Jump to content

Buzbuzbee

Premium Member
  • Posts

    5
  • Joined

  • Last visited

Nexus Mods Profile

About Buzbuzbee

Profile Fields

  • Country
    United States

Buzbuzbee's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Oblivion's armor calculations are super confusing and awkward. If you are decked out in full ebony armor, you have 50% damage reduction from your 50 armor points. A daedric war hammer that does 23 damage is reduced to 13 points, while an iron dagger that does 4 damage is reduced to 2 points. Bare fists that do 6 damage are reduced to 3 points. The percent reduction makes sense for the war hammer, but is completely ridiculous for the low-level fists and dagger. They shouldn't do any damage at all. What I'm proposing is to implement the system from Fallout: New Vegas into oblivion, which has both a flat armor reduction (damage threshold) and a percent reduction (armor.) This way, you can have weak attacks completely bounce off you and deal no damage, but also have a % reduction to all damage the way it works in oblivion. If you had 50 armor and 8 damage threshold, a 50 point attack would be reduced by 50% to 25, then would be lowered by the flat value of 8 to 17. This means high damage attacks would still damage our ebony-armored protagonist, but any attack that does 8 damage or less (like from fists, iron daggers or other low-level physical attacks) does zero damage. This way, armor feels like armor, becomes more relevant and forces characters to increase their damage to actually scratch enemies in tough armor. This could also be used to balance out the early game by giving all armor flat reductions that are meaningful instead of tiny percent values that don't mean anything until you're skilled in that armor type. If anyone could implement this system, it would be very impactful and compatible with any mod that doesn't alter the armor formula in the game. Thanks for reading :happy:
  2. I propose a mod be created that makes enchanted equipment have hidden effects at the start of every play through. If you pick up a fire enchanted sword, it looks like a normal sword except that it says "hidden effect" where it would normally display the fire damage and it won't have the red markings on it. Once you disenchant an item that has fire damage on it, all fire damage enchantments will be common knowledge and, thus, visible to you. You'd then be able to tell the sword is a fire enchanted sword, see the numerical values and charge left on it. Even better, once your enchanting skill reaches a certain threshold, (a mcm configurable skill level, or after x perk) you can have all enchantments visible to your now magically inclined character. This would allow for more unique playthroughs, where you have one character that is magically uninclined and has no idea what their enchanted equipment does, and one where your character is like how it is in vanilla and knows what every item does. Scrolls of Identification would be sold somewhat cheaply (100g vanilla, 350 Requiem) that could identify a single item, revealing its effects for you. That means if you identify a ring of devastating blows (+20% two handed dmg) then all items that have +two handed dmg in the future will be discovered. It's a wierd concept with a lot of creative direction to move in, but I strongly feel anything even remotely functional would be really cool for a lot of playthroughs. I've seen the Identify Item mod on the nexus, but it isn't exactly functional in the way I'm perceiving this mod idea. Thanks for reading my huge wall of text, guys. :happy:
  3. So in OOO, they added restrictions to the player so that you cannot lock pick certain locks if they are too high of a level for you as a player. This is great, i love not being able to get into high level loot at lvl 1 anymore because that always seemed like such a BS workaround to free loot, also made the security skill completely useless (skeleton key?). What I'm wondering is if I can make the restrictions harder- I want novice to only be able to open very easy and easy locks, apprentice average locks, journeyman hard locks and expert very hard. Currently OOO lets you open lots with a skill level of 5 (up to average on some chests, any door- even very hard,) OOO only lets you disable the restrictions it already has in, and I can't seem to find an OOO INI to mess around with. Any thoughts on how I can restrict what locks you can pick based on your security skill level?
  4. There are plenty of mods out that there increase the leveling of ALL of your skills, by x2, x5, x10, even x100, but that's not what I'm looking for. I want a mod that lets me choose which stats to give faster leveling over others. I, specifically, want to multiply restoration, alteration, security and illusion by x3 speed, destruction x2 (or 1.5 if I could), and most importantly, block by 3 aswell. The issue is that I can't use a mod to multiply ALL skills by 3, because some, like conjuration and blade, would level waaaay too fast. I already have OOO extended installed, better mercantile leveling, supreme magicka- this isn't an issue of me needing a larger mod, i honestly just want one that will let me select which skills to make x2 faster or x3. Thanks for reading folks. :cool: :happy: :happy:
×
×
  • Create New...