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Guinefort1

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17 comments

  1. KnightAarant
    KnightAarant
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    • 1 kudos
    Makes silver weapons have a longer shelf life, which is always a good thing. Pairs well with mods that de-level encounter spawns and delays the Oblivion Crisis. So needing a silver weapon is required as early as Lv1 if you want to deal with Conjurer/Undead dungeons. And gives you time to get one before Oblivion Gates spawn in. Morrowind version with the Ebony addon has been some of the most fun I've had with the game when it comes to approaching combat, since I have to consciously consider loadouts before fighting.
  2. Gashka
    Gashka
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    • 3 kudos
    Hey, I know it's been almost five years since you've last updated the mod, but I've actually come across an oversight: the Kvatch guards use steel weapons, which makes them unable to attack the Daedra.
  3. GeorgeCorbul
    GeorgeCorbul
    • member
    • 15 kudos
    Are Ebony weapons included in v2.0 Morrowind version too? Do I need to get the 'DR - Blood of a divine' plugin or not?
  4. gabrielrock19
    gabrielrock19
    • member
    • 8 kudos
    None of the versions are working, actually. Do we have to wait 72 in-game hours so the leveled lists are updated or something?
    1. gabrielrock19
      gabrielrock19
      • member
      • 8 kudos
      Okay. I did that and nothing happened. I'll assume the mod is completely broken. What a shame... I really wanted to try it out

      EDIT: Did some further testing. It seems your mod only kicks in when a new game is started. Is there any way to make it work in a preexisting save game/playthrough? It's really annoying having to start an entire new game just for this mod. Most people will uninstall it once they find out (or never download the file in the first place)
    2. Joehtosis
      Joehtosis
      • supporter
      • 23 kudos
      Well I'll try to help address your report here and state that for starters, it isn't very helpful. You're not describing what NPC you're testing it on, be it creature, a Dremora Captain, Lord, Scout, whatever. That's essential information for the mod author to even know where your problem is coming from. Just saying it doesn't work tells the author you either a. don't know how to install mods correctly, b. could have a conflict with another mod, c. have a botched installation and/or d. have discovered a legitimate bug with no clue where it comes from.
      As for the crux of your complaint: doing what you're asking would require a complicated script that handles all of these NPC's as they're loaded into the game. That's not how applying this sort of thing is normally done. Normally you just add the changes to the NPC data itself. However, if you have a saved game where these NPCs are already generated, it's not going to over-write what's in your save game. The 72 hours should have worked, but bear in mind this would only work if you wait those 72 hours in another location. Your best bet to test it would be to just go to another location using the coc command or place new actors at your player character.
      Having said all that, the fix that would be required to do what you desire would be a bad solution to an otherwise simple problem (of you just starting a new save game). Oblivion is unstable enough as it is. Adding additional scripts that would need to check each NPC for if it's a certain race or creature just to change resistances that should be handled by changing internal data would just add unnecessary instability and lag.
      You should generally start a new game when installing gameplay mods like this in the first place. You don't always have to, but I wouldn't start a new game and then install an NPC overhaul halfway through, expecting good results. It may be annoying, but then you don't need to install anything and can just play your save without making uncouth implications out of arrogance at the end of your complaint.
  5. gabrielrock19
    gabrielrock19
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    • 8 kudos
    Hi! Your mod isn't working. I just dropped the .esp from version 2.0 into the data folder but Daedra and Undead don't seem resistant at all. No message is displayed.
  6. Ultramace
    Ultramace
    • supporter
    • 4 kudos
    Hello

    Love the idea of this mod was wondering If you had any idea if it is compatable with MOO maskar's oblivion overhaul?

    Thanks
    1. iggyluer
      iggyluer
      • premium
      • 97 kudos
      Yes but for other mods like OOO that alter creature spells, you have to tag this mod in wyre bash with the addspells tag.
  7. SuperQuail
    SuperQuail
    • supporter
    • 29 kudos
    The screenshots show an ebony axe having no effect, but in Morrowind Daedra weren't resistant to ebony.
    Was this deliberate?
    1. Ru5tyShackleford
      Ru5tyShackleford
      • member
      • 97 kudos
      I think it was like that in vanilla oblivion. There is an optional file to make ebony ignore the resistance.
  8. Dimensionlord1
    Dimensionlord1
    • supporter
    • 31 kudos
    If I ever reinstall Oblivion on my computer I'll definitely be using this. Thanks.
  9. Ru5tyShackleford
    Ru5tyShackleford
    • member
    • 97 kudos
    Awesome work, thank you! This'll help make the oblivion crisis much more frightening.

    Also, how difficult would it be to add more weapons to the usable list? I may have to tweak some modded weapons for myself.
    1. Guinefort1
      Guinefort1
      • member
      • 228 kudos
      As long as you have the CS, it's quite simple. Just find the weapon's entry in the CS and open it's sub-window, from there, a simple check-box will enable or disable exemption from the normal weapons damage. Check the box, save the mod, and presto.
    2. Ru5tyShackleford
      Ru5tyShackleford
      • member
      • 97 kudos
      Cool, thank you!
  10. Cha0sC0re
    Cha0sC0re
    • member
    • 1 kudos
    I'm guessing like spirits, silver weapons are the exception to the damage resistance? Definitely giving the standard edition a whirl, it gives me more reason to play a silver weapon using paladin/monster slayer.
    1. Guinefort1
      Guinefort1
      • member
      • 228 kudos
      Silver, enchanted, and Daedric are all vanilla-game exemptions to normal weapons resistance. In this mod, the resistance effect for ghosts and Daedra is the same, so the same rules apply.