FCOM - Less frantic melee

Post » Wed Sep 01, 2010 1:17 pm

Hi,

I had a thread going about becoming overpowered too quickly, but I kind of hijacked my own thread, and really would like to get some advice.

I want to create a paladin type character who uses mainly melee weapons to fight, but uses magic as a utility - either for buffing, healing or things like light... so as much as possible to stay away from Destruction and Conjuration, and ideally I would like to stay away from Command spells.

Combat should be tactical and not a frantic click fest. Enemies about my level shouldn't be able to kill me in a single power-attack blow.

Right now, with FCOM that doesn't seem to be the case... at level 13, amazons, marauders, etc can kill me in a single power attack... and archers... freaking skeletal archers can take me down with one or two arrows, even I am right in their face - that shouldn't be possible.

Any advice ofr a set of mods that will keep the non-scaling concepts of FCOM but make melee combat tough, challenging but fun?

Thanks!
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Wed Sep 01, 2010 12:56 pm

I'd say post your load order. I die pretty quickly and frequently myself but yours sounds like too much death. Only one or tow arrows sounds ridiculous. :) What is you current health and fatigue on your level 13 PC ? Maybe you installed yourself some real killer mods, literally speaking!!!?! :laugh: Still it sounds a bit odd.
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Thu Sep 02, 2010 2:30 am

Here ya go.

With buffs, I have an AC of 35... 135 HP

Spoiler
Active Mod Files:00  Oblivion.esm01  underdark.esm02  GTAesgaard_2.esm03  Cybiades.esm  [Version 2.0]04  Windfall.esm05  Jog_X_Mod.esm06  All Natural Base.esm  [Version 1.0]07  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]08  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]09  Cobl Main.esm  [Version 1.73]0A  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0B  Mart's Monster Mod.esm  [Version 3.7b3p3]0C  FCOM_Convergence.esm  [Version 0.9.9MB3]0D  Armamentarium.esm  [Version 1.35]0E  Artifacts.esm0F  Progress.esm  [Version 2.2]10  NNWAEMaster.esm11  CM Partners.esm12  HorseCombatMaster.esm13  ScreenEffects.esm14  TRoN.esp15  Unofficial Oblivion Patch.esp  [Version 3.3.3]16  Oblivion Citadel Door Fix.esp17  DLCShiveringIsles.esp18  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]19  SM Plugin Refurbish - SI.esp  [Version 1.30]++  Shivering OOO.esp1A  Oblivion Vwalk UOS.esp1B  DLCShiveringIsles Vwalk UOS.esp1C  DLCShiveringIsles Vwalk DG_DS UOS.esp1D  Francesco's Optional Chance of Stronger Bosses.esp1E  Francesco's Optional Chance of Stronger Enemies.esp1F  Francesco's Optional Chance of More Enemies.esp20  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]21  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]22  All Natural.esp  [Version 1.1]23  All Natural - SI.esp  [Version 1.0]24  Enhanced Water v2.0 HDMI.esp++  Symphony of Violence.esp25  MIS Low Wind.esp26  MIS New Sounds Optional Part.esp27  Atmospheric Oblivion.esp28  Storms & Sound.esp29  All Natural - Real Lights.esp  [Version 1.1]2A  WindowLightingSystem.esp2B  Enhanced Economy.esp  [Version 5.1]2C  Damage Text v2.esp2D  Display Stats.esp  [Version 1.2]2E  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]2F  FormID Finder4.esp30  Oblivion Graphics Extender Support.esp  [Version 0.3]31  P1DmenuEscape.esp32  Quest Log Manager.esp  [Version 1.3.2]33  Scathe.esp  [Version 0.1]34  ScreenControls.esp35  Streamline 3.1.esp36  Map Marker Overhaul.esp  [Version 3.8]37  Map Marker Overhaul - SI additions.esp  [Version 3.5]38  Enhanced Hotkeys.esp  [Version 2.1.1]39  DLCHorseArmor.esp3A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]3B  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]3C  DLCOrrery.esp3D  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]3E  DLCOrrery Vwalk.esp3F  SM Plugin Refurbish - Orrery.esp  [Version 1.11]40  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp41  XiaNewAmuletsV1.esp42  Armamentium female.esp43  Dude Wheres My Horse.esp44  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]45  Cobl Glue.esp  [Version 1.73]46  Cobl Si.esp  [Version 1.63]47  Bob's Armory Oblivion.esp48  FCOM_BobsArmory.esp  [Version 0.9.9]49  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]4A  Oblivion WarCry EV.esp  [Version 1.09]4B  FCOM_WarCry.esp  [Version 0.9.9MB3]4C  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO_XiaNewAmulets Addon.esp  [Version 0.5]++  OOO_XiaNewAmulets Addon - LLOnly.esp  [Version 0.5]4D  Oscuro's_Oblivion_Overhaul Vwalk.esp4E  OMOBS.esp  [Version 1.0]4F  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]50  ArmamentariumArtifacts.esp  [Version 1.35]51  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]52  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]53  FCOM_RealSwords.esp  [Version 0.9.9]54  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]55  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]56  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]57  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]58  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]59  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]5A  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]5B  FCOM_Archery_Armamentarium.esp++  FCOM_Archery_Artifacts.esp5C  FCOM_Archery_RealSwords.esp++  FCOM_Archery_MMM_H&C.esp5D  FCOM_FriendlierFactions.esp  [Version 0.9.9]5E  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]5F  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]60  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.73]61  EVE_StockEquipmentReplacer4FCOM.esp62  Ivellon.esp  [Version 1.8]63  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]64  BladeSong.esp65  BladeSong - High Imperial Tess by Xtudo.esp66  GoldenCrest.esp67  GoldenCrest Vwalk.esp68  GTAesgaard.esp69  GTAesgaard_2.esp6A  GlenvarCastle.esp6B  GlenvarCastle Vwalk.esp6C  LostSwordOfTheAylied.esp6D  LostSwordOfTheAylied - OBSE Add-On.esp6E  Malevolent.esp6F  Malevolent Vwalk.esp70  MountainTower.esp  [Version 6.0]71  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]72  NNWAEDungeons-Series2EV.esp73  NNWARE06-RhyeliaEmeroEV.esp74  The Ayleid Steps.esp  [Version 3.4]75  The Ayleid Steps Vwalk.esp76  TheForgottenShields.esp77  thievery.esp78  thievery - EE patch.esp  [Version 4.2]79  Windfall.esp7A  DLCfrostcrag.esp7B  FrostcragRebornCobl.esp7C  DLCFrostcrag Vwalk.esp7D  Knights.esp7E  Knights - Unofficial Patch.esp  [Version 1.1]7F  Knights Vwalk UOP.esp80  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]81  Cybiades.esp  [Version 2.1]82  CybiadesDungeon.esp  [Version 2.1]83  Cybiades Vwalk.esp84  Mighty Umbra.esp85  Lost Paladins of the Divines.esp86  The Mystery of the Dulan cult.esp87  HoarfrostCastle.esp88  HoarfrostCastle Vwalk.esp89  MannimarcoRevisited.esp8A  MannimarcoRevisitedOOO.esp  [Version 0.1]8B  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]8C  FCOM_DulanCult.esp  [Version 0.9.9]8D  HeartOftheDead.esp  [Version 6.5]8E  HeartOftheDead Vwalk.esp8F  bartholm.esp90  bartholm - EE patch.esp  [Version 4.2]91  bartholm Vwalk.esp92  Automatic Difficulty Increaser.esp93  Bag of Holding.esp  [Version 1.5.0]94  HUD Status Bars.esp  [Version 2.0.1]95  EVE_ShiveringIslesEasterEggs.esp96  P1DkeyChain.esp  [Version 5.00]97  Scouter.esp++  Short Grass V3.esp98  Toggleable Quantity Prompt.esp  [Version 3.2.0]99  Quest Award Leveller.esp++  Quest Award Leveller - Knights of the Nine.esp9A  Alternative Start by Robert Evrae.esp9B  StarX Vanilla Vampires Revised.esp9C  StarX VVR_OOO_FCOM Patch.esp9D  Gather Ye Rosebuds.esp9E  SupremeMagicka.esp  [Version 0.90]9F  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_VanillaSpells.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]A0  No psychic guards v1.2.espA1  Mounted_Spellcasting_Deadly_Reflex_Compatible.espA2  DRSplatter.espA3  Duke Patricks - Actors Can Miss Now.espA4  nGCD.espA5  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.espA6  ProgressGSD.esp  [Version 2.0]A7  ProgressMBSP.esp  [Version 2.0]A8  ProgressSBSP.esp  [Version 1.0]A9  ProgressRBSP.esp  [Version 1.0]AA  ProgressRacial.espAB  ProgressArmorer.esp  [Version 1.0]AC  Mayu's Animation Overhaul.esp++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]AD  1em_Vilja.esp  [Version 3.1]++  1em_Vilja MMM Fix.espAE  1em_Vilja OOO FCOM Fix.esp++  1em_Vilja_as_Custom_by_Xtudo.espAF  bgBalancingEVCore.esp  [Version 10.52EV-D]B0  bgMagicEV.esp  [Version 1.7EV]B1  bgMagicEV Vwalk.esp++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]B2  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]B3  bgMagicEVPaperChase.esp  [Version 1.68EV]B4  bgMagicAlchemy.esp  [Version 1.57]B5  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]B6  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]B7  bgBalancingVanillaGMSTArmorPenalty.esp  [Version 9.0UV-U]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]++  k_HOD_RBP_patch.espB8  bgIntegrationEV.esp  [Version 0.993]++  bgIntegrationEV - Unique Clothes.esp  [Version 0.99]B9  bgIntegrationEV Vwalk.espBA  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]BB  bgMagicLightningbolt.esp++  Life Detected - OMOD.esp++  Visually Enchanted Fire 1.esp++  Visually Enchanted Frost 3.esp++  Visually Enchanted Shock 1.espBC  FCOM_Archery.espBD  DeadlyReflex 6 - Combat Moves.espBE  UnderdarkSaga.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]BF  Bashed Patch, 0.esp

User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Wed Sep 01, 2010 6:02 pm

This is just my complete guess but 135 hp sounds low to me if this is your level 13 character. I guess maybe if your stats were low enough though..??
Are you sure that nGCD is functioning and that it's the newest version? Newest one needs OBSE 020 too.
I'm working on a mod that will make combat slower, more tactical. I don't know if you'll like it but I can remind myself to let you know when it's done if you want.
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Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Thu Sep 02, 2010 2:35 am

Consider skipping:

54 FCOM_DurabilityAndDamage.esp [Version 0.9.9]

5B FCOM_Archery_Armamentarium.esp
++ FCOM_Archery_Artifacts.esp
5C FCOM_Archery_RealSwords.esp
++ FCOM_Archery_MMM_H&C.esp

BC FCOM_Archery.esp

Both are optional and ups melee respectively archery damage considerably so seems like a bad idea to use if you think the damage is too high.
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Wed Sep 01, 2010 4:13 pm

You modlist is not unlike mine, including LAME.

Your Health of 135 is not terribly good given you're level 13 and considering you buffed him... :( Maybe you should use the strength and endurance skills some more, still training on easier enemies. Maybe you are too ambitious with where you want to venture... I can't spot any particular mod that holds your PC development back of makes your enemies stronger than what they are by FCOM default... :shrug:

Oh wait, what is that pos. 92 Automatic Difficulty Increaser? Maybe you don't need that... just asking... i don't know it. Intuitively I dislike the "increaser". The game is difficult enough as is with FCOM... :hubbahubba:

Try the early level fights in the Arena, that's a good training.

Maybe try the "FCOM Slightly Reduced Spawns" optional .esp or the "Reduced" for some time.

Sorry I cannot offer much insight there.

Oh and just saying, your FCOM_WarCry should be version ...MB5 not MB3, update linky is in the FCOM opening post. :)
And pos. 16: Arkngt says do not use that Door fix unless you had issues and actually need it.

My current LO, just for your info:
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.73]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  CyrodiilUpgradeResourcePack.esm  [Version 1.4.9]08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Kvatch Rebuilt.esm0B  BetterMusicSystem.esm0C  CURP_Controller.esm  [Version 2.6]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0D  Unofficial Oblivion Patch.esp  [Version 3.3.3]0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]**  LoadingScreens.esp15  LoadingScreensAddOn.esp**  LoadingScreensSI.esp16  All Natural.esp  [Version 1.1]17  All Natural - SI.esp  [Version 1.0]++  AN Scripts.esp++  phinix-waterfix.esp++  ln.esp18  All Natural - Real Lights.esp  [Version 1.1]19  Arabian Knight Fantasy Tent.esp++  Item interchange - Extraction.esp  [Version 0.78]1A  BetterMusicSystem(SI).esp  [Version 1.0]1B  P1DseeYouSleep.esp1C  VAs Better Gold with no Menu Icon.esp1D  Enhanced Economy.esp  [Version 5.1]1E  Crowded Roads Revisited.esp  [Version 1.1]1F  Immersive Travelers.esp20  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]21  QZ Easy Menus.esp22  Streamline 3.1.esp23  Map Marker Overhaul.esp  [Version 3.8]24  Map Marker Overhaul - SI additions.esp  [Version 3.5]25  Enhanced Hotkeys.esp  [Version 2.1.1]26  FastEquipping.esp27  Alchemy Book.esp**  DarkLeatherArmor.esp++  FineWeapons.esp28  KohdiAnduril.esp++  LadyDeadlock_LoveYourHorse.esp29  Cobl Glue.esp  [Version 1.73]2A  Cobl Si.esp  [Version 1.63]2B  Bob's Armory Oblivion.esp2C  FCOM_BobsArmory.esp  [Version 0.9.9]2D  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]2E  Oblivion WarCry EV.esp  [Version 1.09]2F  FCOM_WarCry.esp  [Version 0.9.9MB5]30  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  CSR - Fine Iron.esp**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]31  OOO 1.32-Cobl.esp  [Version 1.72]32  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]33  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]35  TamrielTravellers4OOO.esp  [Version 1.39c]++  TamrielTravellersItemsNPC.esp  [Version 1.39c]36  TamrielTravellersItemsCobl.esp  [Version 1.39c]37  ShiveringIsleTravellers.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  LoadingScreens-OOO.esp++  MMM-Cobl.esp  [Version 1.73]38  Ivellon.esp  [Version 1.8]39  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp3A  Kvatch Rebuilt - Leveled Guards - FCOM.esp3B  Kvatch Rebuilt Weather Patch.esp3C  The Ayleid Steps.esp  [Version 3.4]3D  Knights.esp3E  Knights - Unofficial Patch.esp  [Version 1.1]3F  Lost Paladins of the Divines.esp40  Origin of the Mages Guild.esp  [Version 7.3]41  HoarfrostCastle.esp42  HoarfrostCastle-OMG compatibility patch.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]43  FCOM_OMG.esp  [Version 0.9.9]44  road+bridges.esp  [Version 4.5.9]45  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]46  phinix_portable_tent.esp47  Cliff_BetterLetters.esp  [Version 1.2]48  DS Portable Sorters.esp  [Version 1.3]49  Dungeon Actors Have Torches 1.6 CT.esp4A  PersuasionOverhaul.esp  [Version 1.43]++  PersuasionOverhaul_OOO.esp  [Version 1.2]4B  Salmo the Baker, Cobl.esp  [Version 3.08]4C  Toggleable Quantity Prompt.esp  [Version 3.2.0]4D  Quest Award Leveller.esp  [Version 2.0.1]++  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]4E  Amulet of Restore.esp4F  RefScope.esp  [Version 2.1.2]50  Syc_AtHomeAlchemy_No_Bounty_v2.esp51  Lightweight Potions.esp  [Version 1.1]52  Duke Patricks - Actors Can Miss Now.esp53  RealisticLeveling.esp54  immersive_caves_auto.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]55  bgBalancingEVCore.esp  [Version 10.52EV-D]**  TamrielTravellers Cosmetics Cobl or RBP.esp56  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]57  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]58  bgMagicEVPaperChase.esp  [Version 1.68EV]59  bgMagicAlchemy.esp  [Version 1.57]5A  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]5B  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalBetterRedguards.esp++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]5C  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]5D  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]5E  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]5F  bgIntegrationEV.esp  [Version 0.993]60  Automatic Timescale.esp  [Version 1.1.1]61  bgMagicEVShader.esp  [Version 1.7EV]62  bgMagicLightningbolt.esp++  Life Detected - OMOD.esp**  FCOM_Archery.esp  [Version 0.9.9]**  NRB4 Standard Road Record.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]63  Bashed Patch, 0.esp

User avatar
Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am

Post » Thu Sep 02, 2010 2:01 am

Michik-

You seem at odds with your own goals.

You don't want to become too overpowered too quickly and the most common way that happens is to increase the damage and danger so as to not feel like a god - now you want fights to last longer.

Are you sure FCOM is right for you? Maybe just MMM and FRANs to Warcry.

The other option is increase combat AI without increasing damage - I'd look to http://www.tesnexus.com/modules/members/index.php?id=329734 for tactical AI.

Though frankly I use both aspects increased AI and increased damage.

That said both OOO (the core of FCOM) and TIE are tough level 1-10 or so. Around level 15 you might start asking where the challenge went.
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Wed Sep 01, 2010 8:01 pm

Consider skipping:

54 FCOM_DurabilityAndDamage.esp [Version 0.9.9]

[....]



Yes! I had trouble with this too. I died much faster with it on so I decided to remove it.

I wanted to suggest this mod too, I have liked it and I guess it could help the purpose of the OP :

http://www.tesnexus.com/downloads/file.php?id=19095
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Wed Sep 01, 2010 8:37 pm

Michik-

You seem at odds with your own goals.

You don't want to become too overpowered too quickly and the most common way that happens is to increase the damage and danger so as to not feel like a god - now you want fights to last longer.

Are you sure FCOM is right for you? Maybe just MMM and FRANs to Warcry.

The other option is increase combat AI without increasing damage - I'd look to http://www.tesnexus.com/modules/members/index.php?id=329734 for tactical AI.

Though frankly I use both aspects increased AI and increased damage.

That said both OOO (the core of FCOM) and TIE are tough level 1-10 or so. Around level 15 you might start asking where the challenge went.


Nice point.

My goals are as follows:

Have a believable world where things don't scale around the player. Some things should be hard, some easy, some downright impossible. As I get stronger, I should be feeling a sense of growth and accomplishment. That is what OOO is for me.

I want to try playing a melee character that doesn't have to 'cheat' with magic to win. For monters 'of my leve;' I should be able to fight them toe to toe without having to resort to Conjurations or Command - this might not be viable

If I am fighting something my level or even somewhat above, I don't want to be able to be one-shotted - not via spell, sword or bow. Combat should involve a good couple of swings from both parties to play out, with some time to quaff a potion or a throw a healing spell in the middle.

Rewards should be in line with the risk. So far both Frostcrag Reborn, Castle Glenvar and heart of the Dead have been way over the top in providing rewards, so I am going to stay away from quest mods for a while, I guess.

MichiK
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Sebrina Johnstone
 
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Post » Thu Sep 02, 2010 1:14 am

Personally, I find FCOM *way* too easy, by default.* Just now, my newly minted level 1 Paladin killed a level 17 amazon thingie. So it didn't even get me halfway to level 2... but still. :D

No cheating, buffs, companions, potions, poisons, magic items, sneaking, conjuration, illusion, destruction or archery were used (she does have Restoration, Alteration and Mysticism - all but the first being utterly useless in combat right now). Just hitting hard with a standard (omobs) 2-handed hammer, wearing Exnem Iron armour, courtesy of some bandits just up the road. Near Skingrad, this was.

Hm. I also use FCOM Archery, but I don't use Deadly Reflex. I do use several of Duke Patrick's mods. And PPP. :shrug: I really do not know why games can play so differently. I suppose differing styles of playing might come into it, as well. Er, and luck, etc.


* Not complaining, just noting. And it's 100% subjective, I know. Also, I'm always looking for ways to make things "just right". Hence, so many mods!
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Big Homie
 
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Post » Wed Sep 01, 2010 10:55 pm

I want to try playing a melee character that doesn't have to 'cheat' with magic to win. For monters 'of my leve;' I should be able to fight them toe to toe without having to resort to Conjurations or Command - this might not be viable

If I am fighting something my level or even somewhat above, I don't want to be able to be one-shotted - not via spell, sword or bow. Combat should involve a good couple of swings from both parties to play out, with some time to quaff a potion or a throw a healing spell in the middle.


As already said, why are you using FCOM_DurabilityAndDamage.esp and the FCOM_Archery esp's then? Seems odd to add optional esps that ups damage and then complain about it.
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Roy Harris
 
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Post » Wed Sep 01, 2010 11:03 am

As already said, why are you using FCOM_DurabilityAndDamage.esp and the FCOM_Archery esp's then? Seems odd to add optional esps that ups damage and then complain about it.


Fair enough. I kinda just went with the FCOM instructions ... will see what taking that out does to the game
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Shirley BEltran
 
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Post » Wed Sep 01, 2010 12:03 pm

Fair enough. I kinda just went with the FCOM instructions ... will see what taking that out does to the game


Not sure which FCOM instructions you are referring to, but they are optional, recommended to use if you'd like their features.

FCOM_DurabilityAndDamage:

This FCOM option increases melee damage. It works just like the MMM - Durability & Damage plugin, but without messing up the Oscuro durability settings. It will probably make melee combat overly powerful unless you use another mod that makes magicka a lot more deadly, too, such as Mighty Magicka or Supreme Magicka.


FCOM_ Archery:

This is an optional add-on FCOM patch that makes archery more deadly. It requires Francesco's optional new items add-on. Francesco's mod makes archery a lot more deadly than it is in Oscuro's Oblivion Overhaul, so only use this if you feel archery is underpowered in FCOM.


http://devnull.sweetdanger.net/fcomoptions.html
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Christie Mitchell
 
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Post » Wed Sep 01, 2010 11:18 pm

You state:
If I am fighting something my level or even somewhat above, I don't want to be able to be one-shotted - not via spell, sword or bow. Combat should involve a good couple of swings from both parties to play out, with some time to quaff a potion or a throw a healing spell in the middle.

So again you contradict yourself. You don't want to be killed in one shot but then want combat to last a good couple of swings.

Yeah the difference between a one shot and a good couple of swings is a power attack.

I would consider finding mods that change combat AI ... no offense meant to FCOM, but I don't find the integrated mod Lyrondor's Combat Behavior to be all that great - there are newer better mods. I would remove the ones Arkngt pointed out then go about looking for better options. Unfortunately the one I wish I could recommend is not longer available, but you could hobble together a few things.

Some of the options in Phitts Phighting Phixes (like no knockback from being blocked).
Picador's better blocking (absorbs more damage when using a shield).
Maybe for a damage increasing mod use Kuertee's Attribute and Skill based damage mod
Many like Deadly reflex and there is also Sudden Violence or Adrenaline Fueled combat (use only one).
Mostly though for more tactical combat I'd recommend whatever you can find by Duke Patrick - get the archery mod at the very least.

Then it is also about play style. Duke created mods to train people how to think about medieval combat. A click-fest is just not tactical no matter what the damage levels. Think about angling, bottlenecks, flanking, feints, etc.
[edit]
and just to clarify - FCOM actually does have scaling - it is just different than vanilla.
TIE removes all scaling.
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Melanie Steinberg
 
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Post » Wed Sep 01, 2010 5:12 pm

You state:

So again you contradict yourself. You don't want to be killed in one shot but then want combat to last a good couple of swings.

Yeah the difference between a one shot and a good couple of swings is a power attack.

I would consider finding mods that change combat AI ... no offense meant to FCOM, but I don't find the integrated mod Lyrondor's Combat Behavior to be all that great - there are newer better mods. I would remove the ones Arkngt pointed out then go about looking for better options. Unfortunately the one I wish I could recommend is not longer available, but you could hobble together a few things.

Some of the options in Phitts Phighting Phixes (like no knockback from being blocked).
Picador's better blocking (absorbs more damage when using a shield).
Maybe for a damage increasing mod use Kuertee's Attribute and Skill based damage mod
Many like Deadly reflex and there is also Sudden Violence or Adrenaline Fueled combat (use only one).
Mostly though for more tactical combat I'd recommend whatever you can find by Duke Patrick - get the archery mod at the very least.

Then it is also about play style. Duke created mods to train people how to think about medieval combat. A click-fest is just not tactical no matter what the damage levels. Think about angling, bottlenecks, flanking, feints, etc.
[edit]
and just to clarify - FCOM actually does have scaling - it is just different than vanilla.
TIE removes all scaling.


I am not sure where I am contradicting myself, but let us leave that aside for the moment, since I am not so worried that I might have been misunderstood.

I need to look at TIE... I have always ignored it because a) Everyone talks about it like it is mainly interesting for Stealth-based players and B) doesn't play so nice with FCOM.

FCOM, I had always understood, took away scaling and made there be a real sense of accomplishment to actyually going up levels, whereas Vanilla, basically had the world scale to you at all times (almost).

I guess I should read up a bit on TIE.
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Juanita Hernandez
 
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Post » Thu Sep 02, 2010 12:29 am

FYI...FCOM (and OOO) do not take away scaling. They modify scaling.
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Gisela Amaya
 
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Post » Wed Sep 01, 2010 5:33 pm

A good read: http://www.gamesas.com/?showtopic=820948&hl=
Also by bg2408:
http://www.gamesas.com/?showtopic=814477 (needs updating imo)
http://www.gamesas.com/index.php?/topic/790175-bgs-list-of-base-mods/
http://www.gamesas.com/index.php?/topic/775917-compatibility-and-you/

So with regard to FCOM the back bone of FCOM is OOO which bg defines as a place centric scaling (the further from civilization you go the more danger) but since full FCOM combined Warcry and Frans you get elements of their scaling as well. Bg summarizes:
- Actor scaling: Capped.
- Loot scaling: Drastically changed, beside no Bandits in Glass amor also much handplaced loot.
- Actor (re-)placement: A place centric approach. Many enemies are mostly chosen to their place (a more "handplaced" approach) instead of their level (Oblivion's original "automated" apporach). More random than OOO, though. No two games will be the same.
So both Frans and Warcry alter scaling but do not remove it. So you might encounter a hand placed boss that then has alternately scaled underlings (the scaling of which might be affected by the place your in and your level but with different ranges than vanilla).

OOO and FCOM do remove the player as the constant center of action by altering disposition levels and aggression and other factors to get all the NPC and creatures to react toward each other more than have the character as the center. TIE does this too though.

There are attempts at combining TIE with FCOM but I don't recommend them because they either remove the unscaled world in order to add the TIE content (TIE4Mods) or try to squeeze unleveled encounters into FCOM (TIEIntegration) which does not feel right (subjective opinion shared by the author last I checked).

So scaling is present it is just different and highly tweaked in FCOM.
[edit] or more simply put as pseron stated.
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Alister Scott
 
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Post » Thu Sep 02, 2010 3:06 am

Psymon, thanks for that awesome reading list. Small error on your link to "Base Mod List", but I searched and found it and read it as well.

At the end of the day, the OOO approach is the one I most appreciate in terms of actor and loot scaling, and FCOM extends that by bringing in some more stuff but (hopefully) preserving the core philosophy of OOO.

Now, as for the tactical combat aspect, which is somewhat orthogonal to the issue of scaling, you mention the following mods:

Phitts Phighting Phixes
Picador's better blocking
Kuertee's Attribute and Skill based damage mod
Many like Deadly reflex and there is also Sudden Violence or Adrenaline Fueled combat (use only one).
Mostly though for more tactical combat I'd recommend whatever you can find by Duke Patrick - get the archery mod at the very least.


Can I load that stuff after FCOM and get the benefits or will it badly conflict?
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Ymani Hood
 
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Post » Thu Sep 02, 2010 1:34 am

Uhhh ... orthogonal ... right (computer folks :turned:)

The thread I linked called Compatibility and You explains mod conflicts better than most sources (which is why it is a pinned thread). As bgs408 explains each entry in a mod is a record only one mod at a time can effect any one record. Hence you may have several mods that affect face data, but that might be OK and often is because faces can have several records about them. So I can use TNR, eyelash mod, various hairstyles, facial features, texture replacers - but still each record is only going to be affected by one mod at a time.

The way I like to look at it is the Oblivion.esm is the base game - called vanilla. Each mod after that (even DLC) are conflicts with the base game that are designed to win (the conflict that is over records). All mods are conflicts with the base game. Mods that load later (and therefore win) are conflicts with the mods that load earlier (and lose) provided they both ouch the same records. Conflict does not technically mean game breaking but some modders so hate anything in their mods being altered further that they will call anything that changes them conflcits and imply breakage. On the other hand - yes some mods can and do break each other.

FCOM is a series of patches that make overhauls work together - Wrye Bash is a tool that helps facilitate that and has since grown into helping with all sorts of conflicts and allowing for very complex combining of mods.

Or more simply: yes, of course, and no not in a game breaking way. That is unless your going to call up the straw man of game balance.

I'm of the sort that think that most overhauls (not that there are a lot really only a handful) touch too much. My wish is for overhauls to mainly address scaling and leave combat, stealth, magic, leveling, and quests alone. But it is just that way when trying to rebalance a game - the desire to keep going. But the problem is parts can become outdated or encumbering to keep patching - causing updates and extensions to take years to complete. Such is the state of most of them. Like the option to use living economy in FRANS ... the better option today is Enhanced Economy. But since people flock to overhauls (wanting more and more) they miss that or then experience a learning curve in finding out about it. Lyrondor is not bad (better than vanilla) but not as good as other things to come along.

Most load orders I see rarely have just FCOM - they also include many other mods. As bg wrote at the end of the first post in scaling overhaul comparison:
This is one thing to keep in mind: Overhauls do much, they're keeping the game alive and playable for many of us, but none of them is a "full happyness package". Whatever mod you choose, you'll be able to enrich your Oblivion experience with even more mods


The tool that will help the most is called BOSS: Better Oblivion Sorting Software - it will help place things in the right order and of course it handles FCOM and every combat mod out there.

[edit] fixed my link above
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Paula Ramos
 
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