BFG99 Posted September 19, 2018 Share Posted September 19, 2018 I decided to install and start playing Oblivion one last time recently. Obviously I'm biased, but one of my favorite mods is the "Enhanced Armory Realism" one I created (link in signature). It does a few things - unequip or drop-to-the-ground broken armor and weapons (with a small chance of them being destroyed beyond use), scale weapon/armor enchantment effetiveness according to weapon/armor condition, etc. All of it's customizable. It's that second effect - scaling magic enchantments according to physical condition - that I never could get quite right. So I'm hoping to find an OBSE-experienced modder who'd like to take a crack at it. Here's the problem: the current mod alters the enchantments directly. For example, "Absorb Magic 20%" becomes "Absorb Magic 25%" when that piece of armor is at 125%, or "Absorb Magic 5%" when it's nearly broken. Altering the enchantments like this isn't safe. If another character in your cell also has "Absorb Magic 20%", they get the same alteration as you - even if their armor's condition is different. But more importantly, Oblivion's game engine requires an unequip/reequip of the armor each time the scale changes - otherwise, the modification isn't applied in-game. I'd like to change it so there's a "script effect" or somesuch applied to the character, rather than altering the enchantments directly. This is possible in Oblivion...mods like Basic Primary Needs or Realistic Fatigue do so. But I haven't figured out how to script it. Anyone else want to try? If so, there are also other issues to address. But this is the biggest one. And I'm open to ideas for the mod. Link to comment Share on other sites More sharing options...
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