Oblivion

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Created by

Vinny

Uploaded by

ElkhoundVinny

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About this mod

Rebuilt from scratch, so now less jank!
Separates melee weapons into 2 catagories: "Light-" and "Heavy Weaponry", plus various other changes.
Light weapons consist of: Daggers, Shortswords, War Axes and Longswords (now 2 handed)
Heavy weapons consist of: Maces, Claymores, Battle Axes and Warhammers,
MOBS and Vanilla versions ava

Requirements
Permissions and credits
Changelogs
Overview:


This is a completely remade version of my original mod "Oblivion Weapon Types". The concept remains the same: Re-categorizes all melee weapons in the base game and expansions into "Light" and "Heavy" Weapons. 

Changes:

  • The Blade skill and description has been renamed to "Light Weaponry" and consists of daggers, shortswords, war axes, and longswords. In addition, all longswords have been made 2 handed swords. That isn't only historically correct, but also adds to the variety in this weapon category.
  • The Blunt skill and description has been renamed to "Heavy Weaponry" and consists of maces, claymores, battle axes, and warhammers. I personally like the heavier sound to the claymores. It kinda matches their size and weight in Oblivion
  • There are quite a few unique longswords in the base game. All of those, including the crusader's longsword, duskfang/dawnfang, and Dragonsword of Lainlyn from the expansions/DLC have been made 2 handed.
  • Brusef Amelion's Sword has been made into a shortsword (With corrected UV map for unique texture). Weight, damage, and range is that of a shortsword. The enchantment is changed from 5 points frost damage to 10.
  • Rugdumph's Sword is kept as a Light Weapon, 2 handed; Although its appearance is similar to the silver claymore with a unique texture, it's actual model is changed to match the length of a longsword. Speed, weight and damage are all unchanged, adding to it's uniqueness as a "light" weapon.
  • All guards, except for jailors and count/countess bodyguards, now carry a shortsword to pair with their
    respective shield. Jailors still carry their mace and bodyguards now wield longswords and have had their shields removed.
  • Commonly encountered NPCs such as Bandits, Marauders and etc have had their stat's adjusted so they can wield whichever weapon they could spawn with. Other NPCs will need to be adjusted accordingly as needed. Though that would be an ongoing thing...

Versions:


There are 2 versions: both versions of the mod carry over any unofficial patch changes made to weapons. Although technically not required to run my mod, you should be playing with the patch installed anyway.
  • The MOBS version is for those who play with the MOBS mod. Personally highly recommended!
  • The Vanilla version is for those who do not play with MOBS installed.

To-Do:
  • Squash any bugs found in normal gameplay
  • Adjust NPC stats wherever needed via request or through personal gameplay.
  • Maybe think about making a standalone weapon mod that can add to this one.
  • Hopefully actually play an Elder Scrolls game for once and not mod? lol