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fighterpilotX

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I'm not a fan of the magic system. It sort of shafts anyone who doesn't invest in Willpower, and overpowers mages in regards to... Everything else, including modded-in mages that primarily use their own spells instead of the standards. Then even the buffed-up standard mages will go down like they're made of cardboard if you use a mod that allows for magic magnitudes higher than 100. (Though I guess it's sort of unfair to compare this to a modded-in system.)

Don't get me wrong, I usually play mages, but 8 Magicka for a magnitude 100 is sort of... Ridiculous. No matter how strong you make melee weapons to balance it, mages have a tendency to get the first shot in, and with that low Magicka cost, it's easy to tack Paralyze on any of your spells. This is especially unbeatable (for those with a Willpower below 100, though I guess the paralyze would work regardless?) when you make it area Paralyze (All you need is two seconds worth to end it, really) mixed with Area frost, and dodging is no longer an option. Then, when you factor in the time it takes guards and bosses that insist on walking up to you and talking before the fight begins to unsheathe their weapons, they're already half-dead before they can even fight back, no matter what style you use. And that's assuming you fail to paralyze/stagger them.

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Link, and details of what the mod actually does. I'm not going to bother searching for a mod which may or may not do something useful, and which may or may not be fun to use. And which may or may not even work.

 

I'm guessing it's also completely incompatible with other mods affecting combat, like deadly reflexes, and maybe even mods like OOO or Fran's (although of course I don't know for sure until I know exactly what it does).

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Totaly improves the Oblivion Combat System to a most reallistic and challenging one in all aspects.(Hand to Hand,Magic,Weapons,Tougher Oppoments)

 

THIS MOD WORKS PERFECTLY WITH THE SHIVERING ISLES.

 

Hand to Hand Changes.

 

Now hand to hand becomes a viable option in Oblivion!

Hand to hand damage is based on skill,strength and fatigue.En experienced hand to hand warrior can do 4times greater

damage now but that requires time and practice but even a rookie will do much more damage than the default.

 

Weapon Combat Changes

 

*Shields block ability depends on material.(A fur shield will block no weapon fully while an ebony will block almost anything fully.)

*Weapons do realistic damage.Any grand weapon(ebony,elven,Orcish...) will kill with no more than three shots in the end.However that needs practise so don't expect to kill anything with two shots from the start.

*Warhammers can damage even with a shield.(If you get crushed by one what will a shield do?),but are very slow.

*Fixed weapon speed for all weapons according to size and material.

*Arrows have damage and speed according to their material and level(Iron arrows will not fly so fast while elven will speed towards its target.

*Composite Bows(Glass,Deadric,Ebony)have more damage than longbows but less range.

 

Magic Combat Changes.

 

 

*Magicka Costs Reduced(A spell with fire damage Magnitude 100 will only take 8 magicka points)!

This allows the creation of super spells as (Fire damage 100 for 20 seconds on target Area:20)and much more.

*New Resistance System.For example:

You hit a target with fire damage Magnitude 50 spell.

The target:

a)Will take increased damage if their willpower is bellow 50

b)Will take very little damage if their willpower is 50

b)Will take no damage if their willpower is above 50

This means in order to defeat a mage with 100 willpower you need the best spells you can ever make and the same goes for him but for a goblin even a 50 Mg spell will be enough.

*The new top spells you will make cost much less than before.E.G. Fire damage 100 for 20 seconds on target Area:20 costs only 120 magicka points.

*A 100 willpower can give your character the ability to resist almost any spell except the very top ones.

*Fixed old spells to match the new system.

WITH THIS MOD A MAGE CAN BECOME A TRULLY SUPREME POWER IN OBLIVION BUT NOT INVINCIBLE

 

 

 

NPC Combat Changes.

 

*All NPCS will take full advantage of their weapon.

*Fixed new spells for mage NPCs making them more powrfull.

*Advanced Combat Strategy.(Now an oppoment will also block,attack after blocking,use potions and spells,and think more not just rushing to the target defensiveless.

*Advanced Logic(A monster will rush towards you, when a trained oppoment will block more,attempt flank attacks and such things.)

 

 

Fully compatible with other mods such as OOO and deadly reflex.

 

 

 

Installation.

1Make sure to unistall Real Magic.esp,Ultimate Combat.esp,Ultimate Combat Shivering Isles Plugin.esp,Hand to Hand Realism before you begin installation.

2Put the Combat Extreme Realism.esp in your Data Folder.(Oblivion\Data\...)

3From the Oblivion Launcher enable it.

4Enjoy the most reallistic combat system ever.NO MORE EASY VICTORIES.

 

Unistallation.

1Simply Delete the Combat Extreme Realism.esp

 

AND PLEASE RATE MY MOD AND LEAVE YOuR COMMENTS.IN THIS WAY I WILL KNOW WHAT CHANGES I MUST MAKE.

 

 

Created by FighterpilotX.If you want to change this mod or redistribute it contact me at agelos.kafkas@gmail.com

 

  LoginToDownload said:
I'm not a fan of the magic system. It sort of shafts anyone who doesn't invest in Willpower, and overpowers mages in regards to... Everything else, including modded-in mages that primarily use their own spells instead of the standards. Then even the buffed-up standard mages will go down like they're made of cardboard if you use a mod that allows for magic magnitudes higher than 100. (Though I guess it's sort of unfair to compare this to a modded-in system.)

Don't get me wrong, I usually play mages, but 8 Magicka for a magnitude 100 is sort of... Ridiculous. No matter how strong you make melee weapons to balance it, mages have a tendency to get the first shot in, and with that low Magicka cost, it's easy to tack Paralyze on any of your spells. This is especially unbeatable (for those with a Willpower below 100, though I guess the paralyze would work regardless?) when you make it area Paralyze (All you need is two seconds worth to end it, really) mixed with Area frost, and dodging is no longer an option. Then, when you factor in the time it takes guards and bosses that insist on walking up to you and talking before the fight begins to unsheathe their weapons, they're already half-dead before they can even fight back, no matter what style you use. And that's assuming you fail to paralyze/stagger them.

However if you hit the mage first you kill them with one shot so it's only fair.

 

STAMPEDE SAYS: Hi, please don't double post, rather edit your previous post. I have merged your posts together.

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Can I ask a question? Why did you send me two PMs about this mod, when you've put all the details here anyway? Did you perhaps mistake my previous post for genuine interest in this mod? If so you were wrong- I have no intention of downloading any more combat mods. I was just giving you some good advice on how to advertise your mod well, I actually don't really care about the details.

 

NB: I am in no way attempting to insult you or your mod- I would say exactly the same about any mod, unless it was one that genuinely interested me. I was, however, objecting to what are, basically, spam messages.

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  LoginToDownload said:
But what I'm saying was that it's much easier for a mage to get a first strike than a fighter or archer.

 

Actually, can I ask a question? How does this mod effect the Magicka cost of noncombat spells like Feather, Invisibility, Fortify Attribute, etc?

Download Increased Magicka Costs from the same folder.No more 100 mag/de for only 6 Mag/ka points.

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