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KAOS(Kythrius' Advanced Oblivion Strategy)


Kythrius

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As a courtesy, this mod discussion has been moved here:

 

http://forumplanet.gamespy.com/oblivion_pl...87/19818193/p1/

 

Please go there to post your comments.

 

Buddah

 

File Moderator

 

This mod was originally called Kythrius' Strategy Mod. It was first released on the Elder Scrolls Forums.

 

Primary download link to my Oblivion mod(Version 3 updated May 25, 2008) is here:DOWNLOAD LINK.

Version 3.0 REQUIRES OBSE version 15.

 

If you posted feedback in the Elder Scrolls Forums, you'll have to post feedback here instead as I don't support the thread in the Elder Scrolls forums anymore.

 

DISCLAIMER IS IN THIS LINK.

 

Here are some examples of abilities from my mod---------------------------------------

Over 230 new abilities and special attacks in the OBSE component, plus another 28 in the Non-OBSE component. It's a set of mods that allows for more strategy and design in Oblivion. It adds all-new items and abilities with conditional logic in them.

 

-28 abilities in the non-OBSE component

-133 abilities in the OBSE component

-5 Polymorphic Weapons with 4 forms each. Each form has 2 unique special attacks and a unique constant characteristic.

-20 special attacks for blunt weapons

-21 special attacks for blade weapons

-19 special attacks for bows

= 261 abilities in total! NO 2 SPECIAL ABILITIES WORK EXACTLY THE SAME WAY.

Awesome special effects, including meteor showers, fire storms, fire beams, energy orbiters, and more!

 

New abilities found nowhere else, like:

 

Flameburst Arrow: an arrow attack that causes 15 fire damage for 1-6 seconds(marksman skill) if it hits something not suffering from fire damage and 20-60 fire damage in 10 feet otherwise.

 

Vortex Slash:This is a sword attack that knocks down everything near you and does cold damage.

 

Fire Beam: This is a short-ranged "laser" effect that goes through walls, scorching everything it hits. Creatures can take damage from even being nearby the beam.

 

Fire Storm: Generates massive fireblasts randomly within a 100 foot radius. Don't use in towns.

 

Lightning Burst:Why throw one lightning bolt when you can throw 10? Sprays 5-10 lightning bolts in a narrow path ahead of you.

 

Fire Orb: Place the Fire Orb in a convenient place, and it throws fireballs at hostile creatures.

 

Kythrius' Bow: At first, it looks like another fastfire bow. However, it has an auto-aiming feature(read the manual on how it works)

 

Berserker Form: Energy Forms are conjured suits of energy armor that disintegrate over time. This one makes oyu run a lot faster, regenerates your fatigue, makes you recover faster, shields you, and renews itself when you fight at close range.

 

Repair Damage: Heals you for 15-55 points of health plus 8-20% of all damage you had taken before applying this ability.

 

Damage Reflector: Shields you a bit. But its main feature is that whenever you take damage, one nearby creature takes 80% of this damage as well.

 

Kinetic Vector Shot: This is an arrow that does more damage the FARTHER away you are.

 

Electromagnetic Bind: Makes your enemies electromagnetic. While suffering from shock damage, their movement is deflected into the ground quickly and efficiently, effectively preventing them from moving.

 

Electromagnetic Force: All opponents in the area suffering from shock damage are thrown upward.

 

Superconductivity: Makes your opponents into superconductors. While they suffer from cold damage, they have 50% weakness to shock damage.

 

Shadow of Teleport: This is from the non-OBSE component, but is a very useful ability anyway. When you use it, you teleport to whatever was in your line of sight and become invisible. The next time you lose your invisiblity(casting, attacking, etc) you teleport BACK TO YOUR ORIGINAL LOCATION.

 

Blight: This is a good, all purpose area damage ability. All creatures struck by its wide area of effect suffer a decent-sized health loss. Creatures above 50% health take almost 2x the damage, though if you aren't drained.

 

Healthfire: Certain abilities in this mod cost you a percentage of your current health. Whenever this happens, Healthfire does fire damage around you in an area.

 

Dark Energy Strike:Costs 10% of your current health. One unlucky creature takes damage proportional to the health you lost.

 

Recurring Regeneration:Regenerates your health for 5 seconds. If your health is below 70% when it ends, it renews itself. There's no limit on the number of times it can renew itself.

 

Fracture Vortex: Removes a buff from your character and does a lot of damage in a wide area.

 

Restorer's Recovery:Heals you for a medium-sized amount of damage. If you were not recovering, you recover and the health gain doubles.

 

Restorer's Drain:For half a minute, affected creatures gain 20-40% LESS health from all forms of healing, which you gain as health.

 

Restorer's Haste:For 60-120 seconds, all of your abilities with "on self" range cast instantly. This applies to ALL spells with a self range, doesn't have to be from this mod.

 

Note that this list may be a but outdated, but I hope you get the idea.

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Any ideas for new abilities? POST THEM HERE. Any features that you want added to this mod? POST THEM HERE.

 

 

 

~~~~~~~~~How I avoid mod conflicts: Why this mod is a combat overhaul without the overhaul.~~~~~~~~~

My mod has a different foundation than other "overhaul" mods. Most overhaul mods alter the core Oblivion game data and settings, rebalancing the entire game for all NPCs, creatures, and the player. I do not like that approach. Altering the core Oblivion game settings causes mod conflicts and "splits" in the community. (Remember the old argument about Francescos vs. OOO vs. MMM vs. Warcry Oblivion before FCOM merged them?)

 

My mod takes a different approach that I have not seen before. Instead of making the player conform to my mod, my mod instead conforms to the player. There's almost always something in the mod that you will like. My mod does not alter any settings or core data except the velocity of two magic effects that no one uses anyway. Instead of changing the game, my mod adds its own unique combat system to Oblivion while remaining separate. This makes it compatible with any other mod.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Requirements:

OBSE v14a

Oblivion

Computer that can run Oblivion

Power source for your computer

Keyboard

Mouse

1 MB of disk space for this mod.

 

Reasons for downloading this mod:

 

-If you want to improve your mage character but don't want a complete game mechanics overhaul

-If you want to improve your melee/range character.

-If you are bored of the combat options for melee/ranged characters.

-If you want more options for a combination melee/magic combination.

-Improved strategy/skill depth.

-If you want to make combat more complex and strategy based.

-New weapons with 4 different forms each, and each form having 2 special attacks with unique effects!

-If you like mods that are easy to install and uninstall and do not require you to start a new game.

-If you want new abilities which grow more powerful as you level up.

-If you want more special attacks without giving up your old weapon skins.

-Easy-to-use interface that does not constantly pop-up menus in your face.

-If you want a mod that is constantly improving.

-If you want a lot of special abilities without giving up the stability of unmodded Oblivion.

-If you want more strategy-based combat instead of level based combat

-If your computer is slow and can't handle other combat mods.

-If you're tired of getting owned by FCOM.

-Compatibility with ANY overhaul mod.

-Access to all of the new abilities, all the time. No grinding, no questing, no MMO-style skill trees, and no irreversible decisions.

-No requirement for Wrye Bash, OBMM, Pluggy, or Shivering Isles.

-Additional special attacks work with one button-no more movement combos.

-If you don't have time to earn abilities and want to use the strategy aspect of the mod immediately.

-If you have dial-up/slow internet. This mod is only about 1.1 MB. Downloads in a reasonable amount of time on dialup.

 

 

Core Foundations of this mod(The principles that make this mod what it is):

 

1) The user has the privilege of enjoying all the abilities, all the time(while in-game, provided that the computer can handle them), without grinding, questing, level requirements, skill trees, or irreversible decisions.

1a)Downloading this mod means that you have earned all the abilities.

1b)As of Version 2.03, a few additional skills(not abilities, SKILLS as in something you can level up) will be provided and an experience system implemented that will let you earn experience and level them up. These are exempt from Foundation 1 as they aren't "abilities".

 

2)This mod is designed with slower computers in mind. It adds no extra graphics.

 

3)This mod leaves the original Oblivion data alone, and does not cause mod conflicts as far as I know.

 

4)You do not have to lose the stability of vanilla Oblivion to enjoy the 260+ new abilities.

 

5)This mod is easy to install and uninstall, and should remain that way. It will never require anything but Oblivion and OBSE. Absolutely no requirement for OBMM or Wrye Bash.

 

6)This mod will never rely on official expansions(no Knights of the Nine or Shivering Isles requirements).

 

7)The player's skill is a lot more important than the in-game character's skill.

 

8)This mod will not remove any options. It will only add options.

 

9)This mod should not interfere with other mods.

 

10)This mod should never look like a complete overhaul. It should look like a lot of additions to vanilla Oblivion.

 

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If you support this mod a lot and would like more people to use it, put a link to this thread in your signature!

 

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My mod only adds features, it does not change existing features or take anything away. This is what enables it to be compatible with every other mod out there.

 

A common question people ask me is "Does this mod change monsters?" I decided that this mod should NOT change monsters as I wanted to let people pick the monster mod they wanted.

 

When I made this mod, I thought about the cause of mod conflicts and couldn't find a reason why mod conflicts needed to exist. The solution(add your own content, don't change existing content) was simple to implement and come up with ideas for.

 

Mod conflicts are a large source of conflict in the Oblivion community(think about the old OOO vs MMM vs Fran vs Warcry before FCOM). Even then, FCOM has a list of install instructions as long as the power cord for a computer.

 

My mod takes a different approach. It adds its own set of abilities with its own set of rules and balancing aspects and adds them to Oblivion, letting the user customize other aspects of the game with other mods. This avoids conflicts and keeps installation simple.

 

 

This mod also minimizes use of global scripts. Global scripts can slow the game down, and therefore I avoid them whenever possible.

 

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A few common questions:

 

Q: Is this mod compatible with <insert name of massive overhaul here>

A: Yes.

 

Q: Do the monsters get any abilities?

A: No. This isn't a monster mod. You can pick what monster mod you want to install.

 

Q: This mod makes my character overpowered!

A: It's balanced for an arcade/FPS implementation where you are EXPECTED to fight 2-3 monsters at a time.

 

Q: Why is player skill more important than character skill? this is supposed to be a role-playing game. Why insert the player's skill into the game?

A: One of my major complaints about most role-playing games is that your character limits you, in some cases this is more frustrating than hard. "I can't finish the game because my character is too weak." My mod places importance on YOUR skill: if you are thinking about what abilities to use, the game is a lot easier. Character skill is still important, but you can wipe out mobs of monsters bad character statistics if you know what you are doing. On the other hand, if you randomly throw script effects everywhere, you could be wasting your resources. Careful, skillful use of abilities is the key factor in your character's success or failure.

 

Q: What type of character role is this mod suited for? Warrior, mage, rogue,...? Good or evil?

A: This mod is not geared towards any role in particular. There's something for everyone. The abilities are alignment-independent. Just because it says "dark energy" or "blight" doesn't make it inaccessible to "good" characters. Characters that you declare as "evil" can damage undead creatures with the light damage series of abilities just as well as a "good" character.

 

Q: This mod references a lot of science/mathematical stuff. Doesn't that break immersion?

A: It may for some people. However if you read the lore for my mod, the abilities do not come from anywhere in the Elder Scrolls universe. They are built for a different energy source than magicka-the abilities you receive were adapted from somewhere else to use magicka. You might notice that there are no references to creatures from Elder Scrolls lore (for example, no Blunt special attack called "Xivilai Smash" or Blade special attack called "Clannfear Bite" or elemental ability called "Atronach's Storm". This lack of reference to Elder Scrolls lore is intentional- why would atronachs, Clannfears, or Xivilai exist in the place where the abilities were designed?

 

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If you look at my post, you will see a part that says "Download it here". Click the word "here".

 

Then click on the folder that says "Oblivion Mods".

 

After that, click on Kythrius_Mod and Kythrius_Mod_OBSE.

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If you look at my post, you will see a part that says "Download it here". Click the word "here".

 

Then click on the folder that says "Oblivion Mods".

 

After that, click on Kythrius_Mod and Kythrius_Mod_OBSE.

 

Ok. Thanks. I wasn't really paying that much attention before... :whistling:

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I will DL your mod tomorrow, right when I get home from school! :yes:

 

I will also provide feedback. :D

 

 

Hmmm... Have you considered uploading this to TESNexus? :unsure:

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Wow, got more feedback in 12 hours than I would have expected from the BGS Forums in 12 days.

 

If you have trouble with anything, post it here. I (usually) check this daily.

 

A few hints:

 

Installing is easy-just put the mod in the Data folder and enable it.

Abilities were (mostly) made to be combined for more powerful effects. For example, here's a good combination:

 

Glowing Blast-Does fire damage over time and if you aren't "drained"(read documentation for info about what that means) it does additional damage instantly.

 

Absorb Flame-Does cold damage. If it hits something with a fire damage effect it does half damage but you gain magicka if you aren't drained.

 

How it works:

 

First use Glowing Blast for the fire damage, and then use Absorb Flame to gain back the cost. Note that you can only do this once every 5 seconds due to the 5 second drained-time on Absorb Flame.

 

 

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A few abilities and special attacks can be combined with themselves. For example, Destructive Chop(Blade special attack) causes Drain Health normally, but if it hits something already suffering from drain health, it does some extra damage instead.

 

 

------------------------------------------

 

Q:What if my character is a warrior/rogue/archer/ranger....

A:There are over 60 special attacks in this mod that have effects just as complex as the other abilities.

 

I recommend

-Ability Display Mod, which lets you view your selected spell by tapping its quick key.

 

-DarNified UI.

 

-Enabling the "double tap quick key to cast" option in my mod(read documentation)

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==What's next for this mod after 2.04==

 

Versions of this mod after 2.04 will require OBSE v15. The new functions that can detect animations will open up at least 150-200 new abilities. Check out a few upcoming abilities in the future version 2.05:

 

Disrupt Attacks: For 10 seconds, whenever affected creatures attack, they lose health equivalent to 30-65% of the base damage of their weapons. Unarmed NPCs take 5-15 damage per attack instead.

-If used on a "creature" as opposed to an "NPC" the damage is based on the base attack power.

Ensnare Strength: For 15 seconds, whenever affected creature attacks, it loses 5-15 fatigue. Ends if that creature's fatigue goes to zero.

Disrupt Strength: For 10-20 second, the next time affected NPC uses a power attack, it is knocked down for 3 seconds and suffers 40-110 damage.

Disrupt Magic: For 10 seconds, the next time affected creature uses a spell(check for Cast animation) that creature is staggered and cannot cast spells for 5-15 seconds.

Kinetic Guard:For 180 seconds, the next 3-8 times you are staggered, you are immune to all damage and reflect all spells for 1 second.

 

How about a special attack that can knock the shield out of your opponent's grip if he's blocking?

 

Knockdown effects will be changed so that they use IsOnGround as opposed to the unreliable GetKnockedState which doesn't detect most knockdown effects and detects Paralyze as knocked down.

 

Just a preview of what's coming up.........

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sounds AWESOME!

downloading now, but i wont have much time to test it since i am doing a texture pack atm :/

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==What's next for this mod after 2.04==

 

Versions of this mod after 2.04 will require OBSE v15. The new functions that can detect animations will open up at least 150-200 new abilities. Check out a few upcoming abilities in the future version 2.05:

 

Disrupt Attacks: For 10 seconds, whenever affected creatures attack, they lose health equivalent to 30-65% of the base damage of their weapons. Unarmed NPCs take 5-15 damage per attack instead.

-If used on a "creature" as opposed to an "NPC" the damage is based on the base attack power.

Ensnare Strength: For 15 seconds, whenever affected creature attacks, it loses 5-15 fatigue. Ends if that creature's fatigue goes to zero.

Disrupt Strength: For 10-20 second, the next time affected NPC uses a power attack, it is knocked down for 3 seconds and suffers 40-110 damage.

Disrupt Magic: For 10 seconds, the next time affected creature uses a spell(check for Cast animation) that creature is staggered and cannot cast spells for 5-15 seconds.

Kinetic Guard:For 180 seconds, the next 3-8 times you are staggered, you are immune to all damage and reflect all spells for 1 second.

 

How about a special attack that can knock the shield out of your opponent's grip if he's blocking?

 

Knockdown effects will be changed so that they use IsOnGround as opposed to the unreliable GetKnockedState which doesn't detect most knockdown effects and detects Paralyze as knocked down.

 

Just a preview of what's coming up.........

 

 

Hmmm... This sounds like it will go in perfect conjunction with Deadly Reflex... :rolleyes:

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