SDN oblivion mod

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interested?

yes.
5
71%
Yes, and I will lead the project.
0
No votes
tentative yes.
2
29%
 
Total votes: 7

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Stark
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Post by Stark »

I am permanently scarred by using Better Bodies in Morrowind ... no textured underpants = outside the mining town, I was constantly running into Nord wang. Very disturbing. :)
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Stark
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Post by Stark »

A quick list of NPC levelling mods to try out

Insanely dangerous 'random monsters' mod.

Restricted NPC levelling mod.

Random NPC equipment mod.

Several random NPC mods with other econ fixes. v2 and v1 compilation.

NPC lists revamped to allow groups of low-level mobs instead of matching level here.

More NPC list fuckery and some miscellaneous changes too here.

Another NPC level-capping mod, that works backwards too (vampires will never be level one, etc) here.

ANOTHER NPC cap mod here.




and loot/npc and loot levelling mods.

Regular animal/NPC levelling fix here.

Shop/loot fix here.

Loot drop rate fix here.




Miscellaneous fun shit.

ZOMG HORSE RUSTLING MOD!

Draggable bodies.

Here's a wierd one - mass graves to stash bodies in. HOLOCAUST.

V0.95 of saddlebags here.
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Chardok
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Post by Chardok »

Awesome stuff, Stark. Thank for those!

I tried mucking around in the CS last night...it was like being in another world, and I cannot open/interpret the DAT files or the .BSA files, so I will have to find a....decoder....of some sort online somewhere (Wish me luck, sheesh.) the beat goes on.

Personally, I want to go through every MOBlist/zonelist for every area of the game, and adjust them. this has become my mission in life. first, though. I think it would be helpful...to just....hmm...complete the game first...that way, I know when things should get harder. OR, I could create a random spawn table with level restrictions...I dunno. I'll take a look at what you have there, stark...maybe all of what I'm saying is already addressed.
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Ace Pace
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Post by Ace Pace »

Chardok wrote:Awesome stuff, Stark. Thank for those!

I tried mucking around in the CS last night...it was like being in another world, and I cannot open/interpret the DAT files or the .BSA files, so I will have to find a....decoder....of some sort online somewhere (Wish me luck, sheesh.) the beat goes on.
Dude, you don't need to touch DAT or something, you touch the ESM. Very simple, open CS, load module.
Personally, I want to go through every MOBlist/zonelist for every area of the game, and adjust them. this has become my mission in life. first, though. I think it would be helpful...to just....hmm...complete the game first...that way, I know when things should get harder. OR, I could create a random spawn table with level restrictions...I dunno. I'll take a look at what you have there, stark...maybe all of what I'm saying is already addressed.
Chardok, for leveled lists all we gotta do is merge some mods.
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Chardok
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Post by Chardok »

HOLY HORSEFUCKER!

You know what I just read? I read that bethesda, in their INFINITE wisdom, REMOVED the unarmored skill because "You can now dodge with the acrobatics skill."

WHAT?! I pictured unarmored combat in my mind as being abel to like...sandwich an opponent's sword between your thumb and forefinger to direct the blow away from your body! Using your foot to step on your opponents axe (Now buried in the ground) from it's missed strike! Wrapping up your opponents arm to deliver a crushing blow to the face after a failed attempt to run your through!

Acrobatics?! You mean, as a monk, I must flip here and there and everywhere like a goddamned pixie?! doing needless handsprings and backflips?! This isn't Crouching Tiger! This isn't Star Wars! I don't do all of that spinning, flipping cockflappery! I want UNARMORED....and I will have it. Oh yes, I will have it.
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Ace Pace
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Post by Ace Pace »

Okay, lets get this thing rolling. Lets start off with two things, reletively easy.

One is the reweighing of armour, the other is the Axe to blade.

The first is split into two parts.
One is heavy armour, we need weights, stats won't change.
Second is light armour, which needs to get nerfed to make heavy armour worthwhile.

The axe to blade again is two parts.
One is to transform every axe into blade. Pretty easy.
The other is to find every single axe using AI, and change his skills to blade instead of blunt. Harder.

I'm awaiting the go code for the second, and I need numbers for the first.
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Chardok
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Post by Chardok »

Already done :D

Axes from blunt to blades.
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Arthur_Tuxedo
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Post by Arthur_Tuxedo »

Personally, I wouldn't nerf light armor. In fact, I wouldn't change light armor at all. I'd make heavy armor much more protective but you can run much slower. No more dodging around if you're in heavy armor. To me, that's a real tradeoff.
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Ace Pace
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Post by Ace Pace »

Arthur_Tuxedo wrote:Personally, I wouldn't nerf light armor. In fact, I wouldn't change light armor at all. I'd make heavy armor much more protective but you can run much slower. No more dodging around if you're in heavy armor. To me, that's a real tradeoff.
Alright, well give stats and I'll add it in.

Chardok, but does it change every single AI that used BLUNT axes to BLADE axes? Thats a massive skill change and can hurt.
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Arrow
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Post by Arrow »

I just did a mod to change the stats of the armor you're awarded for completing the Main Quest. I increased the armor rating to be in line with Ebony (after all, this is something an Emperor would wear, so it shouldn't suck) while leaving the weight alone. I only did this for the heavy verson, since I don't know what reasonable high-end values for light armor are. I also changed the enchantments for both light and heavy versions to be suitable to my play style (scraped the element resistances, added in spell absorption, magic resistance, magic fortify, strength fortify and fagiture fortify), and I placed the enchantments at grand levels (again this something an Emperor would wear - it should have the best enchantments). The result is a suite of armor that matches the Ebony set I had enchanted with Transcedant Sigil Stones.

And the interface to CS still sucks, but at least not as much as Morrowinds.
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Hotfoot
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Post by Hotfoot »

Is there any way to make it so that, at lower levels, high level things don't spawn, but at higher levels, lower level things spawn as well?

I don't want to have to deal with bears and cougars spawning and slaughtering me minutes after leaving the imperial dungeon sewers, but I don't want every bandit to spawn in full glass or daedric armor either.
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Hotfoot
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Post by Hotfoot »

I've been searching through the mods in my spare time, but there are a lot, and they're not all well documented. Does anyone have any additional insight into a mod that fits my description, or at least comes close?
Do not meddle in the affairs of insomniacs, for they are cranky and can do things to you while you sleep.
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