This is something I've been working on for a while for personal use but I thought I'd reach out here and see if anyone else had any interest in it.
It has been a long, long time since I played unmodded Oblivion. I've been through FCOM, TIE, Deadly reflex, UV, Realistic Fatigue/Encumbrance, Stealth overhaul mods etc and much more.
The one thing that I haven't seen touched much is how armour is handled, and it frustrates me that I find in my game now that armour has become virtually useless (beyond the aesthetic). Especially heavy armour and particularly at low level.
In my game (modded with the above and more) I find that a warrior type (especially at low level) wearing a full set of heavy armour sacrifices a lot of encumbrance, is running out of breath every 100 yards, unable to carry much loot, clanks around everywhere so sneaking is impossible and in exchange gets a measly few points of protection which frankly makes no difference whatsoever. Heavy armour is actually much more of a hinderance than a help. On top of that if I find some magic armour, which lets face it, should be a fun, "woot!!" moment in a fantasy rpg, it's useless because like all my armour it will be smashed to pieces after every minor mud crab engagement and I have to run back to town to and hand over my few hard earned pennies getting it repaired..phew. In other words there's really no point in wearing armour at all, at least until you get to high level, have maxed out your armour/armourer skills and get access to the top tier enchanted ebony/daedric stuff. That's not fun!
So I decided to try and address this situation and make armour not only viable but desirable again. The problem is, once you start to tinker with one area of balance another imbalance becomes apparent and before you know it it's turning into a full time job.
Please note: I'm not trying to make an ultra-realistic representation of medieval armour in combat, nor do I want to implement a resource intensive, heavily scripted system etc. I'm trying to restrict it to in-game mechanics as much as I can with the simple intent of making armour feel like it's doing its job properly.
Progress
So far I've approached it in a number of ways:
- Done so far:
- (1). I've changed the way that the armour skills work, meaning you get far more protective benefit from your armour at lower levels of skill. I expect to tweak this continually until I'm happy with the result.
- (2). I've slightly increased the amount of protection that light armour offers and significantly increased the amount of protection that heavy armour offers. The same has been done to durability. I've rebalanced some weights (I could never understand why the iron armour is lighter than steel for example). I've improved the stats of all pieces but I've weighted emphasis onto the cuirass, helmet and shield. Shields now have been massively improved so that they can really take a beating before they break.
To do: - (3). I realise that (1.) means there's less reason to raise/major the armour skills. I want to try and balance that out and I'm looking for suggestions. I'd like to make heavy armour have more of a detrimental effect on speed and jump height, then have the armour skill/perks improve on that. I think this is a slightly more realistic representation of someone becoming accustomed to operating in armour than simply increasing their armour rating. I'm thinking about mixing fatigue/fatigue regen into heavy armour skill/perks but I'm a bit wary because so many other mods affect fatigue rates it might become a bit of a conflict nightmare. (and this mod is not designed to be used in isolation remember, I'm trying to fix a heavily modded game not vanilla oblivion.). Likewise with regard to balance I'm thinking in terms of fatigue/encumbrance/stealth overhaul mods being used in conjunction with this. So many new negatives have already been introduced into the mix for heavy armour, it's time for some positive.
- (4). I want to, if possible, change the way that armourer works. So that whether an item can be repaired or not is determined by the material type and not whether it is enchanted. i.e 1-25 skill can repair Fur, Leather, Iron. 25-50 skill can repair Steel, Dwarven and so on. Or perhaps have it so that you are limited to the durability % that you can repair an enchanted item. i.e a low level armourer can repair enchanted Iron to 100%, enchanted steel to 75% and higher to only 25%. I haven't worked out the details here yet because I'm not sure what is possible with the game mechanics for the skill. Your input appreciated.
- (5). Other stuff - This is a heavy WIP. I'm posting this to get input, feedback and to thrash ideas out. I fully expect to change everything I've written here by the time it gets done!
I'm by no means an expert modder I'm not pretending to be, I don't know how to script etc. I just didn't see anyone else trying to fix this and figured I'd get off my backside and try it myself. If you agree with me that this is a problem worth addressing then this is the place to get involved. If you're experienced with modding game mechanics or scripting and want to get involved, or even take the lead then by all means please say so. I could certainly use some help and direction. I'm not going to be pedantic about this being 'my mod' or anything like that I just want to get this into the game, and if you can do a better job of it than I can then that's going to be better for everyone who uses it.
So far I can say the difference is very noticeable. I've only altered base game items so far, therefore items added by mods are unaffected. When I wear or fight someone wearing my improved heavy armour you can really tell the difference. The unaltered stuff is like paper in comparison. It's great to play a warrior and actually feel like a tank class again. It needs a lot of work and improvement before it can be called a proper mod though, right now it's more of a compilation of tweaks
