Looking for a Melee Damage increase

Post » Tue Nov 16, 2010 8:40 pm

I'm looking for a mod to make melee more viable. I'm not particularly interested in adrenaline fueled combat, deadly reflexes, unneccessary violence, or phitt's phiting phixes. I would love some second opinions, Thanks in advance ^^
I'll give it a shot, thank you Psymon. I have to say Psymon that mod looks perfect ^.^ and thanks for the suggestion Azureal, I suppose I should have mentioned that I am using FCOM as well.
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JAY
 
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Post » Tue Nov 16, 2010 11:06 am

Kuertee Attribute and skill based damage
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Luna Lovegood
 
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Post » Tue Nov 16, 2010 9:28 am

I'm looking for a mod to make melee more viable. I'm not particularly interested in adrenaline fueled combat, deadly reflexes, unneccessary violence, or phitt's phiting phixes. I would love some second opinions, Thanks in advance ^^
I'll give it a shot, thank you Psymon.


A mod EVERY Oblivion game should not be without is Martigen's Monster Mod. One of the options in the omod is a "durability and damage" plugin. That seems like exactly what you are looking for. =)
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Dale Johnson
 
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Post » Tue Nov 16, 2010 5:21 pm

I can't seem to get it to behave with Duke Patrick's mod. No matter how much I play with either mod's settings. Though I would love this mod for it's functionality, I don't think a steel bow with 69 hit rating and dremora feild arrows with 220 seems even remotely balanced. Any tips Psymon? So in the meantime I think I will dust off the old Durability and Damage mod, thanks for the tip azureal
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Lauren Graves
 
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Post » Tue Nov 16, 2010 11:15 am

I can't seem to get it to behave with Duke Patrick's mod. No matter how much I play with either mod's settings. Though I would love this mod for it's functionality, I don't think a steel bow with 69 hit rating and dremora feild arrows with 220 seems even remotely balanced. Any tips Psymon?

Which mod with Dukes?

Well actually any mod that raises damage ... MOBS ... Durability ... Kuertee ... but probably not phitt because it too is script driven - they all up the damage across the board. Duke recommends 7x to be realistic. So then I'd guesstimate setting Dukes mod to only around 2 or 3x increase when using these others, but you will have to play with that.
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Sarah Kim
 
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Post » Tue Nov 16, 2010 9:19 am

FYI You can lower the damage rating or bows+arrows in Duke's mod through the ini. It is set at 7, lower it down to 3 or such to get more reasonable bow+arrow damage numbers....
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Samantha Wood
 
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Post » Tue Nov 16, 2010 9:35 pm

I did I brought it down to 1 actually andI still had rediculously high ratings for my arrows and bows. I'm not sure what was wrong with it honestly.
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Life long Observer
 
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Post » Tue Nov 16, 2010 4:15 pm

I did I brought it down to 1 actually andI still had rediculously high ratings for my arrows and bows. I'm not sure what was wrong with it honestly.

What kind or ratings?

having used many of Dukes mods I've seen extremely high damage ratings and those are by design As Duke pointed out not all that connects when you hit plus the damage rating is generally wrong - get the display stats mods for more accurate readings.

I've seen bows that do 240 and arrows that do 70 - yes. Even so in a high level FCOM game that kind of bow and arrow does not put down an equally matched opponent in one or two shots.

But think about the settings too - if the you set archery to 3x then if I understand that correctly then this will be multiplied after any other modifiers, so if a mod already doubles the damage then it will get multiplied as well.

Read the Nexus page on Kuertee Attribute and skill damage mod - he breaks that down in a lot of detail.
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Queen of Spades
 
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Post » Tue Nov 16, 2010 7:52 pm

Hm, I read both the tesnexus description and the readme before even considering using it. My problem primarily stemmed from the bow starting at no less than 32 and the dremora field arrows starting at no less than 110. (this occured even with Dp's damage increase set to 1(no change). Then after the 10 second delay that kurtee's goes through it would double both, the arrow rating to 221 and the bow to around 62-70. For some reason changing the damage in Dp's makes very little difference to the bow and arrow's damage. Anyway, I was looking forward to the magic changes but I'm ok with durability and damage (as long as it doesn't change range values as well) the weirdest thing is, I could swear my steel bow only had a rating of 32-34, and my arrows around 62, it seems to have just plain doubled, it really is quite odd, and the values remain that way even after a clean save.
As q side not I have the 62 rated steel bow and 110 rated dremora feild arrows on a level 1
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Vivien
 
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Post » Tue Nov 16, 2010 5:20 pm

I have Duke Combat Archery, and I also have OMOBS installed (with FCOM Archery as well). Understanding that Duke's loads last, I am guessing that wins out in the bows and arrows damage rating.

That said, I have the bow+arrow damage set to 3 in the ini file, and my arrows ebony arrows do 21 damage (marksman skill at 41), magic bow does 24 (mod-added) - silver bows do about 16 I think. So If you still have high damage ratings, sell those bows and acquire new ones (I think bows already changed don't scale down once you change the ini number). But the new bows should work fine I think.
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NAtIVe GOddess
 
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Post » Tue Nov 16, 2010 6:34 pm

DP's changes are all scripted so load order doesn't come into it really. it loads last primarily to give his scripts priority in processing I think. Kuertee's ini has a section for delaying it's changes to give more time for DP's scripts to run. This is how I remember it anyway :)

edit. look out for the {} suffix on bows which indicates DP's mod has processed that bow.
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Dalley hussain
 
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Post » Tue Nov 16, 2010 8:25 am

I really appreciate all the responces haha. Found the display stats mod I will use this and make a bunch of comparisons and figure out what is going on lol. I really appreciate the help guys thanks!
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Alyesha Neufeld
 
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