Oblivion

File information

Last updated

Original upload

Created by

CiobyKpK1

Uploaded by

CiobyKpK1

Virus scan

Safe to use

Tags for this mod

15 comments

  1. CodyME
    CodyME
    • member
    • 3 kudos
    Guess I'll have to check and see sometime if this will screw up a save that is already mid game.
    1. CiobyKpK1
      CiobyKpK1
      • premium
      • 7 kudos
      I've seen some weird behavior while changing my signs/races several times with the console. But theoretically this mod should work 99% with any savegame since it directly modifies the benefits you get from any race or birthsign. Feel free to message me if it doesn't and backup your autosave (the mod won't edit any of your games or files until you overwrite them)
  2. CodyME
    CodyME
    • member
    • 3 kudos
    I'm assuming one would need to start a new game to use this?
  3. ThorinStahlhaut
    ThorinStahlhaut
    • premium
    • 45 kudos
    First, nice to see an race-ability mod that doesn't screw at least one race up.

    Second, for balancing reasons you should consider to change the bretons new temporary resist magic they get with their shield to 25 instead of 50, 100% magic resistance is, even for only 60 sec. an bit OP, same goes for the nords frost immunity (I know they had it in Morrowind), there 85% is more than enough, if you have ever fought an dark elf (75% res. fire) with fire you know why this would be enough.

    Third, lorewise an Shadowscale is an Argonian who was born under the sign of the Shadow, meaning that if you choose another sign than the Shadow your "Shadowscale birthright" ability is not really lore-friendly, also later it becomes obsolent anyway, an greater power like in Skyrim would be more useful, for example: restore health, magicka and stamina 5 pt. for 30 sec. it would greatly increase their survivability in combat.
    1. CiobyKpK1
      CiobyKpK1
      • premium
      • 7 kudos
      Thanks.
      True but I feel nords should still be immune, I am just cutting out the middle man, you can easily get 15% or 20% or 25% more frost resist and be immune. Also there is weakness to frost in the game which should be used. That's why I usually use 2 different enchants and 2 different weapons in most ES games, so that I can fight warrior/mages and also nord/DE. But the magic resist might seem a bit too much even tho it's once per day, I already gave them so much magicka.

      I kidna knew this but now you ruined it for me, I need to find a better name for it. The fortify sneak tho, never becomes useless since it's always nice to have a bonus to sneak even above 100, or am I wrong?
      I haven't played in a long time and just started the game again. 5 restore is something that you can easily do late game with 1 potion of each so it's not really a big ability. And my improved signs also gives you this ability as a Lord I believe, at a much higher rate
    2. ThorinStahlhaut
      ThorinStahlhaut
      • premium
      • 45 kudos
      Except you are using an uncapper-mod, the only skills that benefit from going above 100 are Acrobatics and Athletics
      link: https://en.uesp.net/wiki/Oblivion:Skills -> last point under Notes.
      Also, the restore effects where just an idea inspired by Skyrim.
    3. CiobyKpK1
      CiobyKpK1
      • premium
      • 7 kudos
      Do you know of any uncap mod that allows you to increase the skills and attributes through items but not through leveling them up yourself?
      That seems like something that could go well with the mods I made.

      But I read some comments that said the generic uncappers give you overpowered damage, especially in magic. I mean sure the mods work well with those uncappers but not everyone would want to break the game and have 200 Intelligence with my new magicka scores.
    4. ThorinStahlhaut
      ThorinStahlhaut
      • premium
      • 45 kudos
      No, I don't know of any, I also don't use uncapper mods myselfe, just wanted to mentiond it to let you know about the skillcap.
      Also, attributes are uncapped in vanilla (you can only get them to 100 through level-ups, enchantments are still effective), it's just the skills that are capped.
  4. CiobyKpK1
    CiobyKpK1
    • premium
    • 7 kudos
    Updated version to affect lvl 75 creatures and NPCs when using racial powers.
    Please tell me if you encounter any issues.
  5. 1Mac
    1Mac
    • premium
    • 86 kudos
    A problem I’ve had with other race-balancing mods is that they conflict with OCO2. It seems odd, but since they both affect race records, the chance of conflict is there. One mod I tried in particular restored changes OCO2 makes to vanilla values, leading to weirdness like crinkled Altmer ears and derpy expressions on a few other races. The bashed patch and messing around with bash tags doesn’t help.

    Since you seem to be running OCO2, I wonder if you’ve noticed any issues like this with your mod.
    1. CiobyKpK1
      CiobyKpK1
      • premium
      • 7 kudos
      Can you give me an example of derpy or issues you mentioned? As you can see when I did the pictures, I didn't really look at each character in detail. But there was no issue on a first glance. And I don't know if it should interfere with the mod since all the changes are pure spells and new added spells.
    2. 1Mac
      1Mac
      • premium
      • 86 kudos
      Again, im talking about other race-balancing mods, not your mod. As I said, the most obvious thing was crinkled Altmer ears, which I think had to do with OCO2 pointing to new egm files and the race-balancing mod undoing that change. I think Bosmer had some weirdness about the eyes, and Nords also had some hard-to-define weirdness.

      If your mod isn’t actually touching race records, I imagine it wouldn’t have a problem with OCO2.
  6. CiobyKpK1
    CiobyKpK1
    • premium
    • 7 kudos
    I found a small issue with my other mod I was planning to use together for my new modded experience after years of not playing Oblivion. But the problem is the bonuses to Magicka for the High elves and Bretons are added like this: (2x Intelligence + racial bonus) x new birthsign multiplier. May have to adopt a multiplier to the races on this mod too, otherwise the bonus becomes insane. I have an atronarch High elf with 1250 magicka level 1. Since it's 250 x 5 (atronarch bonus)
  7. rafaelalcid
    rafaelalcid
    • member
    • 7 kudos
    Poxa, nice!!
    I would suggest fortify a little more the Imperials, I think - I might be wrong: they conquered all Tamriel, beaten up the Nords, Khajiit, Argonian, Dunmer, Akaviri (at least inside Tamriel) and part of the Orcs; Tiber Septim became a god himself and then, their only natural powers are diplomatic (Speechcraft, Mercantile)?? lol.
    But it's just an opinion - I didn't even play Skyrim yet (YET), hehe.
    Peace, and nice mod, bro!
    1. CiobyKpK1
      CiobyKpK1
      • premium
      • 7 kudos
      Members of the Imperial race are some of the most well-educated, wealthy, and well-spoken people in Tamriel. Natives of the civilized cosmopolitan province of Cyrodiil, they have proved to be shrewd diplomats, traders, and tacticians.
      Tiber septim wasn't a Imperial, he wasn't even a Nord as some may say. The fact is he had the dragon blood and the power of the voice. Don't think it's connected. I have no idea how to add tactician to the mod, rather than adding the resist normal weapons. Maybe a leader buff to others around him, I actually considered this for the Nord warcry.