Oblivion

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JagaTelesin

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About this mod

Description: ========= MOBS, aka the \"Medieval Oblivion (Equipment) Balance System\", is a new weapon (and eventually armor) balance system for use with TES4:Oblivion. It was initially developed for use in Split Infinity, but we felt the entire community could benefit from its use. It is being distributed as a modder\'s resource in the

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Description:
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MOBS, aka the "Medieval Oblivion (Equipment) Balance System", is a new weapon (and eventually armor) balance system for use with TES4:Oblivion. It was initially developed for use in Split Infinity, but we felt the entire community could benefit from its use.

It is being distributed as a modder's resource in the form of an Excel spreadsheet. Our primary goal is to provide a commonly accepted level of balance for both weapons and armor that give a realistic, and balanced feel to equipment in Oblivion. Modders are encouraged to utilize the numbers we have come up with to give players of their mods a more balanced and realistic feeling game, no matter what kind of equipment is used.

If you don't have MS Excel, you can download a free file viewer which we *highly* recommend for viewing the sheets. There are many features used (such as mouseover comments) that you can benefit from by using an Excel-compatible program.


Details:
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Weapons data is 100% complete at this point, with armor to follow in the near future (after feedback is gathered on current numbers). Our data was initially a mix of Kal's weapon balance and N's weapon balance, but we felt there was much more that could be done to give items a more smooth and realistic progression throughout their levels.

* Virtually all major changes were done with complete level and item balance in mind. Primary numbers were achieved via percentage calculations that are easily visible next to each material's set of data. Data was tweaked after to fine tune.
* Speed was reduced across the board for less hack-n-slash combat, but not so much that smaller weapons have slow swing sounds.
* Speed was raised or lowered according to the weight of the material, for highly realistic combat.
* Damage and Damage-per-second were considered very heavily to ensure balance when levels increase.
* 1H and 2H weapons were given enough difference in terms of DPS to make using a 2H worth the damage gain, and a 1H worth the shield bonus.
* The number of weapons was increased from the default 12 in Oblivion to 25, in order to support new types of weapons, and rare weapons.
* Weight adjustments to materials to increase realism.
* Percentage basis damage scaling to avoid faster weapons like the dagger becoming overpowered in comparison to slower ones.
* Dozens of adjustments and tweaks were done to ensure usable numbers and balance were maintained. Damage-per-second and Damage-to-Reach ratios were of primary concern for us, to give a very even power curve, and good representation of an item's actual potential.


Note: This is not a mod, this is a "modder's resource", and will not enhance your game unless it's data is used in an Oblivion Mod package.