About this mod
Partially changes oblivion damage formula for weapons by recalculating Weapon Base damage according to your attributes and skills.
- Requirements
- Permissions and credits
To install just drop the .esp file to "Data" in Oblivion Folder or use a mod manager of your choice.
*EDIT 1.3 Patch notes
Formula for ModSkill now is: 0.2 + Skill/100 * 2.
Added Fortify Spells and Scrolls support. So your weapon will be automatically buffed then you cast Fortify spell or scroll. It also would be automatically debuffed after timer of effect will end. Only Blade, Blunt, Marksman for skills and Strength, Agility for Attributes are supported. =)
Changed damage-strength dependency so: from 50 to 75 you gain 0.2 damage per 1 attribute point after 75 you gain 1 damage per 1 Attribute. So on 100 Attribute you will get 30 damage boost total.
*I recomend you all to level as you use your skills. Another aim of my mod is to reduce the need to afficient +5 leveling. So just level as it goes. No need for extra level to level secondary skills grind. But in case if you like everything maxed out then just do it, you will become even more powerfull with my mod. ;-)
Hello, so a while ago I wanted to make my own Oblivion damage formula, cause it seamed to me that strength - damage dependency was too weak. From my calculations max strength only gave 25% damage increase from base weapon damage.
That seamed like very low inpact for character progression. Like You level ALL the way up to 100 and ALL the change you got is 25%.
So the aim of the mod was to change damage-strength dependency so: from 50 to 75 you gain 0.2 damage per 1 attribute point after 75 you gain 1 damage per 1 Attribute point. On 100 strength or agility you will get 30 damage bonus for apropriate weapons.
To do that I took the complete Weapon Damage Formula:
Damage = BaseWeaponDamage * 0.5 (0.75 + Attribute/100 * 0.5) * (0.2 + Skill/100 * 1.5) * WeaponDurabilityThings
And changed it so:
Damage = BaseWeaponDamage * 1 * 1 * 1 * WeaponDurabilityThings
And for BaseWeaponDamage I made a custom formula:
BaseWeaponDamage =0.5 * OblivionVanillaBaseWeaponDamage * ModSkill + ModAttribute
there - ModSkill = ( 0.2 + Skill/100 * 2)
and - ModAttribute = ((Attribute - 50)/5). For atribute < 75
and - ModAttribute = (Attribute - 70). For attribute >= 75
In case of Attribute going negative quality, I made one extra formula:
BaseWeaponDamage2 =0.5 * OblivionVanillaBaseWeaponDamage * ModSkill + ModAttribute * 0.2
Weapon damage can't get below 1.
So how does it work? When your character equips the weapon or arrows it recalculates BaseWeaponDamage accordingly. When you unequip the weapon or arrows it changes its base damage value back to vanilla value. Thats it. =)
+ enemy NPCs with weapons are doing base weapon damage. It is roughly twice the damage they done. So the game became kind of harder. ;-)
So there are two known issues though..
*The First and most important to know issue is that if you and some NPS are equiped with the same weapon, I think, you both will have damage recalculated weapons. So to fix the issue just change weapon so it will differ from NPCs (for example, if you and enemy have iron sword, you need to unequip it and change it to, lets say, steel sword or any other).
*The Second issue is that if you load your game where is the script to unequip currently equiped weapon. The reason for this is that in playtesting loading a game caused change in base weapon damage and it carried it after loading and broke everything =). So I'm sorry cause it might be ennoying for some people, but I wasn't able to come up with better solution.
*Also if you loaded a game and you still have weapon equipped you will have its damage in the base state, in order to recalculate it just reequip it.
For conviniency I recomend using Hotkeys.
*If you are going to enchant weapon be sure to unequip it or it will break the damage calc so the weapon will have its base damage reduced.
All this means that you should track if your weapons or arrows need stat update and if needed reequip.
This is version 1.0. And I hope for two things. The first is that I hope to get some feedback so I can improve the concept. And the second one is that I hope that for people who like me wanted to change damage formula more than it is posible with "Settings" in Construction Set it will be more easy to understand one of ways of how to do it.
Thank you for your Attention. And good luck with Oblivion modding!
Raerali
P.S. This is more like a concept. It will require much more balance tweaks to make it valid.
Then working on this mod I found that Oblivion vanilla damage system is really well thought by Bethesda. And I changed my opinion about it. But I still want Attributes to have more inpact in vanilla. =)