A new option to improve the AI of the enemies, making them act more different between the different opponents you may encounter in Oblivion. It only has one mergeable esp.
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File credits
.: CREDITS and THANKS :. – To the xEdit team for creating this awesome tool which allowed me to make this plugin easily. – To the Unofficial Oblivion Patch team for their job in making this game better. – To the author of Maskar’s Oblivion Overhaul who gave me his consent to make the patch for his mod. – And obviously to the game designers of this marvellous game who allowed us to continue making this game better and more suited to our taste.
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Changelogs
Version 2.2.1
I have improved even more the behaviour of Imps, thanks @MercerMeka.
Version 2.2.0
Primarily thanks to @MercerMeka I have corrected the unintended combat style "Will Yield" flag error presented by Imps which in some cases makes them try desperately to maintain the distance from the player, it was because hovering creatures, like Liches, Imps, Ghost, etc. aren't fast enough to dodge efficiently, so they tend to be a bit clumsy when trying to get away.
Secondly, I have edited the attack % chance of different ranged enemies, making most of them less aggressive for this to be consistent with their behaviour when they decide to engage in melee combat
The next enemy combat styles were rebalanced for Vanilla: 000CA389 Default Archer, 0001A14C SE06ArcherStyle, 00041EB3 SE08Archer, 000CD4DA KvatchCastleMissile, 000CA0D7 NPCBanditMissile, 000CA0D8 NPCMarauderMissile, 000CA0D1 NPCVampireMissile, 000CA0D0 NPCVampireMage, 000CA0D4 NPCBanditMage, 000CA0D2 NPCDremoraMage
The next enemy combat styles were rebalanced for UOP: 0200DF15 UOPNecromancerNoYield, 0200DF13 UOPBanditMissileNoYield
The next enemy combat styles were rebalanced for MOO Merge: 070EA35B MOOBosmerArcher, 075EC52D MOONpcDynamicDefaultArcher
The 0003f28A Imp was the only one which was increased its attack % chance and was improved its mobility in general, if after this you experience the same error as in version 2.0.5 please, I encourage you to report this again.
I have made some very minimal changes to the distance kept by the 05047722 OOOBubbulture & 000C9F0B Mankar Camoran Combat Styles, present at the OOOCreature Addon plugin.
Lastly, I encourage anyone to report me if you think some enemies are extremely aggressive, I do not intend to make enemies extremely aggressive unless this matches the enemy type, like with Berserker types.
Version 2.0.5
Thanks to @sbreaker I believe we solved a little problem that at least as far as I'm concerned was happening only with quadrupeds in general, by removing the Acrobatic Dodge % Chance, by setting that to 0. I verified this with Clannfears and these (biped) creatures do not have presented the same issue.
I have updated the OOO Creature Addon Patch to be consistent with the changes described in version 2.0.0 and resolved the same issue presented by the quadruped creatures present in this plugin.
Version 2.0.0
I have updated the Dodge % chance, which makes the enemies more mobile, this is not a dodge properly, but makes the enemies to run in different directions trying to avoid other incoming attacks.
I have updated the Attack % chance making this more dynamic for the majority of the enemies.
I have updated the Block % chance, trying to give different NPCs different feelings of self-protection, if you detect that something that you consider should have less prowess and which is currently blocking too much please, tell me.
I have updated the Power Attack % chance making this more dynamic for the majority of the enemies.
I have updated the distance enemies keep from the player and from each other.
I have updated and given new dodge % variations, depending on different situations for many different enemies.
I have assigned different AI flag packages for the different combat styles, to be more consistent with what I believe they should have as general traits.
Version 1.1.0
Brown Bears 00097A16 New adjustments hopefully to keep more distance from them.
Clannfears 00034EA3 More balanced and a little bit less aggression
Deer Bucks 0003154F Correction of Deer bucks aggression (now they behave more like afraid creatures)
Dogs 0001E5F5 More aggression but not as much as with wolves
Goblin Warlords 0000AB71 Minor adjustments
Mountain Lions 0001E5FA are less aggressive, and I have made some changes in their attack decision making.
Mud Crabs 00000B7F More balanced Mud Crabs, hopefully
Rats 00025314 More balanced and a little bit less aggressive
Scamps 0002D802 Now they fight similar to Goblin Shamans
Wolves 0006E912 Overall change to wolves attacks decision making, now they use way less the attack with the hit-box issue
Both Xivilais:
(Unarmed) 00032655 They pursue a little bit less, hopefully, to avoid making them too OP
(Armed) 0001E64D They pursue a little bit less, hopefully, to avoid making them too OP
Version 1.0.0
At this point, this mod has all the necessary to start feeling the difference with the vanilla game, from this point I will update whenever I consider it necessary.
Ω xEdit to Merge the Plugins (use the normal xEdit executable, NOT the QuickAutoClean executable) Installation Use all the files you need watch the v2.0 Video Mod Showcase if you want to know how to merge these plugins. You can install this mod simply by throwing the esp’s you need at the data folder of your Oblivion installation folder or by using a mod manager, there shouldn’t be any problem at all. The Vanilla version is for those who only want these changes for the base game, you can avoid this file if you plan to use either the Oscuro's or Maskar's MERGE (both of these last two files contain already the changes found in the vanilla version). And make sure that no other mod takes priority if there’s any conflict, you can check that in xEdit by loading all your plugins.
Updating Recently I noticed that if you want to update this mod using your already created merge, you only need to follow the same process described in the v2.0 video, but instead of selecting the "Deep copy as override into..." you need to select the next option: "Deep copy as override (with overwriting) into..."
Uninstallation Just delete the plugin (esp) from your data folder
Description
All of us have experienced and enjoyed this game, its storytelling, and the abundance of options offered to take. The game promises so much from the start that once you leave the tutorial you end up feeling amazed, in the need of adventure, you fight against some mobs and the next time you open the game you never feel the same again. That’s because, in the vanilla game, the enemies tend to have the same jumping attack animation, this one has a large percentage of occurrence, this is a huge problem which provokes that the different enemies end up using only that animation, that impedes the feeling to fight against more diverse and intelligent enemies, which makes the gameplay experience itself becoming so boring past a certain point. So, I decided to improve that, by making the enemies use different attacks with a more varied occurrence, so goblins and their different variations (archer, shaman, skirmisher, berserk, archer berserk, etc.) would never feel the same for example. Unfortunately, there are some exceptions to this, for example, the goblin warlords tend to use that jumping attack so much because they do not come with weapons as far as I’m concerned, so, I’m still thinking to give them weapons, but that could create some incompatibilities with other mods, probably… so at the moment I’m going to test this mod in-game to see if there’s something more I should do to give a more varied experience against the different enemies. There are some other examples for which, I would love to get your feedback, and suggestions… take in mind that doesn’t imply that I’m going to accept everything you propose, so I suggest to anyone who wants to try this mod, that if you find something game-breaking or a rather immersive-breaking problem, to please share the name of the enemy you were fighting against and if possible the BaseID of the enemy, post the problem you found and optionally how would you think to solve it. Take in mind that I’m still testing this mod so if I find something to improve it myself, I will change it as soon as possible.
Troubleshooting As simple as this mod is I doubt it could make your game crash, maybe if you summon a large number of enemies but that, even without my mod could make your game crash. My mod is able to be installed mid playthrough and is quite safe to uninstall unless you have created a merge of some sort, like with Wrye Bash in that case just redo the bash patch and that should be ok. In case you have a conflictive mod you need to make the mod you prefer to take priority below the other plugin in the Load Order (LO) but is completely possible to use my mod below any other mod that changes the same in that case my mod should apply the enemy behaviour, obviously, if both mods change the same things I recommend you to choose only one mod to use, the worst that could happen if you have a little conflict is that you don’t get the benefits of my mod with that specific creature/enemy that is getting the conflict, so it's highly suggested to load all your LO along with this mod using xEdit unfold my plugin and check and select anything turned red, doing this you may be able to see the plugin that conflicts with my mod. Currently, I only know about a minor conflict with the mod Vanilla Combat Enhanced, for which I recommend placing my plugin below that mod, the conflicts are only for the Combat styles of the Minotaur Lord and the Mountain Lion. I also have a little patch for the mod Maskar's Oblivion Overhaul for this to be consistent with the changes I have made in the vanilla game, but this is just for consistency.
Compatibility This mod could replace the vanilla Combat styles modified by mods like Martigen's Monster Mod (MMM) and yes, you can place my mod below his to change the behaviour of vanilla mobs but in this specific case, I think MMM is enough to get a better experience in Oblivion still my mod is more lightweight and offers something different (so, it's a matter of taste). Dynamic Oblivion Combat is completely compatible with any version of Realistic Combat Behaviour because these touch different things.
Credits and Thanks – To the xEdit team for creating this awesome tool which allowed me to make this plugin easier. – To the Unofficial Oblivion Patch team for their job in making this game better. – To Maskar the author of Maskar’s Oblivion Overhaul who gave me his consent to make the patch for his mod. – To WalkerInShadows & Team Alpha for allowing me to make the requested patch for Oscuro's Oblivion Overhaul and its complement (OOO Creature Addon). – And obviously to the game designers of this marvellous game who allowed us to continue making this game better and more suited to our taste.