Mob Reflect Damage

Post » Mon Aug 02, 2010 9:43 am

At 50% difficulty mobs behave as normal, At 65% difficulty they reflect melee damage to the point that if I get a sneak attack off I will one shot myself. They do not appear to spell reflect or reflect poisons. This does not affect all mobs. specifically I noticed it applies to Clanifiears, Most Atrinarches, and some mobs related to the MQ. If anyone knows what mod causes this ridiculous amount of reflect damage I would appreciate a heads up so I can correct it.

Here is my load order:
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm
Oblivion.esm
CM Partners.esm
ShieldOnBack.esm
MMM.esp
Nicos Gift.esp
DLCShiveringIsles.esp
Damage Text v2.esp
ShieldOnBack_1C.esp
Living Economy.esp
DMACArmor.esp
Sacredblade.esp
Silverlight Armor by Jojjo.esp
Warglaive - EV.esp
AncientTowers.esp
OOO-Armor_Perks_WearRate_Repair.esp
OOO-BirthSigns.esp
OOO-Combat_Skills_Perks_Marksmanship.esp
OOO-Dangerous_Traps.esp
OOO-Deadly_Combat.esp
OOO-Potions.esp
Nightshade_Armor.esp
adTreeHome.esp
BrotherhoodRenewed.esp
MountainTower.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
mythsandlegends.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
Stronger Soul Gems - no cap x3.esp
SupremeMagicka.esp
SM_ShiveringIsles.esp
SM_EnchantStaff.esp
SM_VanillaSpells.esp
SM_UnlockSpells.esp
SM_Scrolls.esp
SM_SigilStone.esp
MidasSpells.esp
Advanced Magecraft.esp
RshAlchemy.esp
StealthOverhaul.esp
Enhanced Mercantile Progress.esp
GalerionLeveling-v11.esp
DMC Stylish - Specialanims.esp
CM Partners.esp
CM Partners Special NPCs.esp
CM Partners NPC.esp
CM Partners More NPCs.esp
CM Partners Marker NPCs.esp
CM Partners Extra NPCs.esp
Aliyah.esp
CleanQuit.esp
Streamline 3.1.esp
Alittlegift.esp
Oscuro's_Oblivion_Overhaul.esp
_Ren_BeautyPack_full.esp
Knights.esp
Nicoroshi Creations DW Light.esp
ScarletMonastery.esp
Shadowcrest_Vineyard.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Diverse Creature Skins.esp
Mart's Monster Mod - Diverse Imperial Armor.esp
Mart's Monster Mod - Durability & Damage.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Foxes.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Less Rats.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Resized Races.esp
Mart's Monster Mod - Spawn Rates - Moderate Increased.esp
Mart's Monster Mod - Vindasel.esp
Mart's Monster Mod for OOO.esp
ShadowfangKeep.esp
Display Stats.esp
Warglaives by Jojjo v1.0.SoB.esp
Thor'dal.esp
User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Mon Aug 02, 2010 8:04 pm

Other then not being sure what your saying, I know why at least Clanfear's and most Antro... Golems have reflect damage.
Because they have it in vanilla.

Other then these foes, I can't say why they might have reflect damage. Oh, and Poison can not be reflected, and spells are reflected by a different effect(one that is thankfully not seen on many monsters).

Another thing to note: Reflect Damage reflects a percent of your attack's damage. So, having a weapon that deals lots of damage when fighting clanfears is a bad idea, even more so if you have low health or are undetected, sneaking, and using a melee attack.
One of the big problems people making god weapons seem to not notice, really.

Also, your load order is either really f--ed up, or you typed it in yourself.

Lots of your mods require OOO, and you don't seem to have a ESM file of it. Oblivion.esm needs to be loaded first, no matter what.

I could say something about BOSS and why you should run it, but I'll leave that for people who actually use it.
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Mon Aug 02, 2010 11:51 pm

Yes I don't really get what you mean about the whole mob reflect damage thing but YX33A is right (if a little harsh! lol). Your LO looks messed up.

1) From the look of your set-up you were going for a MMMforOOO install, right? if so use this: http://sites.google.com/site/oblivionpoinfo/walkthroughs/mmmooo & start again.

EDIT: ahh MMMforOOO.esm is the OOO.esm renamed ( i think) sorry! disregard above!

2) Get http://www.gamesas.com/index.php?/topic/1096264-boss-better-oblivion-sorting-software/ (orders your LO automatically & gives bashed patch suggestions) & http://www.gamesas.com/index.php?/topic/1098740-relz-wrye-bash-thread-45/ (you really need this even if only for the bashed patch)
- Wrye Bash: That's the most important tool. It's essential - if you use more than ~25 mods chances are good that you already have an incompatibility issue solveable with Wrye Bash. Main component is Wrye Bash's Bashed Patch. It can integrate several mods changing the same record (see rule of one), so that all changes are there in game. Example given: OOO and Spell Tomes do both change the same leveled list. Without Wrye Bash only the last loaded one will win and overwrite the other, but by simply using Wrye Bash's bashed patch both will work.


You'll find this whole site useful if you read through it......http://sites.google.com/site/oblivionpoinfo/
User avatar
Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Tue Aug 03, 2010 12:44 am

If anyone knows what mod causes this ridiculous amount of reflect damage I would appreciate a heads up so I can correct it.


What's already said. It's not caused by a mod but rather how the game works. At 100 difficulty reflect damage is extremely difficult to deal with - basically you need high alchemy skill and a bunch of restore health potions to manage it. Not sure if there's a mod dealing with this - I think it would be quite hard to implement.
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm


Return to IV - Oblivion