Relevant Scrolls and Potions

Post » Sun Oct 19, 2014 6:38 am

Relevant Scrolls and Potions
by Mercer Meka
http://www.nexusmods.com/oblivion/mods/45627/?
This is my second mod and just like my alchemy mod this one is all about gameplay balance.
It has always vexed me that many of the scrolls and potions have no or very little gameplay impact. For example: A poison which Drain Intelligence does nothing to a NPC since their Magicka, oddly enough, is not affected by reducing their Intelligence. A poison which Damage Personality also has no impact on the game. There are several of these types of poisons which has no gameplay effect and that's too bad....but that's why we use mods. :smile:
To improve the scroll and potion feature of the game, I did not want to start removing the individual effects which does't work as poisons because I do think they have a place in the game for the sake of consistency, but on the other hand I wanted each scroll and potion to be impactful.
As a solution I settled on the idea of Secondary EffectsTM :D
By Secondary Effects I simply mean: One or more additional effect which ties in to the Primary Effect. A few examples to illustrate:
Primary Effect: Chameleon. Secondary Effect: Fortify Sneak.
Primary Effect: Fortify Personality. Secondary Effect: Fortify Speechcraft.
Primary Effect: Fire Shield. Secondary Effect: Shield.
Primary Effect: Bound Boots. Secondary Effect: Fortify Speed.
Primary Effect: Spell Absorption. Secondary Effect: Resist Magic.
http://i1334.photobucket.com/albums/w649/Panezan/Untitlednyyy_zpse8cea40a.jpg
Primary Effects for which I could not think of a logical Secondary Effect I defaulted to Restore Magicka. The rationale here is that the magic contained in the potion can be absorbed by the drinker.
http://i1334.photobucket.com/albums/w649/Panezan/ligtddddd_zps0294083d.jpg
For hostile Primary Effects I have defaulted to Damage Health as the Secondary Effect so that even those poisons and scrolls with Primary Effects which doesn't affect NPC's can still be used with true gameplay impact.
http://i1334.photobucket.com/albums/w649/Panezan/pois_zps94637b0d.jpg
For the scrolls there is an exemption to this rule: All Absorb effects have as Secondary Effect Absorb Health instead of Damage Health since you have to get in close to use Absorb spells, which is much more dangerous than using ranged attacks.
In fact this mod was made while I have been using combat enhancing mods which make fights much more deadly because of the increased damage and this in turn is reflected in the balancing of scrolls and potions. If you do not use a combat enhancing mod such as Duke Patricks - Melee Combat NO RECOIL or Deadly Reflex, the scroll, potion and poison effects might be a bit on the strong side.
Since all scrolls, potions and poisons are a lot stronger now this also means that finding them as loot or receiving them through a quest is a lot more rewarding. The value of each scroll, potion and poison is set lower than the actual value of the effects, so you will get more out of actually using them instead of just selling them off.
Another change this mod have had on my gameplay is that now Cure Poison is actually a really good effect since all poisons now deal their damage over time. If you quickly chuck down a Cure Poison potion the most of the poisonous effect can be nullified. In that vein I recommend my alchemy mod (link is in my signature) since otherwise you might find that ingredients with Cure Poison is a little too abundant.
Potion Replacer:
When I started this mod I was using the superb mod http://www.nexusmods.com/oblivion/mods/33531/? and since that mod is free to use by other modders as long as credit is given I have incorporated it into my mod. If you decide to try out my mod I highly recommend you follow that link and Endorse his awesome mod. All credit for the actual look of the bottles goes to jbvw.
Weight and naming:
The potions weight has been set to 0.4.
Potion naming: The Effect followed by Weak/Normal/Strong.
Poison Naming: All poisons follows the same method except the Drain Attribute and Damage Attribute poisons since I've always liked the colorful naming of the default poisons. The Drain Attribute and Damage Attribute poison still get the added ending of Weak/Normal/Strong.
http://i1334.photobucket.com/albums/w649/Panezan/pppppo_zpsf77bfc62.jpg
I have been testing this mod for about 2 years and I don't think I can improve it anymore so here it is for all to use :happy:
Installation choices:
You can choose between only scroll re-balance, only potion re-balance or grab both of them merged into one plugin:
If you only want the scroll re-balance, install 'Relevant Scrolls.esp'
If you only want the potion re-balance, install 'Relevant Potion.esp' and 'Relevant Potion.BSA'
If you prefer both, install 'Relevant Scrolls and Potions' and 'Relevant Scrolls and Potions.BSA'


If you use Maskar's Oblivion Overhaul you should use use the following setting in MOO's ini file:
; Potion settings
set MOO.ini_potions_instant to 1
User avatar
Setal Vara
 
Posts: 3390
Joined: Thu Nov 16, 2006 1:24 pm

Post » Sun Oct 19, 2014 7:37 am

How does it work with overhauls (apart from Maskar)? [I'm referring specifically to OOO]

Well done, anyway.

User avatar
Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm

Post » Sat Oct 18, 2014 11:08 pm

As I recall the only overhaul which touches potions is OOO. So basically you just have to choose which you prefer via load order. Since my mod overhauls all potions and OOO only touches a few I should think users of this mod would want to load it later than OOO for potion consistency,

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Lauren Graves
 
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