[RERELZ]MOBS Medieval Oblivion Equipment Balance System [RER

Post » Thu Jan 16, 2014 3:41 pm

MOBS / OMOBS Medieval Oblivion Balance System Version 2.0

Download

http://www.tesnexus.com/downloads/file.php?id=28537


===============
Developed by:
===============
Jaga Telesin (left the project after the 1.0 release of MOBS)
Francesco (left after 1.2 Release of MOBS)
Corepc (updated and released final 1.x version of MOBS, and 1.0 version of OMOBS)
BFG99 (updated and made corrections to Corepc's MOBS and OMOBS in release 2.0)
Credits to Kal, N, Dev_AKm, Oscuro, Kandiedan, Nb_Mare, and others whose inspiration for a true balance system spurred us on!

===============
Description:
===============

MOBS, aka the "Medieval Oblivion (Equipment) Balance System", is a weapon balance system for use with TES4:Oblivion and TES4:Shivering Isles. (OMOBS, or Oscuro's MOBS, is a slightly modified version of MOBS for use in Oscuro's Oblivion Overhaul or FCOM.)

MOBS/OMOBS aims to give weapons a more realistic and credible feeling, while at the same time keeping the fun factor. Check the details section below for a full list of changes.

New with version 2.0, MOBS and OMOBS now contain all weapon-and weapon enchantment-related fixes in the latest Unofficial Oblivion, Unofficial Oblivion Supplemental, and Unofficial Shivering Isles Patches, as well as WEPON (Weapon Expansion Pack for Oblivion Nthusiasts).

A spreadsheet detailing the changes made to weapon stats in MOBS and OMOBS is available for download.

===============
Compatibility:
===============

Francesco's Leveled Creatures-Items Mod--
An older version of MOBS is already included in Francesco's as an optional component. You should install it anyways, as it also includes MOBS-type stats for weapons unique to Francesco's.

Oscuro's Oblivion Overhaul / FCOM--
As stated above, use OMOBS instead of regular MOBS.

Tamriel Immersion Experience aka TIE--
TIE contains its own stats for weapons. If you prefer to use MOBS style stats instead of TIE's then you will need to load MOBS after TIE in the load order, or use Wrye Bash to import bashed weapon stats.


===============
Installation:
===============

Choose only one set of plugins.
If you have Shivering Isles installed, then use either MOBS_SI or OMOBS_SI.
If you do not have Shivering Isles then use regular MOBS or OMOBS.

If desired, you can also install the MOBS/OMOBS Optional Combat Settings, or the MOBS/OMOBS SI Optional Combat Settings, but not both. Do not Install Optional Combat Settings Plugin if you are using Frans or OOO or FCOM has they already contains these tweaks

NEW WITH VERSION 2.0:

Shivering Isles users should only install ONE plugin - MOBS_SI or OMOBS_SI - in addition to the Optional Combat Settings if desired.

Previous versions of MOBS/OMOBS required installation of two plugins to cover SI.

1. Copy the desired ESP file or files into your Oblivion\Data directory. (If you are not installing the Optional Combat Settings then you should only be installing one file!)
2. Adjust your load order, using BOSS or Wrye Bash. MOBS, MOBS_SI, and MOBS (SI) Optional Combat Settings should load after Shivering Isles. OMOBS versions of the same should load after OOO or FCOM.
3. If you are using Wrye Bash, run it, Bash Merge Patches, and "Import Stats". If you do this you will not have to activate any of the MOBS or OMOBS assets.
4. If you're not using Wrye Bash, run OblivionLauncher.exe. Under "Data Files", check the file or files that you just added to the Oblivion\Data directory. Hit OK.


===============
Changes Made in MOBS or OMOBS:
===============

■Weapon Reach has been shortened for most weapons. You will need to get closer to the enemy now, but it will look more realistic, as if your weapon is actually hitting the target and as if they are actually hitting you.
■Weapon Speed has been reduced to give the weapons more diversity and to give them a more realistic 'feel'. The speed varies by material type. Glass and Elven weapons, for example, will be faster than those made of other materials; but materials (such as Ebony and Daedric) that are slower will do extreme damage to maintain balance.
■Weapon Damage Per Second still increases from one material type to another. For example, Elven weapons still do more damage than Dwarven. However, the damage rating of a light, fast weapon (such as Elven) may be lower than that of a slow, heavy weapon (such as Dwarven). In general, the damage that can be dealt by higher quality weapons is increased over vanilla.
■Weapon Weight and Durability are more important than in vanilla Oblivion due to their effects in longer fights. Heavier weapons will last longer but will burn your fatigue more quickly; lighter weapons will not tire you as easily but also won't last as long. Weapons in general are noticiably lighter than vanilla Oblivion.
■Shivering Isles Durable Weapons only have 150% the health of regular weapons in MOBS. In vanilla SI and OMOBS, Durable Weapons have 200% the health of regular ones.


===============
Optional Combat Settings:
===============

■Fatigue, three game settings concerning fatigue have been altered. The base cost of swinging a weapon or fists is reduced from 7 to 5. Hand to hand will be less fatiguing. The effect that weight of a weapon has on your fatigue as you swing it is increased dramatically. The result is that all weapons will fatigue you more, especially heavier weapons.
■Power Attacks Optional, the amount of fatigue you lose from performing a power attack has been reduced from 5x a normal swing to 3.5x to stop them from being overly fatiguing. The speed of power attacks has been increased, so as to prevent them form being too slow with the new slower weapon speeds, and to increase their speed from default. So power attacks will be more viable than in the default, for more interesting combat.
■Melee sneak attack bonuses Optional scale up more smoothly as you become better at sneaking:
Novice/Apprentice/Journeyman/Expert/Marksman
Default 3x/6x/6x/6x/6x
MOBS 4x/6x/6x/6.5x/7x

■Archery Damage, the new ineffectiveness of archery at close ranges (see reduced running backwards speed below) allows for arrow damage to be increased alot. Arrows do 1.5x more damage than default. NPC archers will be more dangerous because of this.
■Arrow Speed and Physics, arrows' speed through the air has been increased 1.8x to better reflect the speed of a real arrow. This will make it easier to hit moving targets and harder to avoid being hit. The way arrows behave, such as bounce off things and arc through the air has been tweaked for more realism
■Arrow Recovery, fired arrows will last longer before disappearing. From 90 to 600. Maximum fired arrows that can exist before they begin to replace each other has been increased from 15 to 50. The chance of recovering a fired arrow from the body of a dead opponent is increased from 50% to 75%.
■Marksman Sneak Attacks, marksman sneak attack bonuses scale up more smoothly as you become better at sneaking.
Novice/Apprentice/Journeyman/Expert/Master
Default 2x/3x/3x/3x/3x
MOBS 1.5x/2x/2.5x/3x/3.5x

■Reduced backwards running speed, the speed you can run backwards is decreased so you can't sprint backwards as fast as you can forwards. Backpedaling archer/mage was too imbalancing and boring, now you will need a bit more tactic in this type of fights.
■Hand to hand Reach has been reduced slighty so it is equal to the dagger.
■Hand to hand Damage is up slightly. The amount of fatigue damage that hand to hand does has been increased by a factor of 3x. This means that hand to hand will weaken opponents, meaning that they will do less damage and be in danger of collapsing. Hand to hand has been strengthened in many ways because other weapons are more fatiguing and slower. This is where the advantage of hand to hand lies.



===============
Change Log:
===============
2.0 BFG

■Checked every vanilla and Shivering Isles weapon for compliance with the MOBS attributes that should be assigned. Made thousands of fixes across all weapon types.
■Incorporated all relevant fixes present in the latest Unofficial Oblivion Patch, Unofficial Oblivion Patch Supplemental, Unofficial Shivering Isles Patch, or Weapon Expansion Pack for Oblivion Nthusiasts.
■The original version of OMOBS-SI did not cover Amber, Madness, and several other types of SI weapons. OMOBS 2.0 does so.
■OMOBS 1 had some strange stats for Dwarven, Elven, and Glass weapons. These sets didn't seem to line up with the others, causing problems such as the Glass Dagger causing more damage per second than the Ebony Dagger. These sets have been completely redone in OMOBS 2 to better line up with the other sets, and to better reflect what the original authors probably intended.
■Merged MOBS and MOBS-SI together, as well as OMOBS and OMOBS-SI. Now, players only need one plugin. (In some older versions, players had to use the base version AND the SI add-on.)


1.2.2a Corepc
[list]
■Readded Running Backward Features in Optionial Combat Settings Plugin
■Tweaked LordRungDumphs Sword Once again (Based of Silver Claymore Frans)
■Tweaked Unique Akaviri Dia Katana and Katanas


1.2.2 Corepc

■Checked Against UOP 3.2.3 by Arthmoor,fixes intergrated and Weapons Corrected has needed with MOBS Stats
■War Axe of Enfeeblement and Battle Axe of Jinxing apparently had their enchantment fixes reverted for some reason, and they have been un-reverted. and corrected with MOBS stats applied
■Arrow4Dwarven, EncDwarvenFireDamageLight, DwarvenSilence, DwarvenFireDamage, DwarvenFrostDamage, DwarvenShockDamage, and DwarvenFrostArea
Arrows where are all incorrectly pointing to the menu icon for iron arrows correct to point to dwarven instead. MOBS Stats Applied

■Restructed Plugin Itself for Bash Merge Compatiblity
■Moved Arrows from Optionial Combat Plugin to mobs.esp and mobssi.esp
■Moved All GMST settings from Mobs.esp or Mobsi.esp to Optionial Combat Plugin where other GMST Settings where at.
■This means you can fully bash merge the mobs.esp now without needing gmst settings has well..
■Tagged has Stats for Bash


1.2.1 Corepc

■Fixes for better compatibility with Unofficial Patch / Unofficial Shivering Isle Patch.
■All Name Fixes from UOP have been intergrated
■10 Battle & WarAxe where assigned Blade type now corrected to Blunt Weapon type per uop
■Ignore Normal Weapon Resistance added to these weapon's
Haterd's Heart and Soul Bow, Langourwine Blade, Some Enchanted Silver Weapons

■RedWeave fixed all enchantment points, health, value,and damage per uop
■Mishaxhi's Cleaver reach value increased to 1.3
■fixes for Akaviri Weapon Reach Value


1.2

■Added MOBS Shivering Isles, this, apart from containing all the changes of the old MOBS esp, deals with all the new weapons of the official expansion.. giving MOBS stats to each of them.


1.1
The 1.1 update mainly has two goals: make two-handed weapons more viable and give a more realistic weight to all the weapons.

Weapons Speeds
Two-handed weaps 8-9% faster
Mace 1-2% faster (depending on material)

Weights
dagger /
shortsword /
Mace -8%
Waraxe -22%
Longsword -25%
Battleaxe -29%
Claymore -29%
Warhammer -33%

Fatigue burn
Dagger +20%
Shortsword +20%
Mace +11%
Waraxe -6%
Longsword -10%
Claymore -14%
Battleaxe -15%
Warhammer -20%

Misc changes
Mace +6% health
Rised steel health modifier to be on par with iron (was -5%)

Enjoy
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michael flanigan
 
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Post » Thu Jan 16, 2014 12:15 pm

Awesome, thanks a lot Corepc!
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Marlo Stanfield
 
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Post » Thu Jan 16, 2014 3:48 pm


You are welcome,

I had to re release this because of UOP 3.2.3 Changes once again and restructre of mod for bash compatiblity has well for UOP/Frans/OOO/FCOM Compatiblity has well. Import Stats with bash to overwrite Frans/OOO version with UOP 3.2.3 fixes.

Also Running Backwards was removed by accident I can add this back in maybe I should make poll to see..
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Dina Boudreau
 
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Post » Thu Jan 16, 2014 6:19 pm

won't import stats turn some stats from OMOBS to MOBS when used with OOO/FCOM though?

I vote for reincluding Running Backwards btw /wink.gif' class='bbc_emoticon' alt=';)' />
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Robert Bindley
 
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Post » Fri Jan 17, 2014 3:47 am


Yes, I know only vanilla/si ones once again would get changed

and it depend on load order, still..

if you load before OOO.esp then you keep OMOBS stats, but, you lose UOP 3.2.3 fixes,

if you load after OOO.esp you lose Omobs stats, but, have mobs stats with UOP 3.2.3 fixes has well. Which is trade off, OMOBS and MOBS are somewhat close,but, there is still a difference after all.

You could try tagging OOO.esp has stats and import those has well. That should work.

there are a few (like 2 or 3) vanilla quest weapons that do not have omobs stats on them in OOO, so this is needed to fix those to at least have mobs stats. I will get those reported to Dev_akm so he can add in OOO has needed .

Corepc
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gemma
 
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Post » Thu Jan 16, 2014 6:35 pm

so placing this after OOO in load order and using Stats tag on both should give the best of both worlds for those running FCOM, correct? just trying to get it right since I don't fully understand the inner workings of Bash /biggrin.gif' class='bbc_emoticon' alt=':D' />
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Claire Lynham
 
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Post » Thu Jan 16, 2014 12:49 pm

I had the optional settings plugin turned on at one point and my backwards running slowed to almost nothing.

slower backwards running seems to be a common feature, so if it's included you should be able to deactivate it for compatibility.
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Robert Devlin
 
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Post » Thu Jan 16, 2014 12:53 pm

Cool deal. I've linked that download to the UOP Hotfix page on Nexus.
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Glu Glu
 
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Post » Thu Jan 16, 2014 7:13 pm


Correct, you will Get Frans Stats aka MOBS for Vanilla and SI Weapons. and all others will be OOO Omobs.




There is OBSE optimized Version that works a whole lot better..That should be used instead actually.

But I can add in non obse running backward to Optionial Combat Settings Plugins (can't add to mobs.esp or mobssi.esp no merge then)

http://www.tesnexus.com/downloads/file.php?id=7373



Thanks,

it was requested, and I thought I would do it since it was only a few minor things, hardest parts was tracking down the 1.2.1 info, found that is old frans thread..

edit: POLL is in Favor of running backward in optional combat settings plugins..I agree..will put back in and reupload..
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Jhenna lee Lizama
 
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Post » Thu Jan 16, 2014 9:01 pm

Updated MOBS to 1.2.2a

-1.2.2a-

Readded Running Backward Features in Optionial Combat Settings Plugin

- Tweaked LordRungDumphs Sword Once again (Based of Silver Claymore Frans)
- Tweaked Unique Akaviri Dia Katana and Katanas
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kyle pinchen
 
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Post » Thu Jan 16, 2014 2:38 pm

Cool to see this is still being worked on. Some time ago I added the following to my http://www.tesnexus.com/downloads/file.php?id=12801 with a decent install script;

MOBS v1.2.1 - Improves combat settings and the balance of all weapons.
Note: this does a better job of balancing weapons for use with Realistic Fatigue than OOO's OMOBS.
* Used v1.2.1 update from Patches for Frans 4_5b.
* Included Updated Official DLC MOBS.
* Included Knights MOBS from Patches for Frans 4_5b.
* Renamed *.esp plugins for consistent naming.
* Added installation script to select components and load after installed Official Mods and Unofficial Patches.
* Updated Readme to include sources and credits for all components included.

Is there any chance of getting all these integrated with a decent OMOD install script here? I'm happy to help.

I also at one point started putting together a spreadsheet for how I think MOBS Armors should be done... is anyone interested in that?

Also, for backwards running I have http://www.tesnexus.com/downloads/file.php?id=10901 which uses OBSE and forces walking rather than draining speed. Last time I checked many of the speed draining no-backwards mods could sometimes make your speed negative which can actually make you move faster. In any case backwards running is something with many different solutions and different opinions so perhaps it should be easier to exclude while keeping the other optional game-settings changes.
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Natalie Harvey
 
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Post » Fri Jan 17, 2014 1:13 am


I was thinking maybe I should include the dlc mobs and knights mobs has well So they all can be found in one download once again.

Also thought about OMOBS Vanilla standalone with UOP 3.2.2 fixes till they get intergrated into OOO once again..

MOBS Armor, was thinking about it last night, and what to do about. Durablity, Weight, Armor Rating.

Open to discussion I think, if armor really needs to get adjusted..
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Lucky Boy
 
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Post » Thu Jan 16, 2014 3:42 pm

For you OOO Users or those that want to OMOBS stats instead for vanilla weapons..

Oscuro's Medieval Obivion Equipment Balance System

Version 1.0

by Corepc,
credit to Dev_Akm, Oscuro, Kandiedan, Nb_Mare

===============
Release Notes
===============

Intergrates UOP 3.2.2 and 3.2.3 Fixes has needed - See MOBS.rtf for more details.
Intergrate parts of Shivering OOO and FCOM_Archery Features (read below)
Make OMOBS avialable has standalone for those wanting OMOBS instead MOBS features.
New OMOBS Optionial Combat Settings Plugin.esp

===============
Compatiblity
===============

OOO/FCOM - Do not use with MOBS Plugins, use the OMOBS version instead to retain OMOBS Stats once again.

You do not need these plugin from fcom_archery, intergrated into OMOBS.esp.

OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp

===============
Plugins and Optionial Files
===============

OMOBS.esp - Vanilla Changes

This is a standalone verison of OOO Vanilla Weapons changes with OMOBS Stats applied to them, but with UOP 3.2.x fixes has well.

This does not require OOO to work, has it just vanilla weapons changes only.

OOO/FCOM Users: Load this after OOO/FCOM and this will keep your vanilla weapons OMOBS stats and you will have UOP 3.2.x fixes has well. No need to use MOBS 1.2.2a anymore. Make sure to select in Bash Merge Patches and Import Stats. So that plugin does not have to be activated.

===============
OMOBS_SI.esp - SI Changes
===============

This intergrate Shivering OOO durable weapons OMOBS fixes and FCOM_Archery SI (Bows and Arrows) OMOBS fixes into one plugin.

All Durable Weapons, Bows, and Arrows all have OMOBS Stats.

This does not add omobs stats to amber, madness or enchanted weapons yet. Once again only Durable Weapons have been adjusted for OMOBS stats along with Arrows and Bows has well.

You still need to have Shivering OOO to get it other feature but using omobs si and shivering ooo will not cause problems once again. So load OMOBS_SI.esp after to be on safe side.

===============
OMOBS Optionial Combat Settings Plugin.esp - Optional
===============

Using This plugin will activate the Game settings for Fatique Penalty, PowerAttack, Running Backwards, features exact same has MOBS Optional Combat Plugin expect they have OOO tweaks instead. aka mobs stealth hit at master is 7x damage, with OOO 8x damage.

Enjoy

Corepc
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NAtIVe GOddess
 
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Post » Thu Jan 16, 2014 11:58 am

I was not that impressed by OMOBS which is why I want MOBS to replace what is in OOO... it increased weights of weapons over vanilla where MOBS decreased them.... weapons are already ridiculously overweight.

For armour I think things are not too badly out in vanilla, but I think there is scope for further tweaking. I have a preliminary OpenOffice spreadsheet which includes the following;

1) scales everything relative to heavy iron armor.

2) keeps the relative armour weight and health of the different pieces of armor the same as vanilla except changes iron helm armour from 4->5 and boots from 4<3. This makes helmets more important than boots. It also means the armor per encumbrance ratios are scaled so that the shields are first, then helmet, then gauntlets, then boots/cuirass/greaves are all the same. Historically for soldiers the protection/encumbrance ratio was the most important thing to take into account, and their preferred order for adding armour was shield -> helmet -> gauntlets -> the rest.

3) keeps all total armour ratings the same as vanilla.

4) slightly increases health of all armor (I forget where that Idea came from... I think someone else had a mod that did this and pointed out that armor degrades too fast). This is up for debate.

5) slightly increases the weight of Iron, and for heavy armors uses the same relative weight % scaling as MOBS does for weapons. eg Daederic = 165% Iron. Orcish is set to 130% to be between Dwarven and Ebony.

6) For light armors, increase the weight fairly significantly but still keep it under Iron. In reality a full suit of chain weighs as much as a full set of plate... but for mobility it is considered less encumbering. For elven and glass the weight % is the same as for weapons. This gives; fur=30%, leather=50%, chainmail=85%, mithril=80%, elven=85%, glass=75%.

7) rusty iron is the same weight as iron, with less health and armor.

6) rough leather is the same weight as leather but with less health.
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Kat Ives
 
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Post » Thu Jan 16, 2014 2:21 pm


Giong to keep this short, have to work in morning, so must get some /sleep.gif' class='bbc_emoticon' alt='-_-' /> soon

I too prefer MOBS over OMOBS so can understand about the heavyweight, love my lightweight elven swords once again..

I like what I am reading so far..

2: Make helms better than boots, not sure why bethesda did not do this way..But I like this idea

4: Health Rating - armor does degrade really fast, espicailly is using MMM Damage and Durablity plugin. Could use say a 5% to 10% boost to all health rating for all armor types.

6: Light Armor sounds about right, do not want it weigh more than full suit of steel or iron. With chainmail weighing the most like you have posted above..

All Sound good to me..Want to upload spreadsheet for it..? Wish I had more time to talk, but, have to work in morning after all.
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Trent Theriot
 
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Post » Thu Jan 16, 2014 10:34 pm

sweet, thanx a lot CorePC. I didn't expect to see this out so fast /laugh.gif' class='bbc_emoticon' alt=':lol:' />
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Wayland Neace
 
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Post » Thu Jan 16, 2014 6:31 pm


Excellent. Thanks! /smile.gif' class='bbc_emoticon' alt=':)' />
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celebrity
 
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Post » Thu Jan 16, 2014 11:20 am


Well it was just a rip of vanilla weapons from OOO and a few additions from other Plugins has needed to make it. So it was not that hard once again, took longer to check over it then it did to build it and make sure vanilla weapons where covered with UOP fixes has needed.


enjoy. Still need to complete OMOBS_Si those enchanted weapons have not been omobized yet..So if anyone would like to help that would be great..
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Brentleah Jeffs
 
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Post » Thu Jan 16, 2014 11:18 am

I didn't know where to put this, so I eventually put it here (perhaps it's a better fit for the uop section, but still...)

First off, I always thought that the mobs versions of OOO and Frans were the same, but reading this I guess I was wrong.
So I was wondering whether I could use both Mobs and Omobs when using FCOM (one at a time), just for a while to see which one I like best

And my second question is related to the uop, but since i'm already posting here and it's related..
Ever since Arthmoor gave us an update on the uop, i was holding off because I was also using the Mobs patches from FCOM,
so I figured that none of Arthmoor's updates was going to show, when also using the Mobs version of uop 3.20. But after reading this, I was
thinking about two things, whether I should still use the Mobs version of the uop when also using Omobs (or Mobs for that matter), so I can
safely use Arthmoors update. Or if I should have to use it, whether I can still get the updates from the update?
Thanks
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TIhIsmc L Griot
 
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Post » Thu Jan 16, 2014 9:55 pm


Yes, you can use either Mobs or Omobs with Fcom, load after, or imports stats in bashed patch (preferred method),

I believe the only difference between the Orig UOP 3.2 and MOBS UOP 3.2 , Is the mobs stats themselves, I will need to check, I will edit this post here
i a minute.

Edit: The Frans UOP Version wtih Mobs or Non Mobs Version found on Patches for Frans Page on texnexus have master dependency on frans, because of uop vanilla leveledlist edit's, Frans is also modifying those list, so you end up losing frans balance if you use Orig UOP or Arthmoor UOP.

Which I really do not see has a problem. Since you are using fcom (OOO) , it end up overwriting these same leveledlist with it fixes instead. Plus are you using bash so it that should solve that.

So you should be fine to use Arthmoor Version with Standalone Mobs or Omobs along with FCOM.


Corepc
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danni Marchant
 
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Post » Fri Jan 17, 2014 1:12 am


Thanks for the answer, I guess I'll just start testing which one I like better than /smile.gif' class='bbc_emoticon' alt=':)' />
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Shannon Lockwood
 
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Post » Fri Jan 17, 2014 1:12 am

Hello I just want to ask how to remove the backward running penalty while keeping all the changes? I am already using another mod for that.

Do I still need to import stats if I am not using FCOM? Currently I am just using MMM and Frans.

I apologize if my questions are already answered before.
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Josh Sabatini
 
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Post » Thu Jan 16, 2014 11:41 am

Hi, when I move backwards I do it in slow motion is that normal with this version of MOBS? I have FCOM.
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CArlos BArrera
 
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Post » Thu Jan 16, 2014 11:35 am


Download the 1.2.2 version and use it optional combat settings plugin instead that is same but without running backwards features..

If you just want the item stats then use the mobs / omobs.esp, yes you should import the changes no matter what to save a slot in your load order has it can be merged.



Slowing running backwards is normal in mobs / omobs..if you do not want this feature read above use 1.2.2 optionial combat settings plugin instead..but keep the 1.2.2a mobs.esp or / omobs.esp and omobs_si.esp..

Corepc
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Naazhe Perezz
 
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Post » Fri Jan 17, 2014 2:07 am


Ok, I'll do what you say, thanks. But for your info, when i say I run slowly backwards I meant I go backwards in slow motion like in the Matrix. That was disappointing. The original Frans mobs made me go slower but in a realistic way. Thanks again.
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Quick draw II
 
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