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Fatal Oblivion 1.01


Templarion

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Hail thee!

 

FATAL Oblivion update 1.01 is now finished. It should work with version 1.0.

 

There are some parts where read "Feedback please". I would really like to hear feedback from those areas from players who have played this modification.

 

Comments are also welcome!

 

What does it do?

 

Briefly:

After many hours work this is my result. This affects on many things in Oblivion. Mainly it removes all level-based stuff and makes combat deadlier. Athletics, mercantile and speechcraft skills have now more meaning. I also brought back glory of Iron and Steel. Armor types have been altered as well. Weapons do more damage. Animals aren't as hostile as they used to be. This and much more: Fatal Oblivion!

 

Longer Version:

 

1) Animals

Wild animals behave now more realistically. Bears, Rats, Mudcraps attack you only if you go too close of them. Boars and Spriggans are harmless unless you aproach them with weapon drawn. Wolves move on groups of two or three. Mountain lions are fast and you probably can't outrun them. Creature sizes have been modified, too: Mountain lions and bears are bigger.

 

2) Fatigue Penalties (script by _Tarnsman_)

If you run too fast and too far you will faint. If you fight too hard you will faint. Watch you fatigue bar and rest now and then. You will also get temporal (-10/20 speed and -5/10 willpower) attribute penalties when your fatigue bar is low. Skill Athletics is modified and now on Master and Expert ranks player don't lose fatigue anymore when running/swimming. Casting spells cost more fatigue than before.

 

3) Glory of Iron and Steel Armors

There are only next armor types available anymore: 1) Fur 2) Leather/Rough Leather 3) Chain/Crude Chain (which is heavy now!) 4) Iron/Crude Iron 5) Steel. Armors protect much more than before. If you are wearing full steel suit you should be quite well protected. However, steel and iron is now more rare than before. Heavy armors cost much more and weight more than light armors. Light armors are also cheaper to keep good condition.

 

4) Combat and Weapons

Weapons do now much more damage (bows, too!). Iron weights as much as steel but silver weighst 1.5 times more. Silver does less damage but it is only material which can hurt undead. Weapons have been modified too: i) Axe (speed 0.9, reach 1.0, does more damage than sword) ii) Mace (speed 1.1, reach 0.9, less dmg than sword) iii) Dagger (speed 1.6, reach 0.5) iv) long sword (not modified) v) Short Sword (speed 1.3, reach 0.8 ) vi) two handed weapons (deadlier, slower but longer reach)

 

5) Magic

Spell costs and powers have been modified. Spells cost now more but they are deadlier. With skill 0 your casting cost is 2 times bigger than with skill 100. Magick Regeneration Rate is a bit slower. To learn any spell you just have to have skill level apprentice and enough Magicka to cast the spell. Spell names are changed: you can see easier what the spell do when looking the spell name. Next spells have been removed: Absorb skills, drain skills, summon skeleton champion, summon skeleton hero, summon. It might be possible that magic is now overpowered. Feedback please!

 

6) No Leveling

Everything level based has been removed. Depending on your playing abilities you can beat wolves, goblins, bandits, zombies and skeletons at level 1. Item leveling has been removed and Quest rewards should be static, too. Everything is either random or manually put in places. It is possible that some creature types are too easy to beat. Feedback please!

 

7) Creatures

Creatures do more damage than before but are probably also weaker. Notify that Frost Attonach is more evil than Storm Attonach now. Daedra Spiders and Liches are also ones you should not mess with. Be careful with trolls they are slower but much meanier than before (harder, deadlier and 2x bigger).

 

8 ) Combat

Combat is much more deadlier than before. It should be that in a few hits either you or your opponent is dead. And watch out for fainting!

 

9) Vampires

Vampire skills have been modified. Vampires get penalties if they don't feed often enough. Bonuses which they are: Resist to normal weapons, Resist disease, Attribute bonuses (strenght, agility, speed willpower, fatigue), Skill bonuses (acrobatics, hand to hand, sneak, athletics).

 

10) Sneaking skill

Sneaking skill has been modified. Weight of boots counts more than before. Sneaking in lighted areas is harder and running when sneaking is slower.

 

11) Speecraft skill

Speecraft minigame should be much harder but quicker to complete.

 

12) Mercantile skill & Money

Mercantile affects more on barter now. Money is harder to get and shopkeepers are greedier than before. You should find mercantile skill quite good way to get more money. Feedback please!

 

13) Timescale

Timescale is modified. Original Oblivion 30 game-minutes passed in one real-life minute. Now it is only 12. So real-life five minutes is one hour game-time.

 

14) Bandits, marauders, mercenaries, conjurers and necromancers

These factions differ more from each other now. Bandits are more randomly equipped and not very skilled. Maurauders are very skilled but badly equipped. Conjurers do more desctruction spells than necromancers. Mercenaries are well equipped but no as skilled as marauders.

 

15) Running

You run faster and even more faster wihtout weapon. Remember that running makes you lose fatigue (temporarily, of course).

 

16) Arena

Arena combatants are also static. Feedback please!

 

17) FathisFix (by Johnny)

 

18) Other Fixes

It might be that I forgot something. Comments are welcome!

 

 

 

Download: Fatal Oblivion 1.01

 

Thank you for reading and for intrest!

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