Oblivion
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prsnk

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Gazareth2000

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57 comments

  1. williamwarhall
    williamwarhall
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    Really great mod! Adds a lot to a melee character. I was hesitant to use the default settings on the mod because I wanted a decent amount of extra speed and really didn't want my new character to be slower at first, but with any decent stats this mod is only helpful and a blast so far. So I recommend the default ini settings to others with the same concern. Thanks!
  2. Minimax94
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    Must have. But i also need a character-based staves damages.
  3. anithinks
    anithinks
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    Should this be used in combination with MOBS?
    1. prsnk
      prsnk
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      I haven't used MOBS unfortunately, but as long as it doesn't modify weapon weights, the attack speeds from this mod (CBAS) should come out fine.
  4. prsnk
    prsnk
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    v1.8 is now available, which adds a few new features:

    - Staff speeds improved, and ability to exclude staves from being affected by the mod has been added.
    - "Speed Factor" renamed to "Alacrity Fatctor"; modified to now also take into account Agility -- the highest attribute of the two is used.
    - Bows are now excluded by default. You can enable them, but it seems to only affect animation speed, not power of the draw. It's a technical issue I can't resolve right now.
  5. MercerMeka
    MercerMeka
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    Thanks for the update!
  6. Equiti
    Equiti
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    I have a mod that re-weighs all of the weapons and armor of the game which drastically reduces weights compared to vanilla. Mid-weight weapons are anywhere from 4-12 as opposed to 25-60. I've been tinkering with the ini but I am having a hard time pinning down the right numbers to make 12+ lb weapons feel heavier. Any advice?
    1. prsnk
      prsnk
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      Ah, well... that's unfortunate. When I was making this I did not have in mind the weights being variable.

      You see when it looks at things like Blunt or Strength, they are generally 1-100, and so are the weapon weights (with the lowest being 2.7 and the highest being 93 in the vanilla game). That worked in my favour when writing so it's all geared towards that relationship.

      With this mod you have, are all the weights lowered proportionally? So for example Daedric Warhammer is still the heaviest?

      If so, I would have thought you could get away with it. Just lower the fCBAS_Multiplier, it directly affects all attack speeds equally, and it'll slow everything down as much as you need it to.
  7. Art2DWooky
    Art2DWooky
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    I was doing my own calculations to create various builds and your mod comes in handy
    This is a fantastic idea!!
    Nice & Thank you
  8. TriniXjin
    TriniXjin
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    how do I make this mod only increase my attack speed to a maximum of 25% and no higher? Also I dont want creatures to have lower attack speed.
    1. prsnk
      prsnk
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      This mod doesn't modify attack speed by a percentage. It implements a completely new model which calculates attack speed on the fly based on the weight of the weapon and the character's abilities (stats).

      If you were to compare speeds to the vanilla game you would see lower attack speeds than normal at low stats, and higher attack speeds than normal at very high stats. Are you finding that your attack speeds are too fast? You would have to be approaching 100 in strength, speed and (e.g.) blade to get significantly higher speeds than vanilla.

      Unfortunately there isn't an option to exclude creatures from the algorithm at the current time, although now that you've mentioned it, it might not be too difficult to put into the next version. In the meantime, I tried to create it so that creatures attack at speeds similar to vanilla, only with slight changes that indicate their build & reach. Which creatures are you finding attack more slowly?
    2. TriniXjin
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      I could be wrong but the xivilai seem to attack slower than usual. Well does the algorithm have a way to specify a certain fraction of an increase? For example at 100 strength and blade all weapons would go up to around 25% or an additional quarter of their attack speed. The reasoning is to keep weapons balanced, two handed is just too fast. I just want to cap the weapons max so they dont get out of hand
    3. prsnk
      prsnk
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      I think you might be right about the Xivilai. Unfortunately they just don't have the stats to justify the high attack speed they have in the vanilla game. They have an incredibly high foot weight of 27 -- more than twice that of even Minotaur Lords, which is slowing them down drastically in my algorithm. That said, I know some people won't appreciate me changing the mechanics too drastically from vanilla, so I'm uploading a new version of the mod with the option to disable processing of creatures.

      When it comes to two handed speeds being too high, I'm surprised to hear it to be honest. I've uploaded a new image showing some max speeds for a range of Warhammers, if we take the Steel Warhammer as an example, it has a max speed of 1.443 (100% increase over vanilla speed), but at the point the game you're using steel quality weapons, you would have around 30-50 strength, speed & blunt. With strength, speed and blunt at 40, with a Steel Warhammer, you'll get an attack speed of 0.702729, which is pretty much the same as the vanilla value of 0.7 for all Warhammers. As your skills & attributes increase, you'll also start to use heavier weapons. With stats of 100 using a Daedric Warhammer, you'll see an attack speed of about 0.8 -- a 14% increase over the vanilla speed.

      That said, if you want to tweak the final values coming out, there are ini config variables for that. You'll have:
      fCBAS_Multiplier=1.0
      fCBAS_LowMult=0.4

      If you reduce CBAS_Multiplier, that will reduce all attack speeds coming out of the algorithm, but of course certain weapons might become too slow then, so you'll want to bump up LowMult. I found that setting them both to around 0.75 gives values closer to vanilla. Hope that helps.
    4. TriniXjin
      TriniXjin
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      ah so that's how that setting works then. I'll try 0.75 and configure from there. Well you see the Xivilai are actually one of the more pathetic enemies in the game despite how the lore describe them. In oblivion they cant block, their attacks were easy to avoid in the first place, they have 0 armor and have similar heatlh to a dremora around their level(lol) and stagger easily. In all honestly they should be swinging two handed weapons a bit faster than usual if oblivion followed the lore closer. Im gearing up for a very difficult oblivion playthrough and i'd hate to see the already weak Xivilai get weaker.
  9. prsnk
    prsnk
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    v1.76 is now available which adds a new ini variable (bCBAS_Creatures), it can be used to exclude creatures.

    Also there was a bug when in debug mode and using load game to re-load the ini variables-- all ini variables should now load correctly.
  10. prsnk
    prsnk
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    v1.75 is now available, which tweaks & improves the attack speed formulas across the board so there is (for example) more of a disparity between mid-weight weapons [25-60] and less of a disparity between small & large creatures (e.g. spiderling daedra vs daedroth).

    Overall the weapons should feel better, more like they actually have the weights they say they do. And creatures should attack at speeds that look right for their build & size.