# 1.0.0 ## Rebalancing I've come to the conclusion that the following modifiers for the different ways of dealing damage seem the most balanced - I will explain my reasoning a bit further down. - Bows: 1.75x - Ammunition: 1.5x - Hand-to-Hand: 2.0x - One-Handed weapons: 2.0x - Two-Handed weapons: 2.5x as well as an increase of 0.1 for reach - Magic: 1.5x - Creatures (Trolls, Mudcrabs, ...): 2.0x as well as an increase of 1.25x for health - Enchantments: 1.5x - Poisons & poisonous ingredients: 2.0x I've changed the minimum and maximum values of reduced spell effectiveness through armor from 5%-30% to 15%-75%. I've increased the health of low-level enemies, as I've found them to be far too weak. Finally, I've changed the way your armor rating is calculated: Now you always get at minimum 70% of the base armor of the items you're wearing, no matter how skilled you are in the corresponding skill. This will scale up to the vanilla 100% as you get close to a skill of 100. ## Why? The following is an explanation about why/how I've landed on the rebalanced modifiers. ### Spell effectiveness I wanted to give pure mages a bit of an edge over lightly armored/heavily armored warriors. This change plays well with the increased base armor change, making mages into glass cannons if they do not invest into a shield spell. ### Base armor I hated the way my dwarven armor felt like some wet toilet paper when a mudcrab attacked me. And, likely more importantly, enemies also benefit from this change - this means that low-level bandits with low-level HA/LA-skills are now also tankier. ### Increased low-level enemy health On my very first character I blasted through the tutorial, as well as the first bandit camp in front of the sewers on Expert without any problems. I then went into the imperial city, helped out a poor shopkeeper involved with grave-robbing, and got my ass handed to me without really being able to fight back in a tomb by two burly nord men. ### One-Handed & Hand-To-Hand After much testing I've decided 2x to be the sweet spot. 1.5x felt too little, while 3x felt far too much. With 2x both you and the enemy actually die if hit more than a few times. ### Two-Handed Many people have been complaining about 2H-Weapons having been nerfed. While I didn't agree with them at the start, I started agreeing as soon as I saw a one-handed mace and a two-handed battle axe dealing nearly the same amount of damage per hit. With the damage increase 2H-Weapons are now truly deadly - bulky, slow, and deadly. I've also increased the reach of 2H-Weapons by a flat 0.1. At the start this was mainly to "help out" enemy combatants who seemed to really struggle to connect their hits on me, but after playtesting it I realized how good it felt. ### Bows & Ammunition "Why not at 2x, like the other weapons?", I hear you ask. That is because, using bows, you are able to maintain distance from the enemy. The more distance you have, the less likely the enemies are able to kill you. Kiting in this game using bows is quite bonkers, after all. Also - I did test it. I did play through a level 15 dungeon once with a shortsword/light armor and once with a bow/light armor, and found the bow to be easier, still. ### Magic "Just 1.5x for mages? Discrimination!" - Yes, but actually no. A mage is still able to tear through enemies since magic isn't affected by the increased armor ratings of various combatants. Furthermore - as a mage you have access to "weakness to X" spells, which increase your damage output considerably. And - don't forget other spell schools other than destruction. As a mage you still have access to Paralysis, Charm, Frenzy, and so on, which now actually have at least a bit of a use case in comparison to spamming destruction. Only the following effects have been changed: Fire Damage, Frost Damage, Shock Damage, Absorb Health, Drain Health, Damage Health. Finally, summons - I didn't really rebalance them, mainly because I was unable to. They are still quite OP, just as in vanilla, since they benefit from all the prior buffs - so you can live your power fantasy through them. Keep in mind that they might die quicker, so do summon them a bit further away from the enemies. ### Enchantments See "Magic". ### Potions & Ingredients I'm going to be real with you here - I didn't test this. Never have I ever had a fun time doing Alchemy in any Elder Scrolls game, never in my far-too-many hours of gameplay. I decided to leave it at 2.0x for now, since I'd rather it be a bit too strong than too weak. If you have recommendations for a better modifier do tell me. ### Creatures Creatures sadly don't benefit from my buffs to weapons/armor. That is why I simply increased their attack damage by 2.0x, and their health by 1.25x. ======================================================================================================================================================================================================================================================================================================================================================================================================================== # 1.1.0 - Conjuration, Two Handed, and Poisons First: My thoughts. After that: the numbers. ## Important This patch made the Weightless-Patches for ingredients & potions that some of you were using incompatible, since they would re-buff everything back to 1.5x. You could still use a vanilla weightless patch for potions & poisonous ingredients (esp. if you don't intend to use poisons). ## Why? ### On two handed weapons: My former permadeath character (RIP) was a melee warrior. I've had plenty of opportunity to test out two handed weapons and compare them to their one handed counterparts. I've come to the conclusion that two handed weapons, even with my 2.5x buff, were quite doo doo. They were also very "same-y" - apart from the atrocious animation of warhammers, I didn't find them all too different to battle axes, for example. I've also found that battle axes and warhammers should not have been given more reach: Their models simply don't make sense with the increased reach. All of that meant that I wanted to make the weapons distinct, and give them different playstyles: - On Warhammers: Now they bonk. If you want damage, this is your weapon. Keep in mind that the atrocious animation still exists. - On Battleaxes: If you hate slow weapons, this is your pick. Be a berserker and hack your enemies down with a fast attack speed thanks to the quick animation. But! You will actually need to be close to your enemies. Have you seen the size on these things? They are barely longer than a one-handed war axe. - On Claymores: I really wish I could've somehow increased the speed of the animation, but I couldn't (for now). So I brainstormed a bit and realized that Claymores are massive - the length of the models are on another level, and the animations also (kind of) point to them being used more "elegantly". That's why I've given this weapon group an immense increase in reach. I have tested out the reach changes, and they did feel correct/realistic: Your weapon actually needs to hit the enemy to deal damage. ### On Poisons: It's been brought to my attention that poisons, much like summons, do not scale with the difficulty modifier. Even in Oldblivion they were "meta", and used often. But! They still need more of a preparation then summoning magic, which is why I've decided to keep a bit of a buff on them. Poisoners: Please send some feedback my way. ### On Creatures: The hellspawn that is the timber wolf has been nerfed. ### On conjuration/summons: I've found some records that are predated with "Summon" - I assumed they are summoned creatures. I confirmed it through testing. I've rebalanced them by giving them more health, but reducing their damage. I decreased their damage because they aren't affected by the difficulty slider, and increased their health so they don't necessarily die in just one hit. I'm pretty sure they are still too strong, but I'll be testing this with my next character. Reminder: Both you and the NPCs summon the same creatures. This means that enemy summoned creatures now deal less damage while being considerably tankier. ## Numbers ### Two Handed Weapons: - Claymores: From 2.5xDMG and +0.1 Reach -> 2.75xDMG, +0.25 Reach - Battleaxes: From 2.5xDMG and +0.1 Reach -> 2.75xDMG, -0.15Reach - Warhammers: From 2.5xDMG and +0.1 Reach -> 3.1xDMG, +0.0Reach ### Poisons & Poisonous Ingredients - From 2.0x -> 1.25x ### Creatures: - Timber Wolves: 2.0xDMG, 1.25xHP -> 1.6xDMG, 1.25xHP ### Summons: Golden Saint, Dark Seducer, Dremora Caitiff, Dremora Lord, and other NPC-Summons: * They benefit from my buffs to Damage and armor - For now, I've left them as is. (I actually tried giving them a bit of HP, but for some reason changing the record didn't change the summon, unsure why) Skeleton Summons - From 2.0xDMG, 1.25xHP -> 0.5xDMG, 1.25xHP * Since Skeletons are summoned with weapons I can not directly edit their damage. The Damage-Stat I've reduced is only their hand-to-hand damage. To compensate for their baseline 2x damage I decreased the STR and Attack Skill modifiers down to 1/3, since I wanted to put this patch out for now. I might "fix" this in a future patch by creating new Leveled Lists and weapon records for them - I tried doing it for this (spent about 2 hours tinkering with this), but I couldn't get the new weapon record to pull a model. The weapon existed if I added it to myself per Console, but equipping it lead to me only having my hands out. All others: - From 2.0xDMG, 1.25xHP -> 0.5xDMG, 1.25xHP *Summons that use spells have currently not had their spell damage rebalanced. My next character will be a pure mage using conjuration to test these rebalance-changes. ## Fixes: - Fixed inconsistent reach values for the Ascension Patch - Internally (vanilla) the following battle axes were incorrectly labeled as "Blade Two Hand" - fixed to "Blunt Two Hand": -- EnchSilverBattleaxeDamMagicka -- EnchElvenBattleaxeDamEndurance -- EnchSilverBattleaxeAbsMagicka -- EnchGlassBattleaxeAbsEndurance - Internally (vanilla) the following Weapons didn't have the tag to "Ignore Normal Weapon Resistance" (vs. Ghosts). Now added: -- EnchSilverDaggerAbsMagicka -- EnchSilverDaggerDamMagicka -- EnchSilverLongswordAbsMagicka -- EnchSilverLongswordDamMagicka -- EnchSilverMaceAbsMagicka -- EnchSilverMaceDamMagicka -- EnchSilverShortswordAbsMagicka -- EnchSilverShortswordDamMagicka -- EnchSilverWaraxeAbsMagicka -- EnchSilverWaraxeDamMagicka -- EnchSilverWaraxeDraMagicka -- EnchSilverWarhammerAbsMagicka -- EnchSilverWarhammerDamMagicka -- EnchSilverWarhammerDraMagicka - Internally (vanilla) the following Weapons didn't have any enchantment. Now added: -- EnchSilverWaraxeAbsMagicka -- EnchSilverWarhammerDraMagicka EDIT 07/05/2025: Not that one, but this one: EnchSilverWaraxeDraMagicka ======================================================================================================================================================================================================================================================================================================================================================================================================================== # 2.0.0 First: My thoughts. Then: The numbers. ## My thoughts I didn't expect to update straight to 2.0.0 from 1.1.0, but I felt it was warranted with the changes that piled up. I was consumed with learning the basics if xEdit-Scripting, decided to expand the script even when I probably shouldn't have. It finally reached ~2.2k lines when I decided I've had enough. Anyways, onto the changes: ### On Enchantments I've learned that enchantments on weapons (except staves) act like poisons and summons - meaning they ignore the difficulty setting and always deal the same damage, since the effect doesn't count as "originating from player". That's why I nerfed them to the same level as poisons. ### On Magic #### Conjuration My last permadeath character (RIP) was a pure mage who mainly used conjuration, destruction & alteration. I tested my conjuration changes extensively and came to one conclusion: They were nearly perfect, apart from the fact that my summoned skellieboi dies too fast. So how did I decide to fix that? Simple: Increase the summon cap to two. Now you can have two skelliebois (as long as they are from different spells), and while one dies the other can relatively easily dispatch the enemy. I decided on this fix after much deliberation - and much more playtesting. I found it fair and balanced. If you truly want two relatively good summons, you will have to use a boatload of magicka (and time!) to summon them. If you, on the other hand, want to blast enemies, you might rather only summon one creature to conserve your magicka for offensive spells. I initially had a whole list of the early-mid game summons prepared, but I lost it. Instead have this: - The initial skeleton & zombie summons are barely good enough to be meat shields. - As soon as you get to the journeyman summons (Fire Atronach, Dremora, Skeleton Guardian) you get summons which get up there in power - The headless zombie was completely doodoo so I gave it more HP #### The other schools Destruction felt quite balanced, to be honest. The main "problem" was my lack of magicka regeneration, but I offset that with the myriad of welkynd stones shoved up my robes. Restoration felt too powerful - why are resist magic and drain health restoration spells, for example? I initially intended to swap them to Alteration and Mysticism respectively, but decided against doing such a (big) change without any playtesting. Maybe in the future. ### On melee Since my last character died by Vampire-Kung-Fu as soon as I let someone get close to me I didn't get much testing done with melee since my last patch. For now I left it as-is (apart from a small nerf to 2H Warhammers, see below on my reasoning). #### On the weapon calculation Base oblivion weapon calculation is wack. Daedric material enhances the damage of your warhammer by 14 (the iron warhammer also has 14 damage so that is a 100% increase!). It also enhances the damage of your dagger by 14 (the iron dagger has 5 damage so that is a... nearly 300% increase.). That doesn't make any sense. I've now rebalanced weapon damage: Your material (up to daedric) can only buff your base damage (iron damage) by 100%. What does this mean? The warhammer is still able to go from 14->28 damage. The dagger, on the other hand, can now only go from 5->10 damage. (Exception: Highest tier of Amber weaponry is slightly stronger than 100% - its ~107.14%) If you also include my buffs to weapon damage, the new damages look like this: Dagger: (2x buff) - 10-20 damage, depending on material Warhammer: (2.75x buff) - 38.5-77 damage, depending on material *What about stealth characters? Why not play a rogue with a warhammer? -> A daedric dagger (8x damage for 160 damage) is now weaker than a daedric warhammer (3x damage for 240 damage) in stealth. Wait... I messed that up. Whoops. To rectify I probably will try to increase the stealth modifier from 8x to 12x or 16x for daggers in a future update. For now, I'd recommend either not caring, or downloading a mod like this: https://www.nexusmods.com/oblivionremastered/mods/1217 or this: https://www.nexusmods.com/oblivionremastered/mods/1835?tab=files and only using daggers/bows anyways. ### On weapon weights An iron warhammer weights 30 bramble plinths. Alright. A Dwarven warhammer weighs 57. Bit excessive, but OK. A glass warhammer weighs 75. What? A daedric warhammer 93. How? That doesn't make sense. I've redone all weapon weights, and reduced the weight of everything drastically. ### Some fixes The script now automatically fixes many Silver Weapons not having the IgnoresNormalResistance flag, and some weapons having the wrong weapon type (meaning some were classified as battle axes). ### Settings, now in three files ?! Yes, sadly they have to be like that. I provided settings - to fix the increased block fatigue drain (GameSettings.ini), - to lower player health (UE4SS main.lua), - to lower player carry weight (GameSettings.ini), - to disable player health regen (UE4SS main.lua). ## The Numbers (Changes of this version) - Magic: --> Enchantments (weapons): 2.0x -> 1.25x --> Enchantments (staves): 2.0x -> 2.0x (stayed the same) --> Summon Cap: 1 -> 2 - Creatures: --> Trolls: 2.0x DMG, 1.25x HP -> 2.0x Damage, 3.0x HP --> Deer: 2.0x DMG, 1.25x HP -> 2.0x Damage, 1.0x HP --> Summon - Headless Zombie: 0.5x DMG, 1.25x HP -> 0.5x DMG, 1.75x HP - Weight: -- Base is always iron weight. Modifier by material: --> IRON = 1.0 --> STEEL = 1.0 --> SILVER = 1.35 --> DWARVEN = 1.1 --> ELVEN = 0.75 --> GLASS = 0.5 --> EBONY = 1.5 --> DAEDRIC = 2.0 --> AMBER = 1.25 - Weapon Damage: --> New formula: damage = ( * ) + ( ( * ) * ( / ) ) --> weaponTypeBaseDamage => iron damage of given weapon type (such as iron bow, iron war axe, ...) --> weaponTypeDamageMultiplier => the multiplier I use for those weapons (2.0 for one handed weapons, 2.75x for two handed, 1.75x for bows) In simple words, this means that ... - a weapons type-base-damage is first multiplied by my weapon type damage multiplier (call this X) - we get the flat increase that is given by our material: for example, let's use glass (increase of a flat 10 in vanilla) - we get the flat increase that is given by daedric (14) - we divide 10 / 14 to get the correct percentage (how many percent is 10 if 14 is 100%) - finally, we now calculate X + (X * percentage) for a damage value ranging from 100%-200%, based on material - rusty is negative, and as such reduced the damage value below 100% | amber is a flat addition of 1 flat modifier to a specific material, and as such allows to valuze to go above 200% - with my current configuration a flat modifier of "1" is equal to "7.14%" of damage. ======================================================================================================================================================================================================================================================================================================================================================================================================================== 1.1.0 -> 2.0.0 Redone weight calculation, and weapon material damage calculation. The redone weapon calculation resulted in a nerf of every weapon type except warhammers. (The smaller weapons were hit the hardest, such as the dagger) Nerfed warhammers: 3.1 -> 2.75x - Magic: --> Enchantments (weapons): 2.0x -> 1.25x --> Enchantments (staves): 2.0x -> 2.0x (stayed the same) --> Summon Cap: 1 -> 2 - Creatures: --> Trolls: 2.0x DMG, 1.25x HP -> 2.0x Damage, 3.0x HP --> Deer: 2.0x DMG, 1.25x HP -> 2.0x Damage, 1.0x HP --> Summon - Headless Zombie: 0.5x DMG, 1.25x HP -> 0.5x DMG, 1.75x HP 2.0.0 -> 2.0.1 2.0.0 was broken on release, this update fixed that & split up the downloads for ease of access with mod managers. 2.0.1 -> 2.0.2 Fixed missing spell effectiveness changes, and fixed missing armor base changes. 2.0.2 -> 2.0.3 Fixed bound weapons having weight. ======================================================================================================================================================================================================================================================================================================================================================================================================================== # 2.1.0 ## My thoughts I really wanted to further diversify the different melee weapons. Simply increasing/decreasing damage makes some types simply superior to others, so that wasn't possible. I landed on the simple solution of tweaking both damage as well as the reach values of the melee weapons. While testing that I realized that less reach made the fights much more "in-your-face", much more fun, for me at least - so I implemented a base reduction in reach for nearly every weapon. The other changes were all made due to your feedback: Due to popular demand of many of you, I also decided to buff daggers/shortswords to be a bit more usable. I've also buffed minotaurs and nerfed will-o-wisps, selectively. The Wisps would have been nerfed anyways. I hate them so much. ## The numbers New weapon numbers in the format of " -> () Damage | Reach" ### One-Handed weapons: -> Dagger: 5 -> 15 (+10) Damage | -0.15 Reach -> Shortsword: 7 -> 18 (+11) Damage | -0.15 Reach -> Longsword: 10 -> 20 (+10) Damage | No change in reach -> War Axe: 8 -> 20 (+12) Damage | -0.15 Reach -> Mace: 10 -> 22 (+12) Damage | -0.1 Reach ### Two-Handed weapons: -> Claymores: 12 -> 32 (+20) Damage | +0.25 Reach -> Battleaxes: 12 -> 32 (+20) Damage | -0.15 Reach -> Warhammers: 14 -> 24 (+20) Damage | -0.1 Reach ### Creatures: - Minotaurs: (baseline creature DMG, baseline creature HP + 1.75x) - Will-O-Wisps: (baseline creature DMG, baseline creature HP - 0.25x)