Vanilla Weapon Stat Override

Post » Sun Aug 14, 2011 3:55 pm

Vanilla Weapon Stat Override

Download:
http://www.tesnexus.com/downloads/file.php?id=39914



Description:
This mod was requested by several players who prefer vanilla Oblivion weapon stats but also like to use mods that alter those stats. In particular, MOBS (Medieval Oblivion Balancing System), OMOBS (Oscuro's MOBS), TIE (Tamriel Immersion Experience), and OOO/FCOM incorporate vast changes to how weapons behave in Oblivion.

Just load this mod after any others in your modlist that make changes to vanilla Oblivion weapon stats, to return your game's weapons to their original states. And, you'll also be able to take advantage of the latest fixes, because this mod also incorporates the latest Unofficial Oblivion/Shivering Isles Patch, UOP/USI Supplemental, and WEPON (Weapon Expansion Pack for Oblivion Nthusiasts) weapon corrections.

The mod comes in two versions: a regular Oblivion version, and an Oblivion+SI version. You only need to load ONE of the mods.
User avatar
Milad Hajipour
 
Posts: 3482
Joined: Tue May 29, 2007 3:01 am

Post » Sun Aug 14, 2011 3:07 pm

Oh just got your PM and now this too.

It may be important to point out that if used with mods that add and rebalance weapon stats then there will be issues. For instance if OOO adds weapons and then balances the new ones to MOBS then using this will offset those new weapons more so. I would not recommend this with OOO/FCOM. It will work best with either mods that only up vanilla weapons or if it adds new weapons they be balanced toward vanilla stats.

This should work great for those who want to use TIE and Mods like Duke Patrick Melee/Archery or Phitts Phighting Phixes or Kuertee Attritbute damage mod.

Or even FRANS if MOBS is not chosen. Not sure how off the original Warcry is from vanilla - maybe it too.

OWC ND - this is not needed as it overhauls all vanilla weapons with it's own system (giving quality ratings that then determine stats).

thanks again and thanks for putting up with my badgering you. I will check it out later tonight.
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Sun Aug 14, 2011 12:38 pm

You should make it crystal clear that this mod should NOT be run through a TES4Edit cleaning, and that it MUST load after the Bashed Patch in order to reverse any potential edits there as well.
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Sun Aug 14, 2011 11:16 am

You should make it crystal clear that this mod should NOT be run through a TES4Edit cleaning, and that it MUST load after the Bashed Patch in order to reverse any potential edits there as well.

Well the version I made I tagged with stats and just have it load after TIE and other overhauls and it shows up fine in the bashed patch.

But yeah no cleaning this.
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Sun Aug 14, 2011 6:31 pm

Yes, and if you clean it, there's nothing for the tag to grab, and besides, Bash will ignore the data that's identical to Oblivion.esm anyway. So it probably shouldn't be tagged and imported or merged in any way either.
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Sun Aug 14, 2011 11:48 am

Ohh hmmm - well I will look it over both ways later on.
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Sun Aug 14, 2011 6:47 pm

Cool, thanks for this. Now if only there was a mod that rebalanced all the new weapons added by FCOM to vanilla levels.

Also, you uploaded this as a Morrowind mod.
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Sun Aug 14, 2011 11:37 pm

Also, you uploaded this as a Morrowind mod.

Thanks for the heads' up. I can't believe I did that :)
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Sun Aug 14, 2011 9:39 am

Heh, I have to admit, I wasn't expecting this much interest in this mod! After all, you only need it if you're using a MOBS/OMOBS/TIE/etc. build and want to return to vanilla stats. Glad I could help you guys out though.

Let me know if you find any issues as you're using it. I was unable to test this mod in-game like I usually would because I'm rebuilding my install right now.



Psymon -- I got your PM regarding your first look at the mod. Thanks!

To answer your question on how I put it together so quickly - I started from WEPON's "Fixes Only" mod, which only includes WEPON and UOPS/USIPS fixes to vanilla weapons. From there I went back to the latest unofficial supplementals (3.3.0), and added everything that the "Fixes Only" build was missing (there wasn't much). Then, all I had to do was go into TES4Edit, highlight ALL of the weapon, ammunition, and weapon enchantment records, and "Copy as Override" into the new mod. (TES4Edit's "Copy as Override" function skips records that already exist in the target mod - so I didn't have to worry about overwriting the WEPON and UOPS/USIPS fixes. Very handy!)

I couldn't find what you were talking about on the Dwarven Arrow. Are you talking about the lower weight? That's a fix from WEPON, to put the mundane Dwarven Arrow (which is 0.15 pounds apiece in Vanilla) in line with all the enchanted versions (which are 0.1 pounds apiece).
User avatar
Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm


Return to IV - Oblivion