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21.09.2008
Online ReadMe: Balancing Project 9.3
Readme: Race Balancing Project Version 9.3
I was very disappointed with the races and birthsigns. Too many features and effects
concerning races and birthsigns were equivalent from a game mechanic view, and
the balancing in my humble opinion was horribly broken. This is my attempt to
fix this.
Please do yourself a favour and read the installation guide. Seriously, otherwise
trolls will come out of your monitor and eat your keyboard!
If you want to continue an existing character, be it from previous versions or
from Vanilla, use this console command: startquest bgbupdate
Otherwise the trolls will appear. For any existing char, which wasn't stated with
Version 9.0 (or above), this command has to be used. Except nonincluded custom
races, that is.
Content:
- Installation - must read
- Compatibility - must read
- General changes
- Races
- Birthsigns
- Updating of an existing character
- Tables
- FAQ
- Including custom races
- Acknowlegdes
- Two separate downloads are required. One is the main download, which can
be found here
for the English version, and here
for the German version. These are the plugin files. If you don't want
any bonus races, new hair styles and eye colours, you don't need the other
one. I have decided to use separate downloads, so you don't need to download
everything again by every update. Meshes and textures don't have a habit of
being changed once a month.
- Make sure that you use the correct language. EV = English version, DV =
German version. Other languages are not yet supported (see FAQ). If you install
the wrong language, NPCs will become mute.
- If you do want all bonus races and new hair styles and eye colours, you
need to download the installation files. Get the complete package here
as regular file. Unzip all folders into your Oblivion directory. If you're updating from 9.x you can also just download the new files, get them here.
- This project is supposed to be modular. Therefore there are a lot of options
to customize it to your liking. Make sure that you understand what each is
doing, before activating them or requesting anything.
- Core files (they are the main plugin. Use only one of them):
- the default one uses Capucines Eyes and is compatible with any Eye mod
(via Wrye Bash) that is using the default eye mesh (Bash tag Eye-D). It
is required for both NPCDiversity modules. And about anything else.
- the Light version does not include any new races, hairs or eyes. In
a way it's "bash ready". You do not need the installation files for this.
If you want to build up your own combination of cosmetic mods, this may
be a good start. It's in a separate download. As of version 9.2, it is
no longer supported.
- the Elaborate Eye one uses Elaborate Eyes, and is in theory compatible
(via Wrye Bash) with any Eye mod that is using the Elaborate Eye Mesh
(Bash tag Eye-E). Please read the compatibility part of the installation
guide. Elaborate Eyes are not included in this download, and have to be
installed separately. Do not activate the Elaborate Eyes.esp! And It's
no longer supported, last version was 9.11
- Mighty Magick: Reborn compatible core: This is an unsupported extra.
It works, but has a few oddities. Keyword is "unsupported".
And it requires MM: Reborn.
- Users without Shivering Isles have to use additionally bgBalancingNoSI_Core_still_required.esp,
otherwise bad things will happen. As mentioned in the name, you will still
need one Core file! (Not necessary for light version.)
- Optional files group I (additional features):
- Less Health: A setting already part of many overhaul mods. Changed the
starting health calculation from Endurance*2 to Endurance*1,5 (e.g.: A
character with 40 Endurance will start with 60 instead of 80 hit points).
One goal of this plugin is to make all races and birthsigns different,
but equal in power. So while I made Bretons and Atronachs weaker, most
other races and birthsigns are stronger than before. This shifts power
from creatures to NPCs and the player. To counter that for the player,
he gets less health. Which is what this Plugin does, so I recommend it.
- OptionalClasses: Nearly all default classes of Oblivion were... let's
say not advised to take. This plugin makes them at least playable, although
not optimal - as ever it's still better to create a custom class, but
should anyone really doesn't want to do that, this is an alternative.
- OptionalNPCDiversity: Only use this as part of Wrye Bashs bashed
patch feature! It gives NPCs the new eye colours included in this
mod, and a selected few of them new hair styles, for more diversity in
game. The assignment: Mage classes: Slightly glowing eyes (colour depending
on race). Imperial: Default eye colours. Nord: Bright colour variants
(brightgreen, brightblue, bluegreen, grey). Redguard: Dark colour variants
(darkbrown, hazel, gold, lilac). Breton - all eye colours of Imperials,
Nords, High Elves and Wood Elves (they have many different ancestors).
Dark Elves - default, solid red, red and the lilac "Drow" styles.
High Elves - normal variants of the new eyes (brightblue, brightgreen,
bluegreen, grey, gold). Wood Elves - strange variants of the new eyes
(magenta, lilac, yellow) and the dark eyes of morrowind fame (black, darkbrown).
Argonian - default and new style, all Argonian colours. Orcs - default
colour and all additional Orc colours. Khajiit: Default colour and all
additional new Khajiit colours. This plugin is incompatible with the
alternate Elaborate Eyes version! There are still a few NPCs that
have strange hair colours (most notably Argonians - finally they can have
coloured horns and fins, but they look nothing like in the CS. I haven't
seen all yet, so if you see something strange, drop me a line.
- OptionalNPCDiversityTNRMerge: The same as above, but the new faces of
TNR complete combined with the new eyes and hairs. Used to be a fulfilled
request, but I decided to release it. Obviously it's incompatible with
the default but. Although you're going to use Wrye Bash, so that doesn't
really matter.
- Optional files group II (use to adjust this plugin to your preferences):
- VanillaGMSTArmorPenalty: Resets my changes concerning the armour penalty
to the default values.
- VanillaGMSTMagickaperInt: With this you'll get two Magicka points for
one Intelligence point.
- VanillaGMSTMagickaRegeneration: Resets Magicka Regeneration to it's
default, with a big base and really small Willpower bonuses.
- VanillaGMSTSpellcostprogression: Restores the normal spell cost progression,
which falls very slowly and crashes down in the last few levels.
- OptionalHalvedMagicka: I used steps of hundred (100) between Magicka
bonuses instead of Vanilla Oblivion's 50. This halves racial and birthsign
bonuses back to steps of fifty (50).
- OptionalNoRaceDisp: Deactivates race's disposition modifiers. Only use
if another PlugIn of yours puts overly aggressive NPCs into the game,
which normally should not attack the player or other NPCs. I don't know
why they've been given the high aggression then, but in conjunction with
the race dispositions it can lead to fatal results. Normally 99.9% of
you won't need this file, because in Oblivion and most PlugIns there are
no hyper aggressive NPCs which should regardless of their given aggression
rating not attack.
- WeakerOrcs and Weaker: One only halves Orc's regenaration, the other
makes all race abilities about 33% weaker. No documentation, no support.
- Extra files (mod integrations, unsupported extras)
- extra files integrate RBP's new races as enemies into various other
mods. Each requires the additional mod it's made for. You can't use the
OOO addition without using OOO. They have to be loaded after their main
files, after RBP's core file, and after FCOM_Convergence.esp. Yes, that
can get quite tricky. Extra files exist for OOO &MMM (the FCOM file
will also work without FCOM, as long as these two mods are installed),
Fran's, and LAME. Wrye Bash's bashed patch is required for LAME's extra.
Also these are all unsupported - please keep that in mind. Example given
LAME's addition may spawn new enemies too often, when you don't use any
overhaul mod. I don't know, I haven't tested this, and I can't really
test it at all.
These are no "compatibility patches"!
- Usually I don't recommend using files from the optional group 2, unless
you don't like a specific change.
- The files are already in the correct load order. If you need to change load
order for whatever reason, keep it intact. The core file comes first, the
rest after it. This is also true for files used inside Wrye Bash.
- Read the compatibility part of this readme!
- There are a couple of folders prepacked for differend body replacer. If
you're using these, the folders may interest you. Unfortunately I didn't succeed
in getting all permissions except for the exnem textures, so you may need
to search tesnexus for some missing textures, depending on the body mod you
are using.
- Also Capucine's old eyes are included as an extra zip, for those that like
them more than the new ones.
General rule of thumb: Everything that doesn't touch races is fine. If
it does touch races, it should be loaded before this plugin, and it's components
which are changing something concerning the races won't work anymore.
Specifics:
- This PI is compatible with character levelling mods like nGCD. If you want
to be absolutely safe, open your console and type StartQuest bgbHealthToggle
-> then deactivate retroactive Endurance. That's the only part which could
theoretically cause problems.
- It is fully compatible with all overhaul mods like OOO, Fran's, FCOM, Warcry
and everything else. Some of them make changes to races or birthsigns, so
load them before the core file!
- When something does changes races, and you want to keep it's changes, you
have to use Wrye Bash. Two examples:
- Robert's Male body replacer: It's not a pure replacer, therefore you have
to use Wrye Bash. Tag it with Body-M and load it before the Core file. Then
it has to be included as part of the bashed patch. It still needs to be activated,
but loaded before the core file.
- any new hair pack: Tag it as hair mod, load it before the core file and
use it as part of the bashed patch.
- Important notice regarding Beautiful People: BP is using the Elaborate
Eye mesh (former bash tag Eye-E), but has changed it's filepath to the default
Eye mesh (former bash tag Eye-D). This causes numerous problems. One of them
is that using it as eye mod for the bashed patch can result in very strange
oddities. Workaround: Use the elaborate eye compatible Core file of my plugin
and install the original Elaborate Eyes. Do not use BP as eye source mod for
the bashed patch. Load it always before the core file. With this filepath
change there's nothing I can do except mentioning this workaround. This has
caused me enough support grief.
- These mods are included (in the full and EE version), and doesn't need to
be bash patched in: Capucine's eyes, Babe's hair pack, Soya's hair pack, Ren's
beauty pack, throttlekitty's hair pack, kafeidot's short hair, Elveon's photorealistic
eyes (adapted version, original was missing glowmaps), Elven Eyes.
- These three bonus races are included from other mods, but were heavily modified.
You can use their originals additionally: Slof's playable Xivilai, Luchaire's
Tabaxi, Ren's Mystic Elves. Also playable adaptions of Golden Saints and Dark
Seducers are included - playable even without Shivering Isles!
- Be wary of hidden race changes: Some mods modify races without notice. Mostly
just to give custom NPCs new hair styles. Load them before the core file.
Example given: Blood and Mud.
- Other race- and birthsign balancing mods are obviously incompatible. I don't
want to think what could happen if both are taking effect.
- Again: Everything that doesn't touch races and birthsigns is fine. Even
if it does, just load it before the Core file!
This PlugIn has two goals: To make all races and birthsigns feel and play
different, as player characters as well as as enemies, but putting them on the
same general power level. And as an additional aspect I was very unhappy with
the whole Magicka system, so I reworked it, too. In my opinion Vanilla's values
are a joke. Much too few Magicka poins until you reach really high levels, were
the casting cost suddenly drops to a playable niveau. Points of Intelligence give
a higher spell point regeneration than points of Willpower. And so on...
And I discovered that much of Oblivion's greetings and goodbyes were nearly never
played at all, because the general disposition in the game is so high even at
the beginning that only the nicest and second nicest one were usually played.
So here is the list of changes which affect everyone:
- You don't get the full Magicka bonus at the beginning anymore. It's now
(small) level and (huge) intelligence dependent. For example, to get from
the lowest to the second lowest bonus, you'll have to be level 3 and have
at least 40 intelligence. It's now much more like in Morrowind. No more huge
Magicka bonuses for anyone who doesn't invest in Intelligence!
- Endurance works now retroactive. There won't be a difference if you max
out Endurance between level 1 and 10 or between level 40 and 50, at the end
you'll have the same amout of health. The formula is: Health = PCBaseHealth
+ Endurance * 0.1 * (Level-1) - Diminishfactor.
- PCBasehealth is usually Endurance * 2, but some PlugIns (example given OOO
or the OptionalLessHealth module of this plugin) changes that to 1.5
- the Diminishfactor takes into account that you can't have a full health
gain of ten points in the early levels. The difference for a character starting
with Endurance 50 who maxes out Endurance as soon as possible and a constant
+10 bonus is 30. Depending on level, actual Endurance and race this factor
takes care that you don't gain much more health by the retroactive Endurance
than a Vanilla charakter with early maxed out Endurance would have.
- all races fall into one of five Endurance classes, dependent on starting
Endurance. This modifies the Diminishfactor. An Orc will have a lower Diminishfactor
than a Breton. The Diminishfactor builds up to a certain point (Endurance
100), and is then a static variable. It's unimportant when you raise endurance.
It's only there to take into account the early levels where you normally can't
have a full bonus.
- One point of Intelligence grants five Magicka points.
- Fatigue affects spell effectiveness.
- Regeneration of spell points works different now. With a Willpower of 55
it's like in Vanilla Oblivion. Above the regeneration ist quicker (up to 50%
more with Willpower 100), but a lower Willpower will result in a much, much
slower regeneration. A character with a Willpower of 25 will need 500% more
time than in Vanilla Oblivion. We're talking about several minutes here.
- Armour Penalty for spell effectiveness is four times higher.
- The decrease of casting costs depending on skill is more linear. Until skill
level 70 the new casting costs are lower, but don't fall down afterwards nearly
as much as before (in the end they fall down to .4 instead of .2 - means they're
doubled compared to Vanilla). All these changes here work together: For me
playing mages in medium levels (which takes with OOO a couple of hundred hours)
and without reload orgies before taking sigil stones was extremely frustrating,
so I gave everyone more Magicka. Nevertheless I don't like the idea that everyone
is therefore an uber mage, so I placed new obstacles for "not really
devoted" mages in the game (higher armour penalty, much slower Magicka
regeneration if one doesn't invest in Willpower, and at last changing the
casting cost decrease so that the in my opinion balanced Magicka pool in medium
skill levels doesn't lead to an overkill with skill level 95-100).
- The world is now much less friendly dialog wise in the beginning. Every
race will be liked and not liked by a different set of other races. So sticking
to kin and communities which have culturally more in common will result in
a significantly higher disposition. You'll also observe this when NPCs meet.
An Imperial and a Nord? They'll get along well together. A Dark Elf and an
Argonian? There'll be much more tension in the air.
- I have changed every race and every birthsign. A Nord will now be more deadly
in melee than a Breton, and a Breton will be a more dangerous wizard than
an Orc. Details will follow. Although I think this is the place to say three
things: First attribute points are distributed more different, there's now
much more variance. Most races can now be identified just by looking at the
attributes. Second is that I also changed all skill bonuses. I have spread
them more. Every race will have a strength in one specialization, but also
a few bonuses outside of it. That was done to make the races with the same
specialization more different from each other. Third is I tried to keep lore
in mind, but my understanding of balancing and variety considering the game
mechanics came first. There will be some dramatic changes which will cause
some lore buffs to jump out of the window. Sorry for that. Lore friendlyness
was more a secondary than a primary goal.
| General Settings in one look: |
Old:
2 Magicka points per intelligence
Magicka Regeneration = 0.75 + 0.02 * Willpower
Armor Penalty min = 0.05, max = 0.30
Skill spell cost decrease: 0.2 + ( 1 - Skill / 100 ) * 1.2
Dialog wise friendly world in the beginning
Full Magicka bonus at the beginning
Endurance does not work retroactively
Fatigue does not affect spell effectiveness
|
New:
5 Magicka points per Intelligence
Magicka Regeneration = -1.00 + 0.05 * Willpower
Armor Penalty min = 0.20, max = 1.00
Skill spell cost decrease: 0.4 + ( 1 - Skill / 100 ) * 0.75
Dialog wise a bit more unfriendly world in the beginning
Magicka bonus is Intelligence dependent.
Endurance works retroactively
Fatigue does affect spell effectiveness
|
|
I categorized the races in three categories: Wizard races, fighting races,
and stealth races - but because there are (unlike in Morrowind) nearly none
stealth bonuses, they are more like "Jack Of All Trades" which are somewhere
between the wizard and the fighter races. These are only cultural tendencies.
And please keep in mind that there weren't any differences at all in
Vanilla Oblivion. Bretons were the best fighters and thieves too. And only because
I gave Dark Elves some spellcasting advantages they don't became suddenly worser
warriors.
Please keep something in mind: Resist Magicka in Oblivion is just plain broken
and doesn't work like it used to be in good old Morrowind days. Resist Magic
50, like the Bretons used to have, reads in Morrowind or in game mechanic terms
Resist Fire 50 + Resist Frost 50 + Resist Shock 50 + Resist Magic 50 + Resist
Poison 50. I think now it's understandable why I toned down the Bretons, eh?
Same goes for Weakness to Magic. Everytime Weakness to or Resist Magic appears
in combination with weaknesses or other resists, they are given with the calculated
in game effect, not the editor values. Example given: Resist Fire 50 + Weakness
to Magic 25 = Resist Fire 25 + Weakness to Magic 25. (Actually these are only
approximations. The real calculation is a bit different, but trust me, unless
you really love math, this would be extremely boring...)
Each race falls more or less into a role. They are not limited to that - a High
Elf can become a really good pure fighter, although he'll never be as good as
a Nord. On the other hand a Nord can become a mighty wizard, but he'll have
a hard time at the beginning (low mental stats, no innate magicka bonus except
birthsigns). The roles help the races as enemies and player characters to feel
different from each other. In Vanilla Oblivion there weren't many differences
between a Imperial and a Khajiit. Now there will be some.
Powers can only be used once a day, so I feel it's important to make them important.
Unless specified all last for whole 120 seconds and are targeted on self. Same
is true for birthsigns.
I know that some things seem to be too strong, but I can say with a clear conscience
that everything is below the power level of Vanilla's Bretons, and at the birthsigns
below the old Atronach. Exception is the Magicka pool, which is explained above.
Beside new hair styles and eyes there are also five new races included, all
five rebalanced to the rest of the mod.
- First of all the two new races of the Shivering Isles expansion, the Golden
Saints and Dark Seducers. Both are new race entries, default Golden Saints
and Dark Seducers were not touched (it's unbelieveable how messed up the implemenation
of the original races are). Note: In the NoSI-Version they use textures
from Dark Elves / Imperial (same as High Elves), therefore they will lose
their unique appearance - but are playable nonetheless!
- The "Mystic Elves" of the integrated Cosmetic Compilation (credits
go to Ren, see "Acknowledges") debut as "Hidden Elves". As explained somewhere
above, I try to not cut every connection to lore, so now they are a race of
Elves which actually exist(ed) in Tamriel. And with completly new stats.
- Slof's playable Xivilai is included as Xivilai. There are several important
differences between these and Slof's original ones. The option to wield two
handed weapons in one hand is not included (because that works for
all races, and it would be funny to see a Bosmer wielding an Ebony Warhammer
with one hand). They are still extremely tall, but a little bit less so (baseheight
1.25 instead of 1.45 - the second tallest race is at 1.11). Also all stats
are completely changed. You can use Slof's Xivilai additionally to these.
- Luchaire's Tabaxis are included as Ohmes-rath, because they're exactly how
I imagined the Ohmes-rath with Oblivion's graphics. They have also completely
new stats.
Please note: The ten standard races can also be encountered as enemies, so their
bonuses do not only help the player, but can also be an obstacle. The additional
races on the other hand won't appear as enemies, and are therefore weaker.
Custom Race Fix is included. Also the new races are also integrated into
all race specific dialogue and script conditions (example given the Boethia quest).
Please keep in mind that only the highest possible Magicka bonus is given. Without
a high intelligence the in game bonus will be much lower. Example given the Imperial's
bonus will without raising your intelligence never exceed 10. Wait. Because no
one has ever read these lines, I have changed the informations completely.
Race Endurance Group is a variable which affects the retroactive endurance. The
lower the number, the less health they'll have. The difference for maxed out characters
is ten health points per number. So at the end of the day (Endurance 100) a Redguard
(Group 4) will have 20 hitpoints more than an Imperial (Group 2). It's not a really
big difference, but I like my documentation complete, so this information is given
;). The difference is zero for characters with Endurance below 60.
Wizard Races:
High Elves / Altmer
| Advantages |
Disadvantages |
Considerable Magicka Bonus
Resist Disease
Resist Shock 50
Resist Poison 25
|
Weakness to Frost 50
|
|
| Skills |
Speechcraft +5 |
| Destruction +10 |
Acrobatics +5 |
| Alchemy +10 |
Armourer +5 |
| Mysticism +5 |
Blade +5 |
|
|
Power: Fortify Magicka 100, Magicka x1.5, Fortify Willpower
50, Fortify Destruction 10, Fortify Mysticism 10, Weakness to
Fire, Frost, Shock 50
Endurance: Fragile |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
|
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| Female |
|
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|
Breton
| Advantages |
Disadvantages |
Medium Magicka Bonus
Resist Magicka 25
|
[none]
|
|
| Skills |
Security +5 |
| Restoration +10 |
Sneak
+5 |
| Conjuration +10 |
Mercantile +5 |
| Alteration +5 |
Heavy Armour +5 |
|
|
Power: Fortify Armor skills 5, Shock Shield
15
Endurance: Fragile |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
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| Female |
|
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|
Dark Elves / Dunmer
| Advantages |
Disadvantages |
Medium Magicka Bonus
Resist Fire 75
Resist Disease
Restore Magicka 2
|
Weakness to Shock 50
|
|
| Skills |
Light Armour +5 |
| Mysticism +10 |
Marksman +5 |
| Illusion +10 |
Armourer +5 |
| Destruction +5 |
Block +5 |
|
|
Power: Fire Shield 10, Restore Magicka 8
Power: Summon Ancestor Guardian
Endurance: Weak |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
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| Female |
|
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Fighter Races
Orc
| Advantages |
Disadvantages |
|
Restore Health 2
|
Weakness to Magic 25
Weakness to Fire 75
Weakness to Poison 75
|
|
| Skills |
Blunt +5 |
| Block +10 |
Hand to Hand+5 |
| Armourer +10 |
Conjuration +5 |
| Athletics +5 |
Acrobatics +5 |
|
|
Power: Fortify Strength 25 (90 sec), Fortify life 50
(90 sec), Restore health 3 (90 sec), Resist normal weapons 25
(90 sec), weakness to magic 50 (90 sec) silence (120 sec), stunted
magicka (90 sec), Damage Magicka 1000, Dispel 1000. Using this
power causes Orcs to fall down exhausted at it's end!
Endurance: Strong |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
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| Female |
|
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Nord
| Advantages |
Disadvantages |
Resist Frost 75
Resist Shock 25
Resist Disease
Resist Normal Weapons 10
|
[none]
|
|
| Skills |
Marksman +5 |
| Heavy Armour +10 |
Alteration +5 |
| Blunt +10 |
Mysticism +5 |
| Hand to Hand +5 |
Alchemy +5 |
|
|
Power: Fortify Weapon Skills 5, Frost Shield 10, Frost
Damage 25 (on touch)
Endurance: Strong |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
|
|
|
|
|
|
|
| Female |
|
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Redguard
| Advantages |
Disadvantages |
Resist Poison 50
Resist Paralysis 50
Resist Disease
Restore Fatigue 5
|
Weakness to Frost 50
|
|
| Skills |
Speechcraft +5 |
| Athletics +10 |
Light Armour +5 |
| Blade +10 |
Acrobatics +5 |
| Block +5 |
Restoration +5 |
|
|
Power: Fortify Fatigue 100, Restore Fatigue 5, Fortify
Speed 25
Power: Bound Sword, Drain Endurance 40, Silence
Endurance: Good |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
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| Female |
|
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Stealth Races
Wood Elves/ Bosmer
| Advantages |
Disadvantages |
Resist Fire 25
Resist Frost 25
Resist Shock 25
Resist Disease
Restore Fatigue 1
Restore Magicka 1
|
Weakness to Magic 25
Weakness to Poison 75
|
|
| Skills |
Acrobatics +5 |
| Marksman +10 |
Alteration +5 |
| Light Armour +10 |
Restoration +5 |
| Security +5 |
Hand to Hand +5 |
|
|
Power: Fortify Agility 100, Fortify Marksman 50, Drain
Speed 75 for 90 sec.
Power: Craft Bone Arrows (creates a random number of
random arrows from each bone you have in your inventory)
Endurance: Fragile |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
|
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|
|
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|
|
| Female |
|
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Argonian
| Advantages |
Disadvantages |
Immunity to Poison
Water Breathing
Resist Disease
Small Magicka Bonus
Resist Magic 25 (ineffective against fire or frost)
|
[none]
|
|
| Skills |
Illusion +5 |
| Security +10 |
Athletics +5 |
| Alteration +10 |
Blunt +5 |
| Sneak +5 |
Hand to Hand +5 |
|
|
Power:Fortify Magicka 100, Restore Magicka 250, Fortify
Alteration 10, Fortify Illusion 10
Endurance: Strong |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
|
|
|
|
|
|
|
| Female |
|
|
|
|
|
|
|
|
|
Khajiit
| Advantages |
Disadvantages |
Small Magicka Bonus
Resist Frost 50
Resist Fire 25
Shield 2
|
[none]
|
|
| Skills |
Illusion +5 |
| Sneak +10 |
Mysticism +5 |
| Acrobatic +10 |
Alchemy +5 |
| Mercantile +5 |
Hand to Hand +5 |
|
|
Power: Demoralyze up to Level 37, 50 feet, 30 sec.
on touch
Toggle: Night Eye
Endurance: Weak |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
|
|
|
|
|
|
|
| Female |
|
|
|
|
|
|
|
|
|
Imperial
| Advantages |
Disadvantages |
Small Magicka Bonus
Reflect 5
Absorb 10
Resist Poison 25
Resist Paralysis 25
|
Weakness to Fire 25
|
|
| Skills |
Heavy Armour +5 |
| Speechcraft +10 |
Block +5 |
| Mercantile +10 |
Blade +5 |
| Security +5 |
Alteration +5 |
|
|
Power: Charm 25 (on touch), Fortify Mercantile 10,
Fortify Speechcraft 10
Endurance: Weak |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
|
|
|
|
|
|
|
| Female |
|
|
|
|
|
|
|
|
|
Additional Races
Hidden Elves
| Advantages |
Disadvantages |
|
Medium Magicka Bonus
Reflect 10
Absorption 15
|
Weakness to Fire 50
Weakness to normal Weapons 10
|
|
| Skills |
Destruction +5 |
| Mysticism +10 |
Sneak +5 |
| Conjuration +10 |
Speechcraft +5 |
| Illusion +5 |
Armorer +5 |
|
The Hidden Elves are revamped "Mystic Elves". I heard many requests
to include them (the Mystic Elves), but I'd wanted them a bit more
lore friendly. So I made an ignorant, hidden and isolated splinter
group of Ayleids out of them, who passes as Bosmers to the unknown
eye.
The base race, the Mystic Elves, are the creation of Ren. They have
been heavily modified. |
Power: Chameleon 5, Shock Shield 10, Absorb 10, Reflect
15, Weakness to Magica 25
Endurance: Average |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
|
|
|
|
|
|
|
| Female |
|
|
|
|
|
|
|
|
|
Xivilai
| Advantages |
Disadvantages |
|
Absorb 25
Huge Magicka Bonus
|
Weakness to Magic 50
Weakness to normal Weapons 5
|
|
| Skills |
Alchemy +5 |
| Destruction +10 |
Blunt +5 |
| Conjuration +10 |
Athletics +5 |
| Alteration +5 |
Mercantile +5 |
|
Heavily modified version of AlienSlof's "Playable Xivilai",
to integrate this really fantastic race into the balancing frame of
this mod. For compatibility reasons I have excluded some functions
(like changes to the Xivilai creatures, starting items and wieldung
two handed weapons in one hand), also I made them a little bit shorter.
They're still many times taller than anyone in Cyrodiil, but a little
bit less so. It's possible to use AlienSlof's original Xivilai alongside
with this plugin.
Should you want to use Slof's original additionally: In the character
creation menu the last sentence of the two Xivilai races are different,
the original talks about summoning Clannfears, while I wrote something
about the weakness to magic. |
Power: Resist normal Weapons 5, Absorb 25, Summon Clannfear
Endurance: Good |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
|
|
|
|
|
|
|
| Female |
|
|
|
|
|
|
|
|
|
Ohmes-raht
| Advantages |
Disadvantages |
|
Shield 5
Resist Frost 25
Resist Shock 75
Immune to Paralyze
|
Weakness to Poison 150
|
|
| Skills |
Armourer +5 |
| Block +10 |
Alchemy +5 |
| Hand to Hand +10 |
Restoration +5 |
| Athletics +5 |
Marksman +5 |
|
Heavily modified version of Luchaire's great Tabaxi race mod, to bring
them into the balancing frame of this mod and to make them more lore
friendly. The original race looks exactly like I pictured the Ohmes-raht
in Oblivion's graphics, so they are now Ohmes-raht (a Khajiit subspecies). |
Power: Chameleon 10, Shock Shield 15, Drain Heavy and
Light Armour 25
Toggle: Night Eye
Endurance: Good |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
|
|
|
|
|
|
|
| Female |
|
|
|
|
|
|
|
|
|
Aureal / Golden Saint
| Advantages |
Disadvantages |
|
Reflect 20
Resist normal Weapons 10
|
Weakness to Shock 75
|
|
| Skills |
Armourer +5 |
| Heavy Armour +10 |
Restoration +5 |
| Blade +10 |
Mercantile +5 |
| Athletics +5 |
Marksman +5 |
|
A playable adaption of the image given in the Expansion Pack They
are extra race entries! I did not modify or change anything regarding
the original Golden Saints or Dark Seducers.
Note: Appearance is entirely different in the NoSI-Version,
and you can only get the Frost Atronach summon! |
Power: Summon Golden Saint for 120 sec OR Summon Flame
Atronach
Lesser Power: Sense Danger
Endurance: Average |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
|
|
|
|
|
|
|
| Female |
|
|
|
|
|
|
|
|
|
Mazken / Dark Seducer
| Advantages |
Disadvantages |
|
Small Magicka Bonus
Absorption 20
|
Weakness to Frost 75
|
|
| Skills |
Speechcraft +5 |
| Light Armour +10 |
Security +5 |
| Blunt +10 |
Alchemy +5 |
| Sneak+5 |
Destruction +5 |
|
A playable adaption of the image given in the Expansion Pack.They
are extra race entries! I did not modify or change anything regarding
the original Golden Saints or Dark Seducers.
Note: Appearance is entirely different in the NoSI-Version,
and you can only get the Faded Wraith summon! |
Power: Summon Dark Seducer for 120 sec OR Summon Skeleton
Guardian
Lesser Power: Detect Attitude
Endurance: Average |
|
| Attributes |
Str |
Int |
Wil |
Agi |
Spd |
End |
Luc |
Per |
| Male |
|
|
|
|
|
|
|
|
| Female |
|
|
|
|
|
|
|
|
|
| Atronach |
Advantages:
Absorption 50
Huge Magicka Bonus
|
Disadvantages:
Magicka does not regenerate
Weakness to normal Weapons 20
|
|
Power: Damage Magicka 100, Drain Intelligence 100, Silence, 60
sec on touch
Lesser Power: Absorb Magicka 25 for 6 sec on touch (costs 50 Magicka
and Fatigue)
Lesser Power: Sense Magicka
Power: Restore Magicka 2, Paralyze, Fire Damage 2 for 25 sec on self |
| Apprentice |
Advantages:
Considerable Magicka Bonus
Reflect 5
Absorb 5
|
Disadvantages:
Weakness to Weapons 5
Weakness to Poison 50
|
|
| Power: Random positive spell on self |
| Mage |
Advantages:
Medium Magicka Bonus
Restore Magicka 2
Resist Magicka 20
Resist Paralyze 10
|
Disadvantages:
Weakness to Weapons 10
|
|
| Power: Frost Shield 10, Light 120, Restore Magicka 8, Resist Magicka
25 |
| Ritual |
Advantages:
Extreme Magicka Bonus
|
Disadvantages:
Weakness to Frost 50
Weakness to Shock 50
Weakness to Fire 25
Weakness to Poison 75
Weakness to Magic 50
|
|
Power: Restore Health 100 on self, Turn Undead 100 for 60 sec /
25 feet on touch
Lesser Power: Sense Evil |
| Lord: |
Advantages:
Restore Health 1
|
Disadvantages:
Weakness to Fire 75
Weakness to Poison 75
|
|
Power: Demoralyze 25 for 60 sec on touch
Power: Frenzy 25 for 60 sec on touch
Power: Rally 25 for 60 sec on touch
Power: Calm 25 for 60 sec on touch
Power: Greybeard's voice (throws enemies off their feet) |
| Lady: |
Advantages:
Resist normal Weapons 15
Fortify Endurance 5
Fortify Personality 10
|
Disadvantages:
Weakness to Disease 25
|
|
| Power: Command 25 for 120 sec on touch |
| Steed: |
Advantages:
Restore Fatigue 5
Resist normal Weapons 5
Fortify Speed 10
|
Disadvantages:
Weakness to Frost 25
|
|
| Power: Fortify Speed 150, Restore Fatigue 15, Drain all offensive
skills 100 for 60 sec |
| Warrior: |
Advantages:
Resist Magic 25
Resist normal Weapons 5
Resist Poison 75
Resist Paralyze 25
Fortify Strength 10
|
Disadvantages:
[none]
|
|
Power: Absorb offensive skills 25 for 300 sec on touch.
Lesser Power: Soul Trap 120 sec / 5 feet on target
Lesser Power: Draw Attention on self in combat |
| Thief: |
Advantages:
Fortify Agility 5
Fortify Luck 25
|
Disadvantages:
[none]
|
|
Toggle: Feather 100
Toggle: Night Eye, Detect Life 75 for 150 sec
Lesser Power: Sense Guards |
| Shadow: |
Advantages:
Small Magicka Bonus
Resist Fire 75
|
Disadvantages:
Weakness to Shock 25
|
|
Power: Invisibility 60 sec
Lesser Power: Sense Detection
Toggle: Chameleon 10 |
| Serpent: |
Advantages:
Immunity to poison
Small Magicka Bonus
Restore Health 1
Restore Fatigue 1
Restore Magicka 1
|
Disadvantages:
Weakness to normal Weapons 25
Weakness to Frost 150
|
|
Power: Absorb health 2 / 50 sec, absorb fatigue 3 / 100 sec, demoralyze
50 / 150 sec on touch, fire damage 1 over 25 sec on self.
Toggle: Detect Life 75 |
| Tower |
Advantages:
Small Magicka Bonus
Reflect Damage 1
Reflect Spell 20
|
Disadvantages:
Weakness to Disease 25
|
|
| Lesser Power: Open hard lock on target, drain sneak 10, drain strength
10, fire damage 2, stunted magicka for 30 sec on self (costs 100 Magicka)
|
| Lover |
Advantages:
Resist Disease
Shield 5
Water Breathing
|
Disadvantages:
[none]
|
|
Power: Restore Attributes
Power: Paralyze for 5 sec
Power: Cure Disease, cure poison |
As I've written above, just use the console command startquest bgbupdate
Table 1: Intelligence bonus according to intelligence and level (halved when
using halved Magicka module)
| Level |
Intelligence |
Small |
Medium |
Considerable |
Huge |
Extreme |
| 1 |
- |
10 |
20 |
30 |
40 |
50 |
| 3 |
40 |
20 |
40 |
60 |
80 |
100 |
| 5 |
46 |
30 |
60 |
90 |
120 |
150 |
| 8 |
55 |
40 |
80 |
120 |
160 |
200 |
| 10 |
61 |
50 |
100 |
150 |
200 |
250 |
| 13 |
70 |
60 |
120 |
180 |
240 |
300 |
| 15 |
76 |
70 |
140 |
210 |
280 |
350 |
| 18 |
85 |
80 |
160 |
240 |
320 |
400 |
| 20 |
91 |
90 |
180 |
270 |
360 |
450 |
| 23 |
100 |
100 |
200 |
300 |
400 |
500 |
| (min) |
(min) |
e.g. Argonian |
e.g. Breton |
e.g. High Elf |
e.g. Atronach |
e.g. Ritual |
Table 2: The exact diminishfactor for retroactive Endurance
| Endurance |
Level |
REG 5 |
REG 4 |
REG 3 |
REG 2 |
REG 1 |
| 100 |
16 |
20 |
30 |
40 |
50 |
60 |
| 97 |
15 |
19 |
28 |
37 |
46 |
56 |
| 94 |
14 |
17 |
26 |
34 |
43 |
51 |
| 91 |
13 |
16 |
23 |
31 |
39 |
47 |
| 88 |
12 |
14 |
21 |
28 |
35 |
42 |
| 85 |
11 |
13 |
19 |
25 |
31 |
38 |
| 82 |
10 |
11 |
17 |
22 |
28 |
33 |
| 79 |
9 |
10 |
14 |
19 |
24 |
29 |
| 76 |
8 |
8 |
12 |
16 |
20 |
24 |
| 73 |
7 |
7 |
10 |
13 |
16 |
20 |
| 70 |
6 |
5 |
8 |
10 |
13 |
15 |
| 68 |
5 |
4 |
6 |
8 |
10 |
12 |
| 66 |
4 |
3 |
5 |
6 |
8 |
9 |
| 64 |
3 |
2 |
3 |
4 |
5 |
6 |
| 62 |
2 |
1 |
2 |
2 |
3 |
3 |
| - |
- |
0 |
0 |
0 |
0 |
0 |
| (min) |
(min) |
*0.5 |
*0.75 |
(default) |
/0.8 |
*1.5 |
| |
|
Nord
Orc
Argonian
|
Redguard
Ohmes
Xivilai |
Aureal
Hidden Elf
Mazken |
Dunmer
Khajiit
Imperial
|
Altmer
Breton
Bosmer |
Table 3: Skill distribution
| Magic |
| Destruction |
Dunmer |
Altmer |
Altmer |
Mazken |
Ayleid |
Xivilai |
Xivilai |
| Alteration |
Breton |
Imperial |
Argonian |
Argonian |
Bosmer |
Nord |
Xivilai |
| Conjuration |
Breton |
Breton |
Orc |
Ayleid |
Ayleid |
Xivilai |
Xivilai |
| Restoration |
Breton |
Breton |
Redguard |
Bosmer |
Aureal |
Ohmes |
|
| Illusion |
Dunmer |
Dunmer |
Khajiit |
Argonian |
Ayleid |
|
|
| Mysticism |
Dunmer |
Dunmer |
Altmer |
Khajiit |
Ayleid |
Ayleid |
Nord |
| Alchemy |
Altmer |
Altmer |
Nord |
Mazken |
Khajiit |
Xivilai |
Ohmes |
|
| Fight |
| Blade |
Redguard |
Redguard |
Altmer |
Imperial |
Aureal |
Aureal |
|
| Blunt |
Nord |
Nord |
Orc |
Argonian |
Mazken |
Mazken |
Xivilai |
| Heavy A. |
Nord |
Nord |
Imperial |
Breton |
Aureal |
Aureal |
|
| Block |
Orc |
Orc |
Imperial |
Redguard |
Dunmer |
Ohmes |
Ohmes |
| Athletics |
Redguard |
Redguard |
Argonian |
Orc |
Aureal |
Xivilai |
Ohmes |
| Armorer |
Orc |
Orc |
Dunmer |
Altmer |
Aureal |
Ayleid |
Ohmes |
| Hand to Hand |
Nord |
Khajiit |
Bosmer |
Argonian |
Orc |
Ohmes |
Ohmes |
|
| Thief |
| Sneak |
Khajiit |
Khajiit |
Argonian |
Breton |
Ayleid |
Mazken |
| Security |
Argonian |
Argonian |
Bosmer |
Mazken |
Imperial |
Breton |
| Marksman |
Bosmer |
Bosmer |
Nord |
Dunmer |
Aureal |
Ohmes |
| Light A. |
Bosmer |
Bosmer |
Dunmer |
Redguard |
Mazken |
Mazken |
| Acrobatics |
Khajiit |
Khajiit |
Orc |
Bosmer |
Altmer |
Redguard |
| Mercantile |
Imperial |
Imperial |
Khajiit |
Breton |
Aureal |
Xivilai |
| Speechcraft |
Imperial |
Imperial |
Altmer |
Redguard |
Ayleid |
Mazken |
|
Table 4: Starting Attributes
| |
Strength |
Intelligence |
Willpower |
Agility |
Speed |
Endurance |
Personality |
Luck |
| |
|
|
|
|
|
|
|
|
| Altmer |
|
|
|
|
|
|
|
|
| Breton |
|
|
|
|
|
|
|
|
| Dunmer |
|
|
|
|
|
|
|
|
| Orc |
|
|
|
|
|
|
|
|
| Nord |
|
|
|
|
|
|
|
|
| Redguard |
|
|
|
|
|
|
|
|
| Bosmer |
|
|
|
|
|
|
|
|
| Argonian |
|
|
|
|
|
|
|
|
| Khajiit |
|
|
|
|
|
|
|
|
| Imperial |
|
|
|
|
|
|
|
|
| Ayleid |
|
|
|
|
|
|
|
|
| Aureal |
|
|
|
|
|
|
|
|
| Mazken |
|
|
|
|
|
|
|
|
| Ohmes |
|
|
|
|
|
|
|
|
| Xivilai |
|
|
|
|
|
|
|
|
Table 5: Height, weight and ratio
| Race |
Old height |
Old weight |
Ratio |
|
New height |
New weight |
Ratio |
|
| Altmer M |
1.100 |
1.000 |
1.100 |
|
1.095 |
0.995 |
1.101 |
|
| Altmer F |
1.100 |
1.000 |
1.100 |
|
1.110 |
0.995 |
1.116 |
|
| Breton M |
1.000 |
1.000 |
1.000 |
|
0.980 |
0.950 |
1.032 |
|
| Breton F |
0.950 |
0.900 |
1.056 |
|
0.965 |
0.900 |
1.072 |
|
| Dunmer M |
1.000 |
0.950 |
1.053 |
|
1.025 |
0.935 |
1.096 |
|
| Dunmer F |
1.000 |
0.900 |
1.111 |
|
1.040 |
0.960 |
1.083 |
|
| Orc M |
1.060 |
1.100 |
0.964 |
|
1.060 |
1.275 |
0.831 |
|
| Orc F |
1.060 |
1.000 |
1.060 |
|
1.045 |
1.180 |
0.886 |
|
| Nord M |
1.060 |
1.100 |
0.964 |
|
1.075 |
1.200 |
0.896 |
|
| Nord F |
1.060 |
1.060 |
1.000 |
|
1.060 |
1.125 |
0.942 |
|
| Redguard M |
1.030 |
1.030 |
1.000 |
|
1.070 |
1.080 |
0.991 |
|
| Redguard F |
1.000 |
1.000 |
1.000 |
|
1.060 |
0.990 |
1.071 |
|
| Bosmer M |
0.900 |
0.950 |
0.947 |
|
0.900 |
0.925 |
0.973 |
|
| Bosmer F |
1.000 |
0.900 |
1.111 |
|
0.975 |
0.925 |
1.054 |
|
| Argonian M |
1.030 |
1.050 |
0.981 |
|
1.030 |
1.079 |
0.955 |
|
| Argonian F |
1.000 |
1.000 |
1.000 |
|
1.015 |
1.040 |
0.976 |
|
| Khajiit M |
1.000 |
1.000 |
1.000 |
|
1.035 |
1.050 |
0.986 |
|
| Khajiit F |
1.000 |
1.000 |
1.000 |
|
1.050 |
0.975 |
1.077 |
|
| Imperial M |
1.000 |
1.000 |
1.000 |
|
1.030 |
1.033 |
0.997 |
|
| Imperial F |
1.000 |
1.000 |
1.000 |
|
1.015 |
1.014 |
1,001 |
|
| Hidden Elves M |
1.050 |
0.950 |
1.105 |
|
0.980 |
0.895 |
1.095 |
|
| Hidden Elves F |
1.000 |
0.900 |
1.111 |
|
1.050 |
0.913 |
1.150 |
|
| Xivilai M |
1.225 |
1.500 |
0.817 |
|
1.180 |
1.450 |
0.814 |
|
| Xivilai F |
1.200 |
1.425 |
0.842 |
|
1.165 |
1.355 |
0.860 |
|
| Ohmes M |
0.900 |
0.950 |
0.947 |
|
0.945 |
0.925 |
1.022 |
|
| Ohmes F |
0.875 |
0.925 |
0.946 |
|
0.980 |
0.920 |
1.065 |
|
| Aureal M |
1.000 |
1.000 |
1.000 |
|
0.965 |
0.950 |
1.016 |
|
| Aureal F |
1.100 |
1.100 |
1.000 |
|
1.130 |
1.155 |
0.978 |
|
| Mazken M |
1.000 |
1.000 |
1.000 |
|
0.980 |
0.985 |
0.995 |
|
| Mazken F |
1.100 |
1.100 |
1.000 |
|
1.125 |
1.085 |
1.037 |
|
A small information: Height has a big gameplay impact, therefore there's a parity
between races with taller men and races with taller women. As a rule of thumb
human men are larger than human women, while elvish women are taller than elvish
men. Ratio is height divided by weight. The lower the bulkier. That's only a visual
thing with no gameplay impact.
Table 6: Console Commands
| Command |
Does what? |
| startquest bgbupdate |
Updates an existing character (from Vanilla or previous versions) |
| startquest bgbhealthtoggle |
Allows to toggle off (or on) retroactive endurance |
| startquest bgbpcb |
Hidden feature: A low impact memory "cleaner". Every
three minutes unused cells are purged, therefore freeing up memory. Only
a small gimmick for those not using streamline, and those who don't use
another pcb mod. |
| startquest bgbtheend |
Hidden feature: Adds a lesser power which will crash the game
when used (after a confirmation, of course). Why would you want a lesser
power that will crash the game? Well, for some people Oblivion takes ten
minutes or more to close, for whatever reason. This lesser power closes
Oblivion in seconds. Don't forget to save before using it, however. |
| startquest bgbattributetoggle |
Allows to toggle on (or off) some bonuses for high attributes
(e.g. Resist Paralyze for high Personality) |
- Q: Are you really, really serious about your changes to Magicka?
A: I've got a lot of question concerning the Magicka pool ("Are
you serious!?"). Now of course I'm always pointing then to all optional
files to make it like in Vanilla. Nevertheless today I'd like to say a few
words about that. Warning - this will be a bit of boring math now!
Magicka is a currency. You're buying spells with Magicka. Now when comparing
Oblivion to Morrowind, you'll see that you get for the same amount of Magicka
in Morrowind much stronger spells. So Morrowind Magicka has a higher value
than Oblivion Magicka. What I'm doing is to change many aspects of Oblivion's
Magicka currency - to put it bluntly, you can't easily compare them, because
the currency has also another value.
Let me give you an example. And let's use an armored Altmer with Mage birthsign
for it. When everything is maxed out, his Magicka is 350 in Vanilla and 1000
in RBP. Now let's say he wants to cast spells doing 100 fire damage, and his
destruction level is master.
- Vanilla: One spell costs 87 Magicka.
He has enough Magicka to cast 4 of them.
- RBP: One spell costs 217 Magicka.
He has enough Magicka to cast 4 of them.
As you see from this example, because of many changes to how much Magicka
is worth as a currency, it's not a single spell more possible. But
wait, what if the Altmer goes unarmored?
- Vanilla: One spell costs 82 Magicka. He has enough Magicka to cast 4 of
them.
- RBP: One spell costs 163 Magicka.
He has enough Magicka to cast 6 of them.
Now there's a reason to go unarmored . This time he's got 50% more
Magicka - which is still much less than 200%.
So why all these hassle when everything is only altered slightly, just with
higher values? The thing is, it's not. While I did find magic due to Magicka
pools in very high levels playable (like the examples given - as you see,
the difference is not that high), I found magic due to Magicka pool in lower
levels next to unplayable. Now let's take a look at the same Altmer, when
all his stats are at 60 (which means a Magicka of 270 in Vanilla and 520 in
RBP). This time he wants to deal only 35 points of fire damage. Armored, as
ever:
- Vanilla: One spell costs 77 Magicka.
He has enough Magicka to cast 3 of them.
- RBP: One spell costs 99 Magicka.
He has enough Magicka to cast 5 of them.
Now it looks a bit different, suddenly he has nearly 70% more Magicka.
And now let's take a look at him when he's unarmored!
- Vanilla: One spell costs 72 Magicka.
He has enough Magicka to cast 3 of them.
- RBP: One spell costs 74 Magicka.
He has enough Magicka to cast 7 of them.
And now he finally has around 135% more Magicka. Now considering that
at this skill levels for most enemies he usually needs five to ten spells,
he atleast has enough for one of them. The rest? Well, there's regeneration.
Which also plays a major role, but isn't the topic now . I think my changes
are making magic depending characters playable in medium levels (where I think
they're seriously lacking Magicka in Vanilla), while not overpowering them
in higher levels - where they were playable imho.
I just hope that helps to prevent some of the "are you serious!?"
PMs. I am. There is a lot of math and playtesting behind these values. And
there's more to them than just "when maxed out 1000 instead of 350 Magicka,
that's br0xx3|\|!" .
- Q: I read that you have semi retired, at least from this project.
What will happen to it?
A: I will still support it, fix bugs when reported and make sure that
it'll run with other plugins, as long as incompatibilities are either unavoidable
or my fault. I won't support other mod's problems anymore. That was the main
reason for my modding burnout.
- Q: I want to use something from your mod in my plugin!
A: You are free to use whatever you want of my work. Although I cannot
speak or grant permissions for everything included that is not from me. Whenever
you want to use anything like hair styles, eyes or new races, you'll have
to ask their creators. Everything that is a new texture or mesh is not
from me, so please don't ask me if you want to use it. I simply aren't the
right person to grant or disallow permissions for that.
Please keep in mind: If you're using anything, you have to support your mod
including whatever you've taken from this project. I won't.
- Q: All eyes and hair styles are missing! How can I fix that?
A: You have forgotten to install the installation files. Install them.
And run. The trolls are coming!
- Q: I'd like to upload this mod to site XYZ!
A: Please don't do so. I'm updating this project regurlary, and I can't
keep track of every possible upload location. Especially when I didn't even
upload it there. I'm still getting rants about bugs or broken things of the
first two beta versions released for testing purposes shortly after Oblivion's
release. I don't even know where people get them from.
- Q: Your OptionalNPCDiversity has overwritten the npc changes of OOO!
A: Of course it has. As I written above, this has to be used with Wrye
Bash. If you don't want to use Wrye Bash, then please do not use this module.
Face Replacers (and giving new eyes and hair styles to NPCs already count
as an Face Replacer) should only be used as part of Wrye Bash's Bashed patch,
and should never be activated. Never. That is true for every Face Replacer
out there: Use them only as part of the bashed patch, and do not activate
them. There are no exceptions.
- Q: What about bugs? Any known?
A: Even though I made the Xivilai much smaller, he is still so tall
that some strange situations may occor(like Xivilai and Prior Maborel's horse
stuck in the barn, because both don't fit through the door). Also as with
vanilla hair styles long hair styles will clip while running. Nothing
serious. That I know of.
- Q: I'm not happy about some changes and want to make my own version!
A: Please go ahead :)! Options to choose from are good, after all. Please
bear the first and second question in mind.
- Q: After I installed your mod most NPCs are mute!
A: Please install the correct language version. EV = English Version,
DV = German Version.
- Q: Are any other languages supported?
A: To other languages you'll have to translate the mod yourself. Contact
me and I'll give you a step by step tutorial.
- Q: Characters have too much Magicka now. You can't be serious!
A: Optional files are there for a reason.
- Q: I don't like a specific general change! Restore them back to normal!
A: Uhm, no? Every general change can be restored back to normal with
the optional files. This project is supposed to be modular.
- Q: Why have you removed the masked hair styles?
A: File size reasons (with conformulated versions the bsa was approx.
500 mb big). And because nearly no-one has ever used them. And because I got
lots of complains about them, that they clutter up the hair selection. And
because "hairmasks" disappear as soon as you put on a helmet or hood. There
are better ways to implement masks than as hairs.
- Q: The Dark Elves are supposed to be warriors and mages, not pure
mages. Change them!
A: I like to adress that here, because it gets mentioned a lot.
First of all from all three default "wizard races" the Dunmer bleed
the most into the fighter's role - they have 25 points more in important warrior
attributes at start, and have more suitable skill bonuses. Also I did not
remove any warrior bonus from them, because they hadn't had any. They
are not worser warriors than before. They're in the wizard categorie, because
I think that's the most fitting for them - from a lore and a design variety
perspective.
- Q: I don't like a specific change, and I would like to suggest...
A: Please keep one thing in mind: This plugin is in development for
much more than two years now. I'm always looking for ways to improve it -
example given someone suggested to change lesser powers to toggleable abilities,
so I included it. Also a couple of versions ago someone has pointed out that
Bosmer were in all ways weaker to Bretons- and he was right, so I changed
them.
For arguing about the balance you have to keep all races and birthsigns in
mind. Example given I have nerfed Bretons and the Atronach, because they were
much too strong. Then I have elevated all other races and birthsigns to this
base line of power. So a good argument would be "compared to this base
line I think X is too strong or too weak, because it's advantages / disadvantages
are *that's why* unbalancing..."
Of course "that's why" should be arguments. And I'm going to listen
to them. Otherwise I first have to look about what the rest does, and often
this doesn't end well. Three examples: Giving the Bretons back their 50% Resist
Magic would require to make all other races much more stronger than they are
now, and I think that would be an overkill. Giving some birthsigns their disadvantages
back would require to nerf the Atronach much more, and even some other birhtsigns
which used to have no disadvantages. Now lowering the general power line could
create problems with mods and Vanilla alike - because at some point most combinations
would turn out inferior compared to the good or average combinations of Vanilla,
therefore increasing the difficulty. That's not the intention of this mod.
It's really difficult and requires much playtesting :(.
- Q: When combining the Elaborate Eyes version with the NoSI module,
Saints and Seducers have some googely eyes to choose from. Why?
A: Mod interaction. Simply do not use the googely eyes. Yes, I can
fix it by providing yet another module for NoSI, but frankly, all it could
do would be to deactivate the googely eyes for these two races, so you have
only two useable eyes regardless.
- Q: Why don't you just make an Elaborate Eyes compatible version?
A: There's one to find under "optional files".
- Q: What about Beautiful People?
A: Please read installation guide and the compatibility part.
- Q: What about including Custom Race XYZ?
A: I don't think I will include new races into the core file - but
as optional file it would be possible, I guess.
- Q: Where have the older versions gone? I don't want to use the current
one!
A: I fear they're still floating around somewhere out there. I do not
support any version below 7 anymore, and I do not want to see them distributed.
And I really never ever want to hear from them again.
- Q: Doesn't the diminishfactor discourage players to raise Endurance?
A: I don't want to bore you with every possible math, so please believe
me: A higher endurance will always grant a higher life total, because even
under extreme circumstances (like jumping up two categories at once) the life
gain will always be greater than the diminishfactor. The diminishfactor only
simulates the effect of different starting endurances and the fact that you
can't start with a maxed out endurance. Example given: A High Elf with maxed
out Endurance at level 20 will have approximate 100 more life than the same
High Elf with Endurance 60, and the difference will grow with every level
- until the Endurance 60 guy catches up and begins raising his Endurance.
That's the advantage of retroactive endurance ;-).
- Q: Your new skill distribution has eliminated all differences between
figher, mage and stealth races!
A: I couldn't erase something which wasn't there. Also please ask yourself:
Do a race become a fighter race with having skill bonuses in all three melee
weapon skills, and looking exactly like the two other fighter races? Please
think about that. You can't create differences in skills between races by
giving them all the same skills. I have redistributed the skill bonuses to
sharpen the profile of each race, not to create a clear cut definition between
the three archetypes.
- Q: Why don't the Aureal and Mazken have the voices of the Shivering
Isles Golden Saints and Dark Seducers?
A: Do you remember my remark regarding how strange the new races are
integrated into Shivering Isles? That's another symptome of that. What you
hear in the Shivering Isles is not race dependent, but faction dependent.
That's why summoned Golden Saints and Dark Seducers are mute, unlike for example
summoned Dremora. Not much that I can do about that. Therefore I have given
the two races another voices.
Trust me, I have searched months for another solution, but didn't find any.
To make that clear: Custom races do work with RBP. It's just that they won't benefit from some bonuses and features. How to give them these features? Simple: Use Wrye Bash's "esmify self" function on both RBPCore.esp and your other race's.esp. Now open the cs, select both as files to load (they will appear on top and can't be selected as active file). Now give your race an appropiate endurance ability and Magicka ability. Maybe you need to remove existing Magicka bonuses, and adjust resistances (like no race should have resist magic 50 in RBP). Save. Now search your file in Wrye Bash and hit "espify masters" on it. That's all.
I don't really know where to start - the work of many people is used in this plugin,
and without them, many things would not have been possible.
- Quarn / Quazzi: His quest award leveller triggered an enlightenment in me.
It was his idea and structure which made the intelligence dependent Magicka
bonuses possible. I have searched over a year for this, and the answer was
right before me, the whole time. His plugin is a fantastic idea, which allows
more possibilities than the first look makes you believe. Example given perks
for certain attribute ranges could also be done with it. The possibilities
are endless. And it was my start into the wonderful world of scripting and
mysterious errors.
- AlienSlof et al for the playable Xivilai
- Complete credits from AlienSlof: Without these people, this mod wouldn't
have been anything like as good, and for that they have my undying gratitude
and appreciation. It has become much more than the sum of its parts.
throttlekitty: has had almost more enthusiasm for this project than me,
making me several new hairs, a new head, proper Xivilai horn meshes as
well as making the kilt thing wearable. He also supplied some voices and
made the wearable mad wild hair that can picked up from dead Xivilai.
Kikaimegami: has helped me with the weapon scripting, making this work
without needing a race fix and getting his clothing to work from the start.
She has also made and rigged his collar and all the horns/piercings. Also
playtested him as I've made changes. Kafei: I made good use of her fabulous
ear meshes with the earrings to give the Xivilai a certain amount of style.
I'm a big fan of her work and just had to use them.
Xmarksthespot: always ready to help me out, he redid the mapping on the
horn meshes which has allowed me to make the textures asymmetrical.
Scanti: without his wonderful little Conformulator utility, a lot of this
stuff could not have been done and this race wouldn't have been as good.
This race also uses the merged fangs he made at my request, and a merged
mouth/tongue which freed up a head slot to use for the horns. He also
recorded some of the voice files for the taunts.
Eldroth: he has a wonderful growly voice! He made the voice files so that
the Xivilai can sound like a proper one when he's hit. He's also given
me so much encouragement as well as beta testing all manner of stuff for
me.
Kirel: got the custom voices up and running, including altering them slightly
for the females. Again, this has made this mod so much more! It feels
so much more complete with proper voices. Also figured out that changing
the anims will make the 2-handers work in one hand for the player only.
SickleYield: very kindly made the kilt mesh fit on the new Fantasy Figures
body without clipping. Kudos for always being so helpful and generous.
Ren: her odd-eye meshes have allowed me to make odd-coloured eyes to add
more variety to this race - plus I'm rather a fan of mismatched eyes!
ShadowJ and Madcat221: for their help in getting the attributes and skills
well balanced and logical. I'm dreadful with numbers and their help was
much appreciated.
Orc: helped me create the levelled lists for drops off dead Xivilai creatures,
then helped me test them and squash any bugs.
Kivan: of Unofficial Patch fame, has thoroughly tested this and made sure
any bugs are found, squashed and suggested fixes. Who better than the
no. 1 bug-finder to test?! :
- Luchaire et al for the Tabaxi race (base of the Ohmes-rath)
- Complete Credits fom Luchaire: Nequam for the amazing Ainmhe eye textures
and the voice set. The BAB team for all their great work and for the female
Khajiit texture shamelessly modified here. Robert for the male body replacer
and inherent khajiit body texture. jw0ollard for the 1024x1024 Khajiit
face retexture which was the base for this one. Kynetarse for the night
eye toggle script. Ren for the new hair styles.
- Ren et al for the Mystic Elves (base of the Hidden Elves) and her beautiful
new hair styles
- Complete Credits from Ren: Thanks to Bethesda Softworks. Thanks to Capucine
for the help about making colourable hair. Thanks to Daeger and Ranma-chan
for fixing texture pathes of meshes.
- Capucine for her beautiful new eyes and hair styles
- Complete Credits from Capucine: Big huge thank yous go to: Kikaimegami
for letting me use much from the Playable Dremora mod in this, xdarkstarx
for the encouragement, ideas and help. AlienSlof because I, quite franky,
worship her. So much talent. When I grow up, I want to be just like AlienSlof.
And thank you for helping me test it, Slof :) Ren, her Morrowind mods
got me into modding in the first place. Amazing hair. Thanks Ren!
- Corean and saram hairs - made by idkrrr for his "Corean" and his
"saram" mods.
- Complete credits from idkrr: Thanks to Bethesda Softworks.
Thanks to My hero 'Ren'
(This mod started from Mystic Elf, Many files of this mod is based on
Mystic Elf.
I learned many knowledge from her Blog. and If there were no Mystic Elf,
Also there were no Corean)
Thanks to Corean mod Tester 'chris(sscss2)'
Thanks to My Family(Elder scrolls naver Cafe: http://cafe.naver.com/elderscrolls7.cafe)
- 2ch Hair set: Thanks to Bethesda Softworks.
Thanks to Capucine for the help about making colourable hair.
Thanks to Daeger and Ranma-chan for fixing texture pathes of meshes.
All of the meshes and textures are made by Ren.
You may use and distribute the models and textures freely without
additional permission as long as the above credits are included.
@
- Babe for the beautiful new hair styles.
- Soya for the beautiful new hair styles.
- Kaelis Ebonrai for his Aureal and Mazken Exnem textures
- Exnem for his Mystic Elf exnem textures
- Princess_stomper for her "better saint and seducer" project - I tried to
match two faces of that with the default faces of the Aureal and Mazken.
- throttlekitty for throttlekitty's hair pack
- ntobmodfan for his more beautiful NPCs mod
- kafeidotour for the "short hair style"
- Elveon for his photorealistic eyes
- Miss_onatopp for "Eyes for Elves"
- Kivan for the Unofficial Oblivion Patch
- scanti for his tool "Conformulator", which makes the new hair styles even
better. Also for his vampire teeth resource (fang module)
- Wrye for "Wrye Bash". Without it I would have had many problems, especially
with some of the optional files.
- Veritas_Secreto for TNR
- Also I like to thank everyone who played previous versions and gave feedback.
And of course those that have translated this mod into German.
A really big thank to all of you! Without you this plugin wouldn't be possible
in it's today form. Thank you very much! You are all great!
Contact: Either write me a private message at the official Elder Scrolls forums
( my
account), in the TheElderScrolls.info forums ( my
account), or write an E-Mail to bg2408(at)web.de
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