Efficiency initially.
      I also noticed that if "Let Settings["SpellEffectReduction"] :=" gets lower than 0.3 each individual armor piece % reduction becomes extremely low to the point of being almost pointless in terms of gameplay.
    2. GeneralKappa
      GeneralKappa
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      I like the notion of looking at spell effectiveness values from the starting point of Major/Minor skills.
      Indeed, If you have 0.1(10%) penalty set and already have 50 light armor skill, wearing only Helmet makes zero impact on your Spell effectiveness because of the rounding(and even without it, it's just ~0.5%).
      Is there any need to change that?
      I like the idea that this mod not only suited for hybrid/melee classes, but also helps mages to use some armor pieces without meeting heavy penalties. But even then, they need would to train corresponding skill(or make an enchantment to raise it, adding an additional level of character planning to the game). In the game, armor skill gains XP only if enemy hits the body part that protected by armor. Wearing only one armor piece would mean that skill raising progress is slowed by 80%(or is it 90% ?).
      That's why I also wanted to implement the more than 100% Spell Effectiveness for pure mages in clothes, because otherwise there's no reason to not wear some armor instead.

      On the other hand implementing 0.84%-1% penalty for each armor piece, vanilla-style.
  8. GBRPluss
    GBRPluss
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    Looks good, thanks.
  9. Mercer Meka
    Mercer Meka
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    Thank you very much for the mod. :)
  10. User_57218227
    User_57218227
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    Great work