[RELz] Damage Multiplier

Post » Wed Aug 18, 2010 2:50 pm

== 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.



http://www.tesnexus.com/downloads/file.php?id=31379
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TWITTER.COM
 
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Post » Thu Aug 19, 2010 1:09 am

I think this is cool. :)

So it is not advised to use the Difficulty slider with this, right? I'm often setting the slider to lower values so that fights don't take that long (I'm more of the roleplayer and less of the fighter :blush: ), I guess that will be redundant then?
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Emily Jones
 
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Post » Thu Aug 19, 2010 4:00 am

I think this is cool. :)

So it is not advised to use the Difficulty slider with this, right? I'm often setting the slider to lower values so that fights don't take that long (I'm more of the roleplayer and less of the fighter :blush: ), I guess that will be redundant then?


If you use one of the high damage versions (250% or even 350%) and set the difficulty to much less than 'normal' (slider in the middle) you will most likely one-hit-kill everything. But the point of this mod is to make battles last less long and still keep them challenging. So you shouldn't need to decrease the difficulty unless you feel the game is too hard for you now. Personally I use the 250% damage version with the difficulty slider set to slightly harder.
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Katharine Newton
 
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Post » Wed Aug 18, 2010 12:28 pm

Heh, finally :]

I have exactly the same feelings as the reasons you posted here. Few times in the past I played with my own simple versions that double, triple or even quadruple damage done by the weapons. Though I never had a chance to develop such idea further - was always busy with other projects... If I ever will be playing Oblivion again, this will be the first mod to install ;]
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SUck MYdIck
 
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Post » Thu Aug 19, 2010 1:56 am

Not so long ago I scoured TESNexus and PES looking for a mod just like this; thank you for making me very happy :P

Quick question;
I read your "How This Mod Works" section, and it only explained how it worked for the player receiving damage, so I wasn't sure how it worked on the giving end, or, more specifically, does the increased damage only apply to attacks against or by the player, or are NPC vs. NPC damages increased as well? i.e. if I run the 300% version of this mod, will it make the town guard fighting a vampire do 300% damage, or will it only apply the damage I give and receive.

Anyhoo, thanks, and this looks great!

CC
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Alyce Argabright
 
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Post » Thu Aug 19, 2010 12:08 am

Not so long ago I scoured TESNexus and PES looking for a mod just like this; thank you for making me very happy :P

Quick question;
I read your "How This Mod Works" section, and it only explained how it worked for the player receiving damage, so I wasn't sure how it worked on the giving end, or, more specifically, does the increased damage only apply to attacks against or by the player, or are NPC vs. NPC damages increased as well? i.e. if I run the 300% version of this mod, will it make the town guard fighting a vampire do 300% damage, or will it only apply the damage I give and receive.

Anyhoo, thanks, and this looks great!

CC


Only the player receives more damage and only the player deals more damage, that's how it works. So a fight NPC vs NPC will be like in vanilla - rather long.
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QuinDINGDONGcey
 
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Post » Wed Aug 18, 2010 9:07 pm

Hah, kudos, I love "simple" yet creative solutions like this! :clap:


That′s one of those "why didn′t I come to think of that?", so clean and reliable method. :tops:
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Schel[Anne]FTL
 
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Post » Wed Aug 18, 2010 10:39 pm

I agree with Skycaptain. This is a really good idea and method.
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Jade Muggeridge
 
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Post » Thu Aug 19, 2010 2:05 am

Hah, kudos, I love "simple" yet creative solutions like this! :clap:


That′s one of those "why didn′t I come to think of that?", so clean and reliable method. :tops:


Thanks, unfortunately it seems it is not as reliable as I thought...but I think I fixed it. Before I upload the fixed version I'd like everyone to think about possible problems. The ones I've fixed already:

1. When you level up your base health is set to a lower amount for a short time (one frame?). I'm not sure whether this is related to mods that use their own scripted health system and override the vanilla values. Anyway, you would die after level up in some cases. I fixed that by making sure that the no additional damage is done when your base health is lower than it was in the last frame.

2. Unequipping equipment with fortify health enchantments or spells with fortify health wearing off triggered the additional damage, often killing the player. I fixed that by checking for fortify health effects and making sure that in a frame where the total magnitude of fortify health is lower than in the frame before the additional damage isn't triggered.

3. The additional damage done by drain health would be permanent damage, making drain health spells much more deadly than they should be. I fixed that by putting drained health in a variable and adding it back to the player once the effect wears off.

Does anyone have ideas what else could go wrong?
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Robert Garcia
 
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Post » Wed Aug 18, 2010 8:30 pm

Great :) gonna check it out right now
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LuCY sCoTT
 
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Post » Wed Aug 18, 2010 7:58 pm

I've uploaded the new version with bugfixes, I hope there are no problems left now. If anyone encounters a problem please report it here or at Nexus so I can fix it.
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I’m my own
 
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Post » Wed Aug 18, 2010 1:33 pm

will definitely be using this. should make the game a lot more action packed and interesting for a combat character. at level 30+, i usually have to carry multiple weapons to take down a single enemy
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darnell waddington
 
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Post » Wed Aug 18, 2010 3:18 pm

New and probably final version is up, you can now adjust the damage multiplier in game (in 25% steps from 125% to 350%) and you don't need to reset the difficulty slider every time you do.
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Schel[Anne]FTL
 
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Post » Wed Aug 18, 2010 2:17 pm

Hmm. I might wind up using this. When I do, I will undoubtedly change it to use a .ini file instead of [censored] inventory [censored] config [censored] clutter [censored] [censored]. ;) Is that a feature you'd like to include in general? Because I'm offering to do the work for you, if so. :P
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Heather Dawson
 
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Post » Thu Aug 19, 2010 12:33 am

Thank you for this mod, Phitt!
And yeah, .ini file would be awesome :D
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John N
 
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Post » Wed Aug 18, 2010 6:31 pm

Hmm. I might wind up using this. When I do, I will undoubtedly change it to use a .ini file instead of [censored] inventory [censored] config [censored] clutter [censored] [censored]. ;) Is that a feature you'd like to include in general? Because I'm offering to do the work for you, if so. :P


I might make a complete mod with an ini that includes all my small combat tweaks like suggested in http://www.gamesas.com/index.php?/topic/1095272-relz-actors-care/ thread (yet another small tweak :P).

I can't help but get the feeling that you don't like clutter items as menu activators. I don't like them that much either, but I wanted a way to adjust the damage settings in game without using a key for it since most players would probably not remember all the different key binds they have by now from various mods. In game adjustment is not that important anyway imo, I never used it myself till now.

I'd still appreciate an ini version made by you though. My scripting abilities are limited compared to yours, so I can only learn by looking at it. And I could implement it easily into the complete combat tweak mod.
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Claire Lynham
 
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Post » Thu Aug 19, 2010 2:55 am

Tell ya what... gather everything together that you think should be merged and PM me with a download link, and I'll see what I can do. I'll be a nice break from editing all those enchantment records.
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lolli
 
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Post » Wed Aug 18, 2010 10:07 pm

Phitt - I know this is integrated into the fighting fixes and I realize that you wanted to keep this simple.

But I have a request ... I don't often have requests, but it just struck me about my game something I wish was 'corrected.'

As you may recall I use the older Duke Patrick combat overhaul which effects mostly human actors by upping damage from weapons and so on. Others use MOBS/OMOBS or overhauls like TIE/OOO to up the damage from humans as well.

So my experience with mods is that human like NPCs are dangerous, but animals and monsters - not so much. I've run up an Oblivon gate and hammered to death a lesser balrog in 3-4 swings it was done for then ran for my life as 5 dremora in armor chased me. At other times the only animal I've feared is a mountain lion attacking me from behind. I'd sit there is boars and wolves tickled me as I lackadaisically swatted them to death. That has been my characters life since level 15 plus. I think he is level 23 or 25 or something now.

There has been disparity in this difficulty.

So my request is a version that does not effect NPCs and only effects monsters and creatures.

Not sure if possible, but had to put it out there as food for thought. Thanks for what you do.

sorry for typos - late here
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JD FROM HELL
 
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Post » Wed Aug 18, 2010 6:12 pm

Unless the OBSE team implements a reliable 'OnHit' function that can be used in an external script for any reference this is not possible I fear. I hope that they will do this one day as this has been requested quite often already. Right now it would probably be easier to adjust Duke Patrick's mods (don't they come with an ini?) and maybe any other mods that up weapon damage (most mods do this by changing fDamageWeaponMult, maybe check in TESEdit). I use MOBS as well (but no other mods that change weapon damage), doesn't give me any problems with humans. The strongest enemies are still the big creatures (Frost Giant...).

You should also use Phighting Phixes instead of Damage Multiplier. Even if you don't want any of the other functions from PPP (turn them off in the ini), the damage multiplier part has some extras that the original version didn't have and works better.
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Jerry Cox
 
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Post » Wed Aug 18, 2010 8:54 pm

Unless the OBSE team implements a reliable 'OnHit' function that can be used in an external script for any reference this is not possible I fear. I hope that they will do this one day as this has been requested quite often already. Right now it would probably be easier to adjust Duke Patrick's mods (don't they come with an ini?) and maybe any other mods that up weapon damage (most mods do this by changing fDamageWeaponMult, maybe check in TESEdit). I use MOBS as well (but no other mods that change weapon damage), doesn't give me any problems with humans. The strongest enemies are still the big creatures (Frost Giant...).

You should also use Phighting Phixes instead of Damage Multiplier. Even if you don't want any of the other functions from PPP (turn them off in the ini), the damage multiplier part has some extras that the original version didn't have and works better.

I do use Phighting Phixes - just thought i should ask the more specific request here. I just don't use the damage mult from it.

Ah well I'm not going to mod Duke's mods - they do much more than damage multiplier which is why I use them - it is more about how they make NPC AI much smarter and deadlier. Maybe that is the issue. I can see how a boar would run full charge with all it has, but should a giant? Or demon? Maybe it is more an AI issue.

Ah well thanks for considering.
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Lady Shocka
 
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Post » Thu Aug 19, 2010 3:35 am

Unless the OBSE team implements a reliable 'OnHit' function that can be used in an external script for any reference this is not possible I fear. I hope that they will do this one day as this has been requested quite often already.
Actually, with OBSE v19beta it is possible! :D
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Noely Ulloa
 
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Post » Thu Aug 19, 2010 3:21 am

Actually, with OBSE v19beta it is possible! :D


That's great! Time for Tejon to get back to work! Not sure I understand the Event Handler stuff by looking at the examples.
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Lyd
 
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Post » Wed Aug 18, 2010 5:35 pm

Been using this lately, great mod. Stuff dies in a couple of hits like it should, but I need to be a lot more careful too. It makes combat more about dealing damage and avoiding taking any, rather than just an endurance round of hit, hit, block

Only problem is fall damage, seen as this is multiplied too it can cause some unexpected deaths, but it's remidied with a mod that reduces fall damage
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Toby Green
 
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