For those that would rather watch than read - a video guide made by the known modder biggie.
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(This is also available as a downloadable readme)
Preamble - I am not an experienced modder. I might be perpetuating bad practices, or not using the best tools for the job. The below is what worked for me. If veteran modders have any pointers I'd be happy to update this simple guide.
Creating your own version of this mod is arduous, but simple. You will need an Oblivion-Remastered version of xEdit as well as the scripts I provide on the files tab. As always, do not simply run random scripts found online - always at least read over them, even if you do can not code.
You can find the newest version of xEdit on the official xEdit-Discord. Google "xEdit Discord" and join them. Then, under 'xedit-builds' you will be able to find 4.1.5n (the one I used). Download it, and extract it wherever you want. To be able to use it with Oblivion Remastered you only need to change the names of...
- xEdit.exe --> TES4REdit.exe
- xEdit64.exe --> TES4REdit64.exe
A quick xEdit tutorial for our purposes:
Now run TES4REdit.exe. It should open and you should see a screen like this:

Make sure you have the same pluging ticked as I have so as not to get too overwhelmed. The only ones of importance to you are Oblivion.esm, AltarESPMain.esp and AltarDeluxe.esp. If you do not have AltarDeluxe.esp that means that you do not have the deluxe edition. That is not a problem.
A quick rundown on the simplest uses of xEdit: Expand AltarESPMain.esp. You should see this:

This is where the game stores the values for its records. Expand "Weapons", and click on any weapon record. You should see a screen similar to this:

DO NOT CHANGE ANYTHING HERE. You will see different values for the weapon, such as its damage value.
Now we will create a new mod which increases the damage of iron maces and iron war axes. To do that, select the records for WeapIronMace and WeapIronWarAxe (using CTRL or Shift to select multiple at once), press right click on one of them, and select "Copy as Override into..." -> see this:

Read the warning, and accept responsibility for any wrongdoing you may cause.
A new window will pop up asking you where you want to add these records to. Select "<new file>.esp" (not ESM), and decide on a name of your mod like "SimplyBuffedIron".
You have now created a new mod. On the left hand side, scroll down until you see it. Open it, and expand "Weapon". You should see your two records. Click on each, and change the damage value on the right - IN THE COLUMN OF YOUR MOD - to whatever you want. See this:

Save by clicking CTRL+S or by trying to close xEdit. You will now see SimplyBuffedIron.esp in your oblivion data folder - that is your mod. Add it to your Plugins.txt for it to work ingame.
There are times you want to bulk change many records, and subsequently delete those that have not been changed. To do so it's best to use scripts and the quickautoclean-function of xEdit. More on scripts later - first, enable the quickautoclean-function by doing the following:
- right click on your TES4REdit.exe
- select "Create a shortcut", and create it here. The name of the shortcut is not important. I called mine "QAC".
- right click your created shortcut, and click properties
- in the properties window: under "shortcut" add "-quickautoclean" to your "Target:"-TextBox. It should be something like this: <YourPath>\xEdit\TES4REdit.exe -quickautoclean
You have just enabled the QuickAutoClean-Function of xEdit. To use it later on, simply double click the shortcut and subsequently double click the mod you want to have cleaned.
Now, lets get to creating our mod. First take a look at the scripts I provided.
You should find the following scripts:
_MoreDamage_Ammunition_IncreaseDamage.pas
_MoreDamage_Creatures_Cleaner.pas
_MoreDamage_Creatures_IncreaseDamage.pas
_MoreDamage_Enchantments_IncreaseDamage.pas
_MoreDamage_Ingredients_IncreaseDamage.pas
_MoreDamage_MagicEffects_DecreaseCost.pas
_MoreDamage_Potions_IncreaseDamage.pas
_MoreDamage_Spells_IncreaseDamage.pas
_MoreDamage_Weapons_IncreaseDamage.pas
_MoreDamage_Ingredients_Cleaner.pas
_MoreDamage_Potions_Cleaner.pas
_MoreDamage_Spells_Cleaner.pas
Take them, !read them for your own safety!, and put them into your "Edit Scripts" folder in your xEdit installation. They are currently pre-configured for my 3x-version.
Now, on to creating our mod. We will want to go on a module-by-module basis. From now on the letter "N" is used to denote your desired multiplicator of damage values.
Changing the scripts
It's easy, trust me.
For each script (except the _Cleaner scripts):
- Open it
- At the very bottom look for SetNativeValue(..., ... * 3)
- exchange "3" for your desired multiplicator N
- Info: Some scripts have another "3" below "SetNativeValue" inside an "AddMessage(...)" function call. This is simply for logging, you may change it, but you are not required to do so.
One script is slightly different: _MoreDamage_MagicEffects_DecreaseCost.pas
- Open it
- At the very bottom look for SetElementEditValues(..., ... / 3)
- exchange "3" for your desired multiplicator N
# Ammunition
- Expand AltarESPMain.esp
- Right Click on "Ammunition"
- Select "Deep copy as override into..."
- Select "<new file>.esp" (not ESM), name your mod "MoreDamage_Nx_Ammunition" (where N is your desired multiplicator)
- Scroll down to your newly created mod, and right click on "Ammunition"
- Choose "Apply Script" and select "_MoreDamage_Ammunition_IncreaseDamage.pas"
- Click OK
- Take a look at the messages on the right. As long as you do not see an error, it should've ran correctly. Check the damage values of some records.
# Weapons
- Expand AltarESPMain.esp
- Right Click on "Weapon"
- Select "Deep copy as override into..."
- Select "<new file>.esp" (not ESM), name your mod "MoreDamage_Nx_Weapons" (where N is your desired multiplicator)
- Scroll down to your newly created mod, and right click on "Weapon"
- Choose "Apply Script" and select "_MoreDamage_Weapon_IncreaseDamage.pas"
- Click OK
- Take a look at the messages on the right. As long as you do not see an error, it should've ran correctly. Check the damage values of some records.
# Creatures
- Expand AltarESPMain.esp
- Right Click on "Creature"
- Select "Deep copy as override into..."
- Select "<new file>.esp" (not ESM), name your mod "MoreDamage_Nx_Creatures" (where N is your desired multiplicator)
- Scroll down to your newly created mod, and right click on "Creature"
- Choose "Apply Script" and select "_MoreDamage_Creature_IncreaseDamage.pas"
- Click OK
- Again, right click, and now apply the script "_MoreDamage_Creatures_Cleaner.pas". Some records will be deleted.
- Take a look at the messages on the right. As long as you do not see an error, it should've ran correctly. Check the damage values of some records.
# Spells
- Expand AltarESPMain.esp
- Right Click on "Spell"
- Select "Deep copy as override into..."
- Select "<new file>.esp" (not ESM), name your mod "MoreDamage_Nx_Spells" (where N is your desired multiplicator)
- Scroll down to your newly created mod, and right click on "Spell"
- Choose "Apply Script" and select "_MoreDamage_Spells_IncreaseDamage.pas"
- Click OK
- Again, right click, and now apply the script "_MoreDamage_Spells_Cleaner.pas". Some records will be deleted.
- Take a look at the messages on the right. As long as you do not see an error, it should've ran correctly. Check the damage values of some records.
# Weapons Deluxe (only needed if you have the deluxe version)
- Expand AltarDeluxe.esp
- Right Click on "Weapon"
- Select "Deep copy as override into..."
- Select "<new file>.esp" (not ESM), name your mod "MoreDamage_Nx_Weapons_Deluxe" (where N is your desired multiplicator)
- Scroll down to your newly created mod, and right click on "Weapon"
- Choose "Apply Script" and select "_MoreDamage_Weapons_IncreaseDamage.pas"
- Click OK
- Take a look at the messages on the right. As long as you do not see an error, it should've ran correctly. Check the damage values of some records.
# Creatures Deluxe (only needed if you have the deluxe version)
- Expand AltarDeluxe.esp
- Right Click on "Creature"
- Select "Deep copy as override into..."
- Select "<new file>.esp" (not ESM), name your mod "MoreDamage_Nx_Creatures_Deluxe" (where N is your desired multiplicator)
- Scroll down to your newly created mod, and right click on "Creature"
- Choose "Apply Script" and select "_MoreDamage_Creatures_IncreaseDamage.pas"
- Click OK
- Again, right click, and now apply the script "_MoreDamage_Creatures_Cleaner.pas". Some records will be deleted.
- Take a look at the messages on the right. As long as you do not see an error, it should've ran correctly. Check the damage values of some records.
# Spells Deluxe (only needed if you have the deluxe version)
- Expand AltarDeluxe.esp
- Right Click on "Spell"
- Select "Deep copy as override into..."
- Select "<new file>.esp" (not ESM), name your mod "MoreDamage_Nx_Spells_Deluxe" (where N is your desired multiplicator)
- Scroll down to your newly created mod, and right click on "Spell"
- Choose "Apply Script" and select "_MoreDamage_Spells_IncreaseDamage.pas"
- Click OK
- Again, right click, and now apply the script "_MoreDamage_Spells_Cleaner.pas". Some records will be deleted.
- Take a look at the messages on the right. As long as you do not see an error, it should've ran correctly. Check the damage values of some records.
# Enchantments
- Expand Oblivion.esm (!!)
- Right Click on "Enchantment"
- Select "Deep copy as override into..."
- Select "<new file>.esp" (not ESM), name your mod "MoreDamage_Nx_Enchantments" (where N is your desired multiplicator)
- Scroll down to your newly created mod, and right click on "Spell"
- Choose "Apply Script" and select "_MoreDamage_Enchantments_IncreaseDamage.pas"
- Click OK
- Take a look at the messages on the right. As long as you do not see an error, it should've ran correctly.
- This is the one instance where the quickautoclean-function of xEdit worked for me, since the direct source is Oblivion.esm instead of anything else. Close xEdit (save when prompted), and open your QAC-Shortcut. Double click "MoreDamage_Nx_Enchantments". Done.
- Close QAC and re-open xEdit. Make sure to tick every mod you've created. Check the damage values of some enchantment records.
# Ingredients
- Expand AltarESPMain.esp
- Right Click on "Ingredient"
- Select "Deep copy as override into..."
- Select "<new file>.esp" (not ESM), name your mod "MoreDamage_Nx_Ingredients" (where N is your desired multiplicator)
- Scroll down to your newly created mod, and right click on "Ingredient"
- Choose "Apply Script" and select "_MoreDamage_Ingredients_IncreaseDamage.pas"
- Click OK
- Again, right click, and now apply the script "_MoreDamage_Ingredients_Cleaner.pas". Some records will be deleted.
- Take a look at the messages on the right. As long as you do not see an error, it should've ran correctly. Check the damage values of some records.
# Potions
- Expand AltarESPMain.esp
- Right Click on "Potion"
- Select "Deep copy as override into..."
- Select "<new file>.esp" (not ESM), name your mod "MoreDamage_Nx_Potions" (where N is your desired multiplicator)
- Scroll down to your newly created mod, and right click on "Potion"
- Choose "Apply Script" and select "_MoreDamage_Potions_IncreaseDamage.pas"
- Click OK
- Again, right click, and now apply the script "_MoreDamage_Potions_Cleaner.pas". Some records will be deleted.
- Take a look at the messages on the right. As long as you do not see an error, it should've ran correctly. Check the damage values of some records.
# Magic Effects (decrease in spell cost)
- Expand AltarESPMain.esp
- Right Click on "Magic Effect"
- Select "Deep copy as override into..."
- Select "<new file>.esp" (not ESM), name your mod "MoreDamage_Nx_SpellCostReduction.esp" (where N is your desired multiplicator)
- Scroll down to your newly created mod, and right click on "MagicEffect"
- Choose "Apply Script" and select "_MoreDamage_MagicEffects_DecreaseCost.pas"
- Important - using the same multiplicator as before will result in increased spell costs. I suggest taking a look at the spreadsheet of spell costs I provided to determine a good divider here. Click OK
- Now, I do not have a cleaner script for this. Simply delete all records from your .esp that do not have one of the following editorIDs: ABHE, DGHE, FIDG, FRDG, SHDG, DRHE
- Take a look at the messages on the right. As long as you do not see an error, it should've ran correctly. Check the damage values of some records.
We now have all our modules. I recommend simply creating one all-in-one module for your purposes by right clicking your newly created record groups in your new mods ("Weapon", "Ammunition", "Potion", ...) and selecting "Deep copy as override into...". There create a new mod named "MoreDamage_Nx" or "MoreDamage_Nx_Deluxe", and use that in the future merges. Don't forget to add your .esp-Name to your Plugins.txt file to actually load it in game.
Creating Patches - It's still easy. I'll be using a patch for BalancedUnleveledRewardsRemastered as an example.
Think about it like this: My mod changes the record from AltarESPMain.esp. BalancedUnleveledRewardsRemastered does the same. If you load both mods, then only the latest edition of the record is loaded. If you load my mod after BalancedUnleveledRewardsRemastered, then you will not have those changes. If you load my mod before BalancedUnleveledRewardsRemastered, then you will now have the increased damage.
To rectify that we need a modification which has both the increased damage and whatever other changes the other mod has.
Open xEdit, with our mod and the BalancedUnleveledRewardsRemastered. Open BalancedUnleveledRewards.esp, and take a look at what record groups are changed:
Ammunition, Armor, Clothing, Enchantment, Leveled Item, Quest, Script, Weapon.
Now take a look at what record groups MoreDamage changes, and find the overlap between the two: Ammunition, Enchantment, Weapon.
Since MoreDamage only changes the damage values I advise to now:
- "Copy as override" the groups "Ammunition", "Enchantment", and "Weapon" ffrom BalancedUnleveledRewards.esp into a new .esp mod (not esm). Call it something like MoreDamage_2x_Patch_BalancedUnleveledRewardsRemastered.esp
- let the scripts run on the corresponding groups (see above for details on the scripts)
- check it manually to make sure nothing is broken
- done. you have created a patch - easy, right?
Now you only need to add the patch in the Plugins.txt using the correct load order:
- In this approach we used BalancedUnleveledRewards.esp as the base (we copied from there). Thus our mod is below BalancedUnleveledRewards.esp, and the patch is after both of those:
MoreDamage_3x_Deluxe.esp
BalancedUnleveledRewards.esp
MoreDamage_3x_Patch_BalancedUnleveledRewardsRemastered.esp
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