Hey, just wanted to give a heads-up. This mod seems to cause some serious string bloat (I believe that's what it's called I'm not too familiar)
I noticed after about 30 hours my saves were taking 5-10 seconds to complete and started looking for the cause, which lead me to looking at Wyre Bash and dumping the OBSE content from my save.
In it I found thousands and thousands of string lines from the esp. Like I said I'm not too familiar with how this all works, but as soon as I removed the mod and made a clean save the issue was gone, and my saves are back to being around 1 second.
Awesome, changes the combat just enough to be more realistic while still feeling like Oblivion. Maintaining the same DPS is the cherry on top. Endorsed!
Does this fix Debaser being treated as a longsword instead of a shortsword? I haven't gotten to that quest yet in this playthrough, I just noticed it's not listed with the other special weapons in the ini file. If not, can I do this in the ini myself?
Yes, WRASO v2.0 treats Debaser as a shortsword like Chillrend and Sword of Wounding. You can verify that by opening the WeaponReachAndSpeedOverhaul.ini file and setting the reach and speed of shortswords to, say, 50 and 0.6, respectively. Equipped with the Debaser, your character should be able to hit any target 50 meters away, but it swings like a warhammer.
So if I understand this right, only weapons from Oblivion and Shivering Isles are changed? Does that mean that weapons added by say MOO or OOO are not affected and will therefore have an advantage in speed and reach?
WRASO affects all the melee weapons found in the "Ammo and Weapons" and "All SE Weapons" containers. Since I cannot think of a plausible reason why the authors of those mods would add their weapons to these containers, we can assume that the weapons introduced by those mods are not affected by WRASO. This also implies that you can manually add any custom weapons into either one of above-mentioned containers to have their reach and speed taken into account by WRASO. The containers can be found using TES Construction Set.
Hi! I already use another mod for combat (Vanilla Combat Enhanced), which changes the speed of the weapons, like your mod does. I wish to know if I can only change the reach of the weapons, keeping the speed of this mod I already use. Is that possible?
Unfortunately, no. However, this is a very good idea. The mod started out as a personal project in developing a tool that would enable me to easily modify the reach of all the vanilla weapons by type, but during development I quickly realized that my algorithm could also be used to modify any of weapon properties en masse, such as swing speed, damage, etc. After some deliberation, I ended up incorporating the ability to modify the swing speed, in addition to the reach. I will add a feature that enables the user to enable or disable either the reach or the speed or both in the next release.
The speed directly affects the weapon swing speed. The values are relative. To get a feeling of how the relative values are mapped or translated to the swing speed, try swinging a longsword as an example. Longswords have a speed of 1.0 by default. Setting the speed of daggers to 1.5 causes the player to swing a dagger 50% faster than swinging a longsword, while setting the speed of claymores to 0.75 causes the player to swing a claymore 25% slower relative to swinging a longsword.
do I need to do something to apply the changes at the ini file? I even have tried setting the speed of claymores at 0.20 and that weapon keep swinging really fast, I didn't wait too much though
I require more information to troubleshoot this issue.
What claymore were you referring to? How about the rest of the weapon types? Do they work according to your custom settings? Could you install Display Stats and post a screenshot of the stats of the claymore that is not working as desired?
EkulTheNord made the mistake of putting the INI file in the Data folder instead of the *ini* folder inside the Data folder as he reported below, so there could be a possibility that your INI file is also installed in the wrong folder. Have you tried changing the weapon reach? Could you try setting the reach of any weapon type to 50 and try using the weapon of that type to hit someone or something far away? If you do not see any changes to the weapon reach, then please make sure that WeaponReachAndSpeedOverhaul.ini is located in ...\Oblivion\Data\ini\
Now that you mention that, I have loaded all my plugins in xEdit, and believe it or not now I remember that I have Maskar's Oblivion Overhaul, which I suppose it's not compatible with, right?
Sorry for the troubles, I haven't replied earlier because I was busy, I'm so sorry I suppose it's asking too much for a patch isn't it ?, (yeah that one has a lot of weapons) Nevermind, thank you for all your attention It's really appreciated
you are stating a real problem, that oblivion just generically place reach and speed based on weapon type, then you introduce a solution, which is to just generically place reach and speed based on weapon type? no offense honestly, but i don't understand this mod
The problem is not that Oblivion generically places reach and speed based on weapon type but that the reach set by Oblivion for most weapons does not match the length of their 3-D models; the default values are generally larger than they should be, affecting the game-play experience negatively. The solution offered by this mod allows the player to programmatically tweak the reach of each weapon type as they see fit in a very quick and easy manner. This mod can also be used as it is without tweaking anything, as the preset values should be adequate for correcting the mismatches.
If the player wants to tweak the reach and speed of all the weapons individually (and manually), they can already do so using the Construction Set. But this is generally an arduous and very time consuming undertaking, not to say that the perceived improvement in game-play experience compared with tweaking the reach and speed collectively based on the weapon type is likely to be minimal at best.
For some reason in my game after installing, when clicking attack while holding a weapon either the weapon doesn't move as though the button is mapped to nothing or the weapon gets to half it's animation and stops. When doing these things it's also impossible to sheath the weapon as well. I am using no weapon mods, and after uninstalling the mod weapons work as they should. Any ideas on why this is happening?
You may try adjusting the delay time of the execution of the script via the mod's INI file. The default value is 5 seconds. Try increasing it to 10 seconds or longer:
Turns out I had put the .ini file in the Data folder instead of placing the "ini" folder inside the Data folder. Now it works great, except with modded in weapons of course. It's a great mod, especially to have an alternative to something like MOBS. Endorsed!
44 comments
I noticed after about 30 hours my saves were taking 5-10 seconds to complete and started looking for the cause, which lead me to looking at Wyre Bash and dumping the OBSE content from my save.
In it I found thousands and thousands of string lines from the esp. Like I said I'm not too familiar with how this all works, but as soon as I removed the mod and made a clean save the issue was gone, and my saves are back to being around 1 second.
Here is a snippet:
https://pastebin.com/9NNiz0xd
Thank you for the cool mod!
I already use another mod for combat (Vanilla Combat Enhanced), which changes the speed of the weapons, like your mod does.
I wish to know if I can only change the reach of the weapons, keeping the speed of this mod I already use.
Is that possible?
Unfortunately, no. However, this is a very good idea. The mod started out as a personal project in developing a tool that would enable me to easily modify the reach of all the vanilla weapons by type, but during development I quickly realized that my algorithm could also be used to modify any of weapon properties en masse, such as swing speed, damage, etc. After some deliberation, I ended up incorporating the ability to modify the swing speed, in addition to the reach. I will add a feature that enables the user to enable or disable either the reach or the speed or both in the next release.
I'm looking forward to this, Isochronon!
And thanks for the answer!
Does it just change the damage per second??
it doesn't change the speed of the animation???
Please someone reply because I'm lost with that, my claymores are moving as fast as my daggers do
I even have tried setting the speed of claymores at 0.20 and that weapon keep swinging really fast, I didn't wait too much though
What claymore were you referring to? How about the rest of the weapon types? Do they work according to your custom settings? Could you install Display Stats and post a screenshot of the stats of the claymore that is not working as desired?
EkulTheNord made the mistake of putting the INI file in the Data folder instead of the *ini* folder inside the Data folder as he reported below, so there could be a possibility that your INI file is also installed in the wrong folder. Have you tried changing the weapon reach? Could you try setting the reach of any weapon type to 50 and try using the weapon of that type to hit someone or something far away? If you do not see any changes to the weapon reach, then please make sure that WeaponReachAndSpeedOverhaul.ini is located in
...\Oblivion\Data\ini\
Sorry for the troubles, I haven't replied earlier because I was busy, I'm so sorry
I suppose it's asking too much for a patch isn't it ?, (yeah that one has a lot of weapons)
Nevermind, thank you for all your attention It's really appreciated
is the only mod that I can think of in my LO
then you introduce a solution, which is to just generically place reach and speed based on weapon type?
no offense honestly, but i don't understand this mod
If the player wants to tweak the reach and speed of all the weapons individually (and manually), they can already do so using the Construction Set. But this is generally an arduous and very time consuming undertaking, not to say that the perceived improvement in game-play experience compared with tweaking the reach and speed collectively based on the weapon type is likely to be minimal at best.
Set WRASOQuest.Delay To 10
I hope this helps.