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decreased bow and arrow base damage after installing mods


yoshimitsuhiro

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Hello. I recently installed a load of new mods for Oblivion, and suddenly the damage stats for all of my bows and arrows have decreased by half. For example, ebony bows only show 7 damage and daedric bows only show 8 damage now (as opposed to 14 and 15, like they should). It`s the same thing for arrows and this includes every bow and arrow that I`ve checked so far. As far as I can see, no other weapons/armor are affected. I`m not sure which mod did it, but I have speculations that it has something to do with the Damage & Durability plugin for MMM. I had this plugin enabled, however, battles had become too easy, so I disabled it, and it was after that I noticed the decrease in bow damage. But it could have resulted from another mod, and I just didn`t notice it until now... Anyways, any help I could get would be greatly appreciated! Thanks!

 

Here`s my mod load list. It`s pretty large, but I don`t think I have any mods that mess with the default damage values of weapons except for the MMM Damage & Durability plugin, and perhaps UOP or COBL.

 

Oblivion.esm

Cobl Main.esm

Mart's Monster Mod.esm

TamrielTravellers.esm

Armamentarium.esm

Artifacts.esm

Better Cities Resources.esm

bookplacing.esm

Lamps of Oblivion Master.esm

HorseCombatMaster.esm

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

Better Cities .esp

LoadingScreens.esp

LoadingScreensAddOn.esp

Arthur_Natural_Weather_HDR_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Enhanced Water v2.0 HD.esp

WindowLightingSystem.esp

Akatosh Mount By Saiden Storm.esp

Book Jackets Oblivion - BP.esp

Lamps of Oblivion.esp

P1DmenuEscape.esp

Improved Hotkeys.esp

DLCHorseArmor.esp

DLCHorseArmor - Unofficial Patch.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

DLCVileLair.esp

DLCVileLair - Unofficial Patch.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes.esp

DBShadowSet_Khajiit.esp

Dread Knight Armor.esp

Lich King's Helm v1_0.esp

New Frostmourne Sword by Jojjo v1_0.esp

Nicoroshi Creations DW heavy.esp

Thieves Arsenal.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

Cobl Glue.esp

Cobl Si.esp

Bob's Armory Oblivion.esp

ArmamentariumArtifacts.esp

Mart's Monster Mod.esp

Mart's Monster Mod - Shivering Isles.esp

Mart's Monster Mod - Additional Enemy NPC Vars.esp

Mart's Monster Mod - Diverse Imperial Armor.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - Zombies for Body Meshes.esp

Mart's Monster Mod - Vindasel.esp

Mart's Monster Mod - Foxes.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - More Wilderness Life.esp

Mart's Monster Mod - More Wilderness Life No Gates.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Farm Animals.esp

Mart's Monster Mod - Durzog Addon.esp

TamrielTravellers4MMM.esp

TamrielTravellersItemsnpc.esp

ShiveringIsleTravellers.esp

Ivellon.esp

Artifacts.esp

Dwemer_Skyship_1_1_0.esp

GlenvarCastle.esp

LetThePeopleDrink.esp

mrSiikas_DwemerTechnology_DwemerSubway.esp

VHBloodlines 1.2.esp

DLCBattlehornCastle.esp

DLCBattlehornCastle - Unofficial Patch.esp

DLCfrostcrag.esp

FrostcragRebornCobl.esp

Knights.esp

Knights - Unofficial Patch.esp

The Lost Spires.esp

Lost Paladins of the Divines.esp

HoarfrostCastle.esp

road+bridges.esp

xuldarkforest.esp

LostSpires-DarkForest patch.esp

xulStendarrValley.esp

xulTheHeath.esp

MMMMWL-TheHeath patch.esp

XulEntiusGorge.esp

xulFallenleafEverglade.esp

LostSpires-Everglade patch.esp

xulColovianHighlands_EV.esp

xulChorrolHinterland.esp

xulBeachesOfCyrodiilLostCoast.esp

xulBravilBarrowfields.esp

OBCBravil-Barrowfields patch.esp

xulLushWoodlands.esp

xulAncientYews.esp

xulAncientRedwoods.esp

xulCloudtopMountains.esp

xulArriusCreek.esp

xulPatch_AY_AC.esp

xulRollingHills_EV.esp

MMMMWL-RollingHills patch.esp

xulPantherRiver.esp

xulRiverEthe.esp

xulBrenaRiverRavine.esp

xulImperialIsle.esp

xulBlackwoodForest.esp

NRB4+UL-II+LtPD Patch.esp

bartholm.esp

Open Better Cities Full.esp

Open Better Cities - Full City Defences.esp

OBCChorrol-ChorrolHinterland fix.esp

Reaper's_Open-B.C._Secret_Entry.esp

Natural_Vegetation_by_Max_Tael.esp

Leviathan Soulgems.esp

P1DkeyChain.esp

Ring of console.esp

Salmo the Baker, Cobl.esp

Toggleable Quantity Prompt.esp

Quest Award Leveller.esp

Quest Award Leveller - Vile Lair.esp

Quest Award Leveller - Knights of the Nine.esp

MidasSpells.esp

DeadlyReflex 5 - Combat Moves.esp

Cobl Races.esp

Better Imperial City.esp

NRB4 Standard Road Record.esp

Cobl Silent Equip Misc.esp

Bashed Patch, 0.esp

Streamline 3.1.esp

SilverwareWeapons.esp

 

Note: I also have COBL Tweaks, COBL Filter, Item interchange, and Armamentarium esps in my bashed patch in case that matters.

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So, the fights were too easy with the Dura and Damage MMM mod, and you disabled it... and damage went down? Did you try re-enabling it to see if damages reverted back to their normal* numbers. And at first glance I'd have to agree, looks like the only thing that changes damage is the dura and dam MMM mod.

 

 

 

 

*If enabling the MMM plugin results in the damages being changed to the higher values then those are -not- the normal values.

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Khet, thanks for the advice. I tried turning damage and durability back on and it pretty much doubled the damage values of all of my weapons across the board (including bows and arrows) as far as I can tell. However, the doubled damage amount for bows and arrows is about the same as the normal base damage amount. For example, my daedric bow is now 17 damage and my glass bow is 13 (the normal stats are 15 and 13). So I`m not really sure what`s going on. With damage and durability, my swords all go up to 50 or 60 damage, which is just way too strong. I can kill everything in 3-4 hits. Which would be alright if the monsters were strong too, but they do hardly any damage. I need to be attacked by a swarm of 10 or more monsters to have a challenge at all. My player`s at level 26 or 27, which I don`t think is a ridiculous high level or anything, but I could be wrong. Is this normal with the damage and durability mod? Is there any way I can set it to be more difficult? And, back to the original question, are there any other mods that might be interfering with my bow damage? I`m really lost on this one...

Well, any help would be greatly appreciated. Sorry I`m too stupid to figure this out on my own... Thanks!

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General Load-Order Guidelines

Here are the guidelines that I adhere to, personally.

 

~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later.

 

~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN)

 

~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through.

 

Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later).

 

So basically, it stacks up like this...

 

Oblivion.esm

Unofficial Oblivion Patch

<Minor Mods / DLC's (Post-Completion)>

<Major Overhaul Mod/Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

Note: If using Mayu's Overhaul Mod. I recommend loading it after OOO or MMM

 

 

Expanded Load-Order Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial Oblivion Patch

<Weather/Environment/Sound Mods>

<Minor Mods/New Items/Houses/DLC's (Post-Completion)>

<Major Overhaul Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

<Quests>

<Compatibility Patches/UOMP/Merged Leveled Lists>

 

And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).

 

That's basically the structure I use and I have 140+ mods working well together.

 

Another way of describing this (posted by DMan77):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

................................................................................

.................

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Dezdimona, thanks a lot. That`s some good advice for loading mods. I`ll try reordering my mods like you suggested and see if it fixes the problem. If not, then I`ll disable all my mods and slowly activate them a few at a time until I find the culprit. But for now, I think I need to take a little break from Oblivion... It`s been controlling my life for the past week or so!! Once I figure out the problem, I`ll post back. If anybody already knows of a solution though, any advice would be greatly appreciated! Thanks everybody so far!!
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Well, I finally got around to trying to fix the problem again and I tried disabling all of my mods to see what was causing the problem, but even after I loaded the game up with NO mods (not even the official mods) activated, my bows and arrows were still at half damage. I went and killed a guard and took his bow to make sure it wasn`t just my bows and arrows acting weird, but sure enough, the guard`s bows and arrows were only registering half damage as well. If it`s not a mod, then any ideas what could be causing this?

Oh, and I also discovered that turning damage and durability on or off doesn`t really affect the difficulty level since it applies to monsters as well. It just makes the battles go faster. I noticed that the guard I fought was a lot more tough after I disabled MMM though. Does MMM somehow change the levels of enemies, and if so is there anyway to make the enemies tougher? I guess having half damage bows and arrows makes things tougher... :P But the half damage applies to enemies as well, so it really just kind of makes archery pointless... I guess as a last resort, I could use the console to change the damage of the bows and arrows I use manually (although that wouldn`t affect enemy bows, would it?). I can`t figure out the console command though... Anybody know what it is? Sorry to ask so many questions, but once again, any help would be greatly appreciated! Thanks everybody!

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