For anybody having problems with this mod not working try removing spaces from the mods folder name. I changed the name from "Lower Health" to "LowerHealth" and it worked for me.
Just to confirm how and when this comes into effect. I jumped in with the mod and my health is the same, does that mean there was a problem with the install or do the changes only affect calculations for all subsequent level ups?
Newbie mod author here. Trying to change the PCHealth formula itself. I'm thinking that the following would come much closer to effecting steady growth and numbers more in line with the original game (changes bold underlined):
Basically, don't multiply the Attributes by 2, and add a baseline 50 HP as compensation. This means that the lowest possible starting HP is 76 (16 higher than the original 60), and the highest possible starting HP is 108 (22 lower than the original 130). At middling values in Str/End (45) the OBR, Classic, and modded values would be the same- 90 HP. Your mod currently would make that 60.
On the high end, my formula would result in 400 HP at Level 30, assuming maxed Attributes. This is very nearly the maximum possible in Classic, and 90 less than in OBR. The biggest single-level jump is 25 HP in OBR, 19 in my formula, and 16 in yours. With maxed Attributes, my formula yields 9 HP per level, while yours does 6.66- growth slows dramatically after maxing Attributes, the same issue that the Remaster has to begin with, just with lower numbers overall.
So, I used your script as a jumping-off point and took my shot in the dark: -- This object contains settings that were overriden on the UE side local SettingInstance = StaticFindObject("/Script/UE5AltarPairing.Default__VOblivionInitialSettings")
-- We need to change the value early, since it propagates in the engine if SettingInstance and SettingInstance:IsValid() then
-- print the defaults print("PCHealthNewFormula = " .. tostring(SettingInstance.PCHealthNewFormula)) print("PCHealthNewFormulaEnduranceMult = " .. tostring(SettingInstance.PCHealthNewFormulaEnduranceMult)) -- DefaultL ~0.6666 print("PCHealthNewFormulaStrengthMult = " .. tostring(SettingInstance.PCHealthNewFormulaStrengthMult)) -- Default: ~0.3333 print("PCHealthNewFormulaLevelEnduranceMult = " .. tostring(SettingInstance.PCHealthNewFormulaLevelEnduranceMult)) -- Default: ~0.1 -- not used in this mod.
-- lower the values SettingInstance.PCHealthNewFormulaEnduranceMult = 0.6 SettingInstance.PCHealthNewFormulaStrengthMult = 0.3
Expectedly, this didn't do anything beyond what you intended. "PCHealthNewFormula", "PCEndurance", and "PCLevel" probably aren't actually anything, and I don't have a clue how to find out what those variables are actually called. So, if you care to point me toward the tools/resources to puzzle that out; or you want to create a script based on this formula yourself, then please do so!
Hello. Thanks for your mod. I have troubling with lower the potions values now... haha
But I having a problem with this mod: Sometimes he works, sometimes not. I do not know why. Gamepass here. I have another script mod of attack animation cancel and it always work. But the lower health not always... :/ Any ideas?
Maybe There is a way to do this via script in altar.ini?
Hey thank you the mod is great and works perfectly on adept difficulty. My only issue is that it started crashing every couple of times I load a save. I followed the installation instructions, but it keeps happening.
Same for me. As much as I want to use the mod, its just not worth it. I don't think its this mod, I think its the UE4SS thing. Maybe in another week there will be something stable.
Tried deleting the mod and it is UE4SS, not this mod. Instead of downloading UE4SS as his instructions say, use this one on nexus specifically for oblivion instead:
UE4SS for OblivionRemastered https://www.nexusmods.com/oblivionremastered/mods/32?tab=description
Fixed my loading issues and I can use the mod again.
I investigated and found the files between the versioon of UE4SS on the Nexus versus the GitHub version were definitely different, with the dll on the Nexus version for example being twice the size of the GitHub version.
I swapped them and have thus far noticed less instability, fingers crossed. However I am curious to what impact this might have on an ongoing campaign, both using potentially the improper version for as long as I did and also what swapping them mid-game might do in terms of long-term stability. Any ideas?
Do you mind telling me where you got those UE5AltarPairing.VOblivionInitialSettings from? I want to tweak other stuff as well but cannot find a list of valid variables to change.
For those asking the mod author to make versions with other scaling rates, you can just open the lua script in the mod with a text editor and adjust the scaling numbers to whatever you want. You can even make the numbers higher than the vanilla values to have more health than normal instead of less.
THANK YOU, genuinely, indeed just changed it to 0.2222 and 0.1111 respectively and now it feels kinda nice on adept. Just the restoration spells heal almost too good :D
Perfect mod would be x3 damage dealt to player, like on Expert, but x1 damage dealt, like on Adept, at least in my opinion. But this is damn fine now!
I must be doing something wrong. I am changing the original 0.4444 and 0.2222 values to 0.2222 and 0.1111 respectively and relaunching the game and my total health does not change.
I removed the mod and relaunched the game, checked my health and it was back to normal. Put the mod back in the folder, relaunched, health was reduced like it was supposed to. Again, changed the values to 0.2222 and 0.1111 and relaunched and it didn't reduce any further.
The mod is clearly working, but my editing of the lua is not reducing the total health any further. I close the lua and reopen it and see my value changes are saving. I'm at a loss as to why it's not reducing the total health anymore when it seems like a straightforward change. Obviously I'm missing something.
To the end, would that change health per level from 10% of end down to 5%? I know nothing about making this, but I do have enough monkey inteligence to look at what someone did and try to figure it out. Am I close? Any help would be very appreciated.
EDIT: That is it! I did it! I halved player health per level. Just follow what I posted if you want the same.
I'm running with this config too and my solution was to install Spells Restore Over Time and Potions Restore Over Time. You still get healed pretty much up to full but the enemies can burst through it if you don't play defensively.
54 comments
I changed the name from "Lower Health" to "LowerHealth" and it worked for me.
Health = 50 + (Endurance * 0.6 * 1) + (Strength * 0.3 * 1) + [Normal scaling with subsequent levels]
Basically, don't multiply the Attributes by 2, and add a baseline 50 HP as compensation. This means that the lowest possible starting HP is 76 (16 higher than the original 60), and the highest possible starting HP is 108 (22 lower than the original 130). At middling values in Str/End (45) the OBR, Classic, and modded values would be the same- 90 HP. Your mod currently would make that 60.
On the high end, my formula would result in 400 HP at Level 30, assuming maxed Attributes. This is very nearly the maximum possible in Classic, and 90 less than in OBR. The biggest single-level jump is 25 HP in OBR, 19 in my formula, and 16 in yours. With maxed Attributes, my formula yields 9 HP per level, while yours does 6.66- growth slows dramatically after maxing Attributes, the same issue that the Remaster has to begin with, just with lower numbers overall.
So, I used your script as a jumping-off point and took my shot in the dark:
-- This object contains settings that were overriden on the UE side
local SettingInstance = StaticFindObject("/Script/UE5AltarPairing.Default__VOblivionInitialSettings")
-- We need to change the value early, since it propagates in the engine
if SettingInstance and SettingInstance:IsValid() then
-- print the defaults
print("PCHealthNewFormula = " .. tostring(SettingInstance.PCHealthNewFormula))
print("PCHealthNewFormulaEnduranceMult = " .. tostring(SettingInstance.PCHealthNewFormulaEnduranceMult)) -- DefaultL ~0.6666
print("PCHealthNewFormulaStrengthMult = " .. tostring(SettingInstance.PCHealthNewFormulaStrengthMult)) -- Default: ~0.3333
print("PCHealthNewFormulaLevelEnduranceMult = " .. tostring(SettingInstance.PCHealthNewFormulaLevelEnduranceMult)) -- Default: ~0.1 -- not used in this mod.
-- lower the values
SettingInstance.PCHealthNewFormulaEnduranceMult = 0.6
SettingInstance.PCHealthNewFormulaStrengthMult = 0.3
-- change the expression
SettingInstance.PCHealthNewFormula = 50 + (SettingInstance.PCHealthNewFormulaEnduranceMult * PCEndurance * 1) + (SettingInstance.PCHealthNewFormulaStrengthMult * PCStrength * 1) + (SettingInstance.PCHealthNewFormulaLevelEnduranceMult * Endurance * (PCLevel - 1)) + (SettingInstance.PCHealthNewFormulaLevelStrengthMult * PCStrength * (PCLevel - 1))
-- confirm changes
print("PCHealthNewFormula = " .. tostring(SettingInstance.PCHealthNewFormula))
end
Expectedly, this didn't do anything beyond what you intended. "PCHealthNewFormula", "PCEndurance", and "PCLevel" probably aren't actually anything, and I don't have a clue how to find out what those variables are actually called. So, if you care to point me toward the tools/resources to puzzle that out; or you want to create a script based on this formula yourself, then please do so!
Thanks
But I having a problem with this mod: Sometimes he works, sometimes not. I do not know why. Gamepass here.
I have another script mod of attack animation cancel and it always work. But the lower health not always... :/
Any ideas?
Maybe There is a way to do this via script in altar.ini?
UE4SS for OblivionRemastered
https://www.nexusmods.com/oblivionremastered/mods/32?tab=description
Fixed my loading issues and I can use the mod again.
I swapped them and have thus far noticed less instability, fingers crossed. However I am curious to what impact this might have on an ongoing campaign, both using potentially the improper version for as long as I did and also what swapping them mid-game might do in terms of long-term stability. Any ideas?
You can install and reinstall everything constantly. Nothing is actually attached to your save or the game.
Thanks!
https://docs.ue4ss.com/feature-overview/dumpers.html
Perfect mod would be x3 damage dealt to player, like on Expert, but x1 damage dealt, like on Adept, at least in my opinion. But this is damn fine now!
I removed the mod and relaunched the game, checked my health and it was back to normal. Put the mod back in the folder, relaunched, health was reduced like it was supposed to. Again, changed the values to 0.2222 and 0.1111 and relaunched and it didn't reduce any further.
The mod is clearly working, but my editing of the lua is not reducing the total health any further. I close the lua and reopen it and see my value changes are saving. I'm at a loss as to why it's not reducing the total health anymore when it seems like a straightforward change. Obviously I'm missing something.
My guess is you didn't save your changes to the script.
-- print the defaults
print("PCHealthNewFormulaEnduranceMult = " .. tostring(SettingInstance.PCHealthNewFormulaEnduranceMult)) -- DefaultL ~0.6666
print("PCHealthNewFormulaStrengthMult = " .. tostring(SettingInstance.PCHealthNewFormulaStrengthMult)) -- Default: ~0.3333
print("PCHealthNewFormulaLevelEnduranceMult = " .. tostring(SettingInstance.PCHealthNewFormulaLevelEnduranceMult)) -- Default: ~0.1 -- not used in this mod.
-- lower the values
SettingInstance.PCHealthNewFormulaEnduranceMult = 0.5
SettingInstance.PCHealthNewFormulaStrengthMult = 0.25
If I were to add:
SettingInstance.PCHealthNewFormulaLevelEnduranceMult = 0.05
To the end, would that change health per level from 10% of end down to 5%? I know nothing about making this, but I do have enough monkey inteligence to look at what someone did and try to figure it out. Am I close? Any help would be very appreciated.
EDIT: That is it! I did it! I halved player health per level. Just follow what I posted if you want the same.
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