== Phitt's Damage Multiplier v2 ==
This mod requires OBSE (preferably the latest version). Please read the readme before you use this mod!
This mod equally increases damage done both by and to the player. Unlike other mods it doesn't matter where the damage comes from. Spells, creatures, weapons, fall damage, traps. Every kind of damage will be multiplied by the specified amount!
= Reasons for the mod (you can skip this if you're not interested) =
The reason for this mod is simple: there is no mod like it. One of the first things I wanted to do when I started modding was to increase the overall damage in the game. I simply found that the battles were boring and often I had to hit an enemy 30x and more before he was dead while he would only cause very little damage to my character every time he hit me. That was no fun. The difficulty slider didn't help at all since it both increases damage done by the player and decreases damage done by enemies at the same time (and vice versa). So either the game becomes too easy or the battles last even longer than before. I thought it was a simple task to increase all damage equally, but it was not. There is a setting for weapon damage, but if you increase it spell casters and creatures without weapons will become cannon fodder. You can also use one of the magic overhauls, but there are only a few of them and changing all the spells to fit exactly the damage you want is a tedious work. In any case there is absolutely no way to increase the damage done by creatures without changing all the creatures themselves. A compatibility nightmare and not a good idea in a game with ten thousands of mods that all may add new creatures. So I was stuck...until now!
= How the mod works (you can skip this as well, but it may be a good idea to read) =
This mod adds a fast running quest script that checks the player's health each frame. If the player has less health than he had during the previous frame the damage he has taken is multiplied by a certain amount depending on the esp you choose. To make sure that the player also deals more damage I adjusted the difficulty setting so at 50% slider setting both the damage the player deals and the player receives will be the same. An example for the 200% damage esp:
The difficulty is set so at 50% slider setting the player deals 200% damage and the enemies deal 50% damage. If the player gets hit he will take 4x the amount of damage from that hit. So in total the player receives 200% damage, but he also deals 200% damage. Easy, isn't it?
= Installation and Instructions (Read this!) =
Put the PTDamageFinal.esp into your Oblivion\Data folder. Activate it in the launcher menu.
After you've loaded a game with the mod active for the first time you will see two messages. First one says 'Damage set to 200% | Medium Difficulty', other one says a 'Crystall Ball of Damage' was added to your inventory'. That means by default the damage multiplier is set to 200% and the difficulty is set to medium (player will receive 200% and deal 200%). If you click on the Crystal Ball in your inventory you can set the multiplier to your liking, from 125% to 350% in 25% steps. The difficulty is only set the first time the mod is loaded, afterwards it will stay where you set it, independant from the damage multiplier you choose.
= Changelog =
v2.0
- added in game adjustment of the damage multiplier
- difficulty is set accordingly now so you don't need to reset it everytime you change the multiplier
v1.1
- fixed problem with fortify health enchantments/spells killing the player when unequipped/wearing off
- fixed problem with drain health spells being overpowered, their damage is not amplified anymore
- fixed problem with mods using setav for their own health system (retroactive endurance for example) causing the player to die when the health is set (which mostly happens on level up)
v1.0
- inital release
= Compatibility =
This mod should be compatible with almost any other mod. I'm not sure about 'resurrection mods' that resurrect the player when he dies. If the damage the player has taken would reduce his health to less than zero the script will kill him, no matter what.
= Permission =
If you have an idea on how to improve this concept you're free to use the idea and script provided. Maybe give credit for the original idea.
This mod requires OBSE (preferably the latest version). Please read the readme before you use this mod!
This mod equally increases damage done both by and to the player. Unlike other mods it doesn't matter where the damage comes from. Spells, creatures, weapons, fall damage, traps. Every kind of damage will be multiplied by the specified amount!
= Reasons for the mod (you can skip this if you're not interested) =
The reason for this mod is simple: there is no mod like it. One of the first things I wanted to do when I started modding was to increase the overall damage in the game. I simply found that the battles were boring and often I had to hit an enemy 30x and more before he was dead while he would only cause very little damage to my character every time he hit me. That was no fun. The difficulty slider didn't help at all since it both increases damage done by the player and decreases damage done by enemies at the same time (and vice versa). So either the game becomes too easy or the battles last even longer than before. I thought it was a simple task to increase all damage equally, but it was not. There is a setting for weapon damage, but if you increase it spell casters and creatures without weapons will become cannon fodder. You can also use one of the magic overhauls, but there are only a few of them and changing all the spells to fit exactly the damage you want is a tedious work. In any case there is absolutely no way to increase the damage done by creatures without changing all the creatures themselves. A compatibility nightmare and not a good idea in a game with ten thousands of mods that all may add new creatures. So I was stuck...until now!
= How the mod works (you can skip this as well, but it may be a good idea to read) =
This mod adds a fast running quest script that checks the player's health each frame. If the player has less health than he had during the previous frame the damage he has taken is multiplied by a certain amount depending on the esp you choose. To make sure that the player also deals more damage I adjusted the difficulty setting so at 50% slider setting both the damage the player deals and the player receives will be the same. An example for the 200% damage esp:
The difficulty is set so at 50% slider setting the player deals 200% damage and the enemies deal 50% damage. If the player gets hit he will take 4x the amount of damage from that hit. So in total the player receives 200% damage, but he also deals 200% damage. Easy, isn't it?
= Installation and Instructions (Read this!) =
Put the PTDamageFinal.esp into your Oblivion\Data folder. Activate it in the launcher menu.
After you've loaded a game with the mod active for the first time you will see two messages. First one says 'Damage set to 200% | Medium Difficulty', other one says a 'Crystall Ball of Damage' was added to your inventory'. That means by default the damage multiplier is set to 200% and the difficulty is set to medium (player will receive 200% and deal 200%). If you click on the Crystal Ball in your inventory you can set the multiplier to your liking, from 125% to 350% in 25% steps. The difficulty is only set the first time the mod is loaded, afterwards it will stay where you set it, independant from the damage multiplier you choose.
= Changelog =
v2.0
- added in game adjustment of the damage multiplier
- difficulty is set accordingly now so you don't need to reset it everytime you change the multiplier
v1.1
- fixed problem with fortify health enchantments/spells killing the player when unequipped/wearing off
- fixed problem with drain health spells being overpowered, their damage is not amplified anymore
- fixed problem with mods using setav for their own health system (retroactive endurance for example) causing the player to die when the health is set (which mostly happens on level up)
v1.0
- inital release
= Compatibility =
This mod should be compatible with almost any other mod. I'm not sure about 'resurrection mods' that resurrect the player when he dies. If the damage the player has taken would reduce his health to less than zero the script will kill him, no matter what.
= Permission =
If you have an idea on how to improve this concept you're free to use the idea and script provided. Maybe give credit for the original idea.
http://www.tesnexus.com/downloads/file.php?id=31379