Personal Changes to Oblivion

Post » Wed Sep 01, 2010 11:01 pm

Here we post any modifications we personally have made to Oblivion, any small ideas that we have put into practice, anything that is not a mod that has made our game better!


Let me start: I always set the Strength multiplier for encumbrance to 2, and use a mod which adds some way to store items weightlessly (currently http://www.tesnexus.com/downloads/file.php?id=4065) to simulate the situation which I always have thought is much more realistic, that the character is always carrying items in a backpack or something, and could carry an infinite number of items (dragging them along if need be), but drops that bag when they get into a fight. The reasonable need is for them to be able to wear their weapons and armor, which is why a multiplier of 1 makes Encumbrance actually more relevant than it is in the vanilla game!

Now, you!
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Britney Lopez
 
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Post » Wed Sep 01, 2010 3:17 pm

Pardon me for getting your thread off to a tangental start, but I like this idea. How do you change the strength multiplier for encumbrance? Is there a way to make a plugin that does it or do you have to use the console (every time you begin a new game)? Normally the game allows you to carry waaay too much stuff which leads to cluttered inventory and doesn't encourage the player to make choices about what to hold on to.
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Jack Moves
 
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Post » Wed Sep 01, 2010 1:30 pm

Pardon me for getting your thread off to a tangental start, but I like this idea. How do you change the strength multiplier for encumbrance? Is there a way to make a plugin that does it or do you have to use the console (every time you begin a new game)? Normally the game allows you to carry waaay too much stuff which leads to cluttered inventory and doesn't encourage the player to make choices about what to hold on to.


Bashed Patch under Tweak Settings
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Nathan Barker
 
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Post » Wed Sep 01, 2010 9:20 pm

Ah, so you're telling me you need Wrye Bash to do it. How strange.
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Crystal Clear
 
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Post » Wed Sep 01, 2010 5:25 pm

I have a MyTweaks plugin that serves the same purpose. In my case, I increase the encumbrance multiplier because this is a game with magic and I don't want to mess with how much stuff I carry :)

I have lowered the sounds of storm weather because I find it so loud I can't think! And my last tweak is to lower the health of goblins. I hate the damned things anyway and am not interesting in battling them for half an hour when I reach a high level :)

Basically any little annoying thing that I want to change, I'll add to my MyTweaks plugin.
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louise tagg
 
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Post » Wed Sep 01, 2010 10:03 pm

Ah, so you're telling me you need Wrye Bash to do it. How strange.

Well, you could use the CS, I'm sure. :shrug:

Many people would rather choose the easy option right in front of them, though. Understandable, really.
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Jade MacSpade
 
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Post » Wed Sep 01, 2010 1:53 pm

the easy option right in front of them

Right, the CS. ;)

It's controlled by the game setting: fActorStrengthEncumbranceMult

Note that this applies to all actors. Be careful not to make heavily-geared NPCs immobile...
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..xX Vin Xx..
 
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Post » Wed Sep 01, 2010 1:15 pm

I have a plugin with several tweaks:

I've increased the arrow recovery rate to 75 (75% chance of recovering an arrow form a target instead of the default 50%chance).

I changed the maximum charge per use of enchanted weapons. In vanilla, you can use a maximum of 85 charged points per strike. With this tweak, you can use up to the entire charge of a soul gem in one strike. I released a separate mod with this very tweak: http://www.tesnexus.com/downloads/file.php?id=33279

I made scripted Unlock on Touch spells because I thought it was stupid to have targeted Unlock spells only. I released a separate mod for that, too. http://www.tesnexus.com/downloads/file.php?id=33828

I changed the max number of Player summonable creatures to 3. I still can't summon three of the same creature, but I can summon three different ones.

I changed the respawn time to 24 hours.

I changed the timescale to 1, meaning that one hour will pass in game for every our that passes IRL.
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Sarah MacLeod
 
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Post » Wed Sep 01, 2010 3:27 pm

My personal plugin changes several game settings such as sneak attack multipliers(much higher for melee than range), horse turning speed(increased), Trespass warning timer(decreased) and grab power(increased). But my personal favorite is fPotionT1MagMult which controls the relationship between the duration and magnitude of self made potions and poisons. Because who needs a poison with a duration of 300 seconds when the battles only last 30 seconds. I find a setting of 15 as opposed to the original 2.5 is appropriate for at least a low to medium(<60) level alchemy skill(I haven't tested it properly at higher skills). Important to know is that a higher fPotionT1MagMult results in less actual effect meaning a smaller duration*magnitude value.
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Haley Cooper
 
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Post » Thu Sep 02, 2010 12:07 am

Right, the CS. ;)

In some cases, sure. :)

But I'd wager many gamers who simply use mods, rather than making (or even tinkering to much of an extent, beyond Wrye Bash or even perhaps TES4Edit/Gecko), won't even have the CS installed, let alone be using it left and right.

For the record, I do have it installed, but... hardly ever resort to it, I must admit. :blush: Perhaps one of these days...
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Rach B
 
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Post » Wed Sep 01, 2010 5:55 pm

I'm not sure if that fits here, just in case, I play DarkUI DarN and have configured the UI to display no crossair, compass shows no sign or mark (it only shows directions) and map dones't show quest or player markers, not even player position, and also quests doesn't pop up when I start them, and so I try to complete quests based on what I've been told in game rather that checking the map or quests logs and it's easier to get lost, wich is nice for me (I'm still missing someway to make quests update play no sound). Also without crossair is still being quite easy to aim with the bow but aiming spells is quite harder, plus I play Duke Patrick's Near Miss Magic and Arrow Alert NPCs so all in all it's more challenging.

Another thing that bothered me about vanilla oblivion was combat lasting too long so anything making combat deadlier is fine. Currently I'm playing DP Combat Archery and Kuertee's Attribute and Skill Based Damage Modifiers with archery damage lowered a bit (it's still very deadly).

Currently I'm testing a "long term fatigue" setting, with Tejón's Fatigue Effects set to regain fatigue very slowly and drop it slowly too for each action (it takes about 2 min to fill up completely). The reason is trying to make each action's consequence lasting longer so if the player engages combat right after a long run he will probably be in a low fatigue and won't recover it quickly in a break or two but rather will need to fight with care or even avoid fighting for a while. The problem is that there's a lot of mods affecting fatigue or mods that causes you a fatigue drop for certain actions and sometimes it's hard to track them all, and also playing that way kinda loose the combat tempo, like that split second you hold on to catch you breath and strike again, but I prefear it that way.

I'm also trying to rely on "immersive" visual indicators, for health I use Saturation Health Indication and TFE's blurry effect for Fatigue, but I'm still lacking one for magicka so stats bars are displayed, faded out, but still visible when low.

I also changed timescale, I'm moving between 5 and 10.


edit: typo
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Matt Bigelow
 
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