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  1. Myrmodon
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    Before creating a comment about a potential problem you're experiencing, please make sure to read the [Known Problems] and [Troubleshooting] sections of my mod description, as well as any potential Bug Reports!

    If you have done so, please add to your comment that you've actually read them, else I will only be refering you to them!
  2. Myrmodon
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    Please leave your thoughts on balance in patch 2.1.X here! Please don't ask for support within this stickied post!

    Some notes on your feedback from 2.0.X:
    - NPCs (bandits, daedra) have not been buffed even though some of you said that they are too weak/too strong - this is due to their strength (or lack thereof) being a problem of the level scaling in Oblivion.
    - Some creatures you've pointed out I found not too strong myself, which is why I didn't nerf them yet. If multiple users complain about the same creatues I will change them.
    - Giving enemies more fatigue is something I might do in a future update. Since I have yet to use/abuse drain fatigue spells, I've not felt this to be an issue.
    - Spellcasting/armor changes: I wish I could somehow set the spellcasting reduction percentage to "0%" as soon as you hit 100 in the given armor skill - sadly I am unsure how to do that. I might research this a bit further.
  3. lordmoke
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    This is very ambitious which in someways is great but also means mod clash city, I'm just looking for a one handed 3x increaser to balance with my other mods to make enemies do the perfect damage and then also won't clash with anything, it seems like that could easily be done from a small piece of your masterpiece here.
    1. Myrmodon
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      Maybe this mod is what youre looking for?
      https://www.nexusmods.com/oblivionremastered/mods/2122
  4. sacalata
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    I find it weird that bandits are stronger than daedra
    1. Myrmodon
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      That's just oblivion level scaling at work ): sadly nothing I can fix
    2. sacalata
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      So there wasnt anything specific done for the dremora? cause they're literally weaker than scamps now, don't remember that being the case in vanilla
    3. Myrmodon
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      No, I didnt touch them (just how I didnt touch bandits) since they profit from my weapon damage bonuses.
  5. LordNippes
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    Does this work with the Mother of All Weapon Balance Patches mod? Seems like a mod i would want.
    1. Myrmodon
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      There is no reason to use that mod if you use my mod, since I already do something similar for the weapons/materials. If you really want to use that mod, I recommend using an alternative difficulty-overhaul mod from the bottom of my mod description.
    2. LordNippes
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      Yeah, i should have read the description again. Thanks for the answer.
  6. jollld
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    "--> Gave the Will-O-Wisp creatures less HP (wankers)" With you 100%
  7. Michelletele
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    Hey guys so I had this weird issue where the game would blackscreen on start up. Now I have the Difficulty Slider Fix installed and the plugins folder seemed to have no issue. That is only when the More Damage mod was installed, if I removed it the game would work fine.

    However, when I decided to check the loadorder through Vortex I found out that for some reason the Difficulty Slider Fix loaded before all the DLC for some reason, I tried moving it further down right before the More Damage mod and viola! The game works and the enemies seem less spongey 

    Also, is there a chance to make sneak attacks more deadly? 
    1. Myrmodon
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      Check out this mod by me if you want only daggers to be more deadly: Deadly Daggers
      If you want all sneak attacks to be deadlier, check out Increased sneak attack damage multiplier

      Btw, thanks for the info of the black screen - I'll add it to the description!
    2. Michelletele
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      You are very welcome and I hope it helps someone!

      And I already installed the increased sneak attack multiplier, it works flawlessly with this mod however I did have to install the bow sneak attack bug fix with it because the game bugs out regarding bow sneak attacks for some reason 
  8. Myrmodon
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    Please leave your thoughts on balance in patch 2.0.2 here!
    1. Freiden
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      In general I find a good amount of the enemies this mobs change very balanced; I hate being too tanky and I hate enemies being too tanky.

      With that being said I have found several instances of difficulty spikes that either take me by surprise and makes me fret over changing from expert to adept and back again, or breaks immersion by suddenly making my opponent practically impervious to my attacks. In general I feel like poisons/spells scale better since high tier armor negates a big amount of my physical attacks. I have no idea how to balance this however.

      I will try and keep a list of the enemies with the biggest inconsistent difficulty spikes here and you can test for yourself if you agree and how best to handle it.

      Creatures I feel are slightly above curve (using the 200% expert difficulty mod):

      -Brown Bear (a tad bit too much health. Damage is probably fine-ish if it would die a bit faster so I am not forced to dance around it for minutes)

      -Will-o-Wisp (If you don't have access to powerful destruction magic the thing will outheal any damage you deal)

      -Azhklan Troll (Combined with regeneration, has way too much health for physical weapons)

      -Kalperklan Troll (Smacked me twice at level 20 with 80 endurance and 67 armor and I was dead, my attacks dealt almost no damage and regen took care of that sliver of health lost)

      -Mountain Lion (Pounce attacks shreds armor and fatigue if blocking. Is fine at higher levels, but you encounter them fairly early sometimes)

      -Storm Atronach (combined with high reach does a lot of damage that is difficult to avoid)

      -Xivilai (Start appearing around level 20, which is early game for Remastered really. With Ascension you will still be using Mithril/Steel/Dwarven armor while these guys show up in full Daedric. The high tier armor combined with the 30/50% spell absorbtion the longevity of these dudes is through the roof. On top of that the damage is enough to three shot a 85 armor capped player and the unarmed variants also deal a lot of damage, presumably due to unarmed scaling with high strenght/level/creature modifiers?)

      Edit 1: Bandits in heavy armor takes very little damage from physical attacks. They also in general deal significantly less damage than many monsters if you yourself have high armor. I suppose it makes sense, but when your only source of damage is sword/bow it makes them very spongy. Maybe reduce the heavy armor skill for low level enemies? Or increase weapon damage to make it more in line with creature damage?

      Edit 2: After hitting the level 20 diffficulty spike I swapped to Adept difficulty. I find Brown Bears are quite balanced now and Bandits are still okay on sponginess, although they deal pitiful damage on my armored butt.
      Biggest issue right now is Minotaurs, a supposedly endgame creature, being way too fragile. I cannot report on the damage they deal, since they die in a few arrows and hasn't had a chance to smack me around yet.
    2. Kaznae1143
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      Ive been using your mod and the x2.0 difficulty slider fixed mod on master for weeks, and so far this has definitely felt like the best balanced iteration yet.

      My current run uses heavy armor and 2h blunt, and I properly feel like a menace to skulls while still needing to position, block, and dodge in most engagements with multiple mobs. The balance between warhammers and battleaxes seems solid, though maybe slightly in favor of warhammers? Hard to say, because I'm biased towards the aesthetic and bonkability of warhammers, but I've had an elven axe and dwarven hammer setup for a while and I still tend to prefer the warhammer in most engagements. I do think this is probably mostly just due to my own play-style preference, but if more people comment on battleaxes it could be worth looking into. Most importantly though is they feel different to use, and both have obvious pros and cons. Long range vs short range seems like a great basis to balance them around.

      Only lvl 11 on my current character, but im using Level-up Pacing Overhaul and Skill Leveling XP Curvature (2.0 version) so Ive done a lot already, and the combat progression feels great with the overall slower pace. Armor and Blunt skills still level at a fine enough rate, I could see them getting a bit grindy during the last 20 levels or so, but I welcome having actual uses for training and money.

      There is a chance that daggers are a bit undertuned. On my previous character I was stealth using both a bow and dagger, keeping marksman and blade within a few levels of each other, and even with 8x sneak power attacks, the bow typically felt superior.  This might just be a testament to ranged being fundamentally op, but it definitely feels bad when a bow sneak attack does 85% of the damage a dagger sneak attack would do, while also sitting in a much safer position. To be fair, I havent played with any of this since 2.0 dropped, but the weapon damage scaling changes (which I really like overall) might have cemented daggers as kinda doodoo. I could also be completely misunderstanding how the change works, though.

      Overall, I'm hugely grateful to all the work and thought you've put into this mod. Day 2 of the remaster I was desperately trying and failing to learn how to make my own mods so I could fix the sponginess, until your 3x damage mod saved me. Every development since then has been exciting and made the game feel better.

      Oh yea, one tiny thing on the writeup - the Redone weapon weight and Redone weapon damage scaling sections have their titles swapped (in the description section, the numbers section is fine).
    3. DeathByCactus
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      I don't understand the balance choices here. I can shove a sword, 2 hand or otherwise, through someone's chest and they will receive the same injury. Makes little difference if it's a claymore, katana, rapier, or a long sword. Same with a dagger (considering most daggers are upwards of 10" in length) and were/are the quintessential CQB weapons for armored opponents, second to clubs. The defining balance factor should be the range each can engage at. Crushing should provide bonus damage to armored opponents (since we aren't chasing armor-chinks [https://en.wikipedia.org/wiki/Chink_in_one%27s_armor - for the mods, jic we can't tell the difference] in Fallout).

      I also don't see why kiting with a bow is a thing. If I shoot something with a bow and have vital placement (upper body or head for game purposes), there should be no kiting - just death, begging for mercy, or finishing blow required on most humanoid. The same for incoming arrows fired by enemies. Why limited ammo? Don't know, arrows aren't made of unobtanium. Considering most archers have zero specialization in armors, favoring speed/agility... Even if they went heavy armor and bow, they should effectively be tanks able to output more dps, at range, than any warhammer. There is a reason why humans chose ranged weapons as our primary fighting tools.

      Otherwise, can't really use this mod as is. I forgot how bad these games really were and why I needed hundreds of mods to fix them.
    4. bustanaut
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      This is an RPG using RPG conventions not a hyperealistic medieval combat simulator. Did you really need someone to tell you this?
    5. Youkohieama8
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      Daggers during the latest update have felt pretty rough. They don't attack all that much faster than a longsword, have significantly less reach, and now are doing pitiful damage. They shouldn't only be a stealth item, and even that is overshadowed by other weapons now. I'm not sure where they would fit and their place in the game. 
    6. MonsieurLex
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      I feel like daggers suit mages more than stealth characters, which was the case in vanilla and OG Oblivion as well. Even being marginally faster is pretty impactful when you start getting into enchantments and the attack speed overshadows any base damage that mundane weapons have.
    7. Myrmodon
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      Thank you all for the feedback, keep it coming!
      On daggers: I do intend for them to be a stealth-only weapon. I don't see a reason why anyone would use them outside of stealth (except for enchants as monsieur suggested). 

      As a reminder, as far as I know stealth damage works as such:
      2H: always 1x
      Daggers: up to 8x
      All else: up to 3x

      Currently the best dagger deals about 25% more sneak damage vs the best longsword (160dagger vs 120longsword). I am thinking of upping the 8x to 12x-16x, though.
    8. Sohleks
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      Okay since you asked! I'll try to be short (failed)

      Some unexpected changes

      Lowered weapon damage? Oh it's because of the differing scaling. But armor scales hard later! Sure maybe thematically daggers aren't for armored things.. This is actually the opposite direction I expected; I was expecting a damage creep upward of end game item damage which would be lethal for me. It's true this is going in a magic beat armor, beat weapon direction, and that's very logical but is a little funny if going nude can be an advantage sometimes. Easy enough for me to xedit old armor settings. I wonder where the block changes are. I don't see it as a major issue there are some hard fights like 2 Dremora at level 8 with a silver war axe. Recently I reloaded that save with more enemies and found 4 Dremora there. Unless I cheese the AI I generally get rekt by multiple heavy armor fighters in an enclosed space like the 3 guys that bust into the anvil shop. That's to be expected though when I don't armor up.

      Rip daggers. It's logical especially with there being enchantments (I don't want to use weakness weapon enchants) but it may not feel right? If everyone decides to stop using daggers is it right? I like the idea of having a backup dagger to destroy unarmored conjurers. Sure it looks like a low skilled weapon but is going more than two attack vs fighters a little dangerous?

      In vanilla I kept to no shield melee combat as a risk reward balance. High block % strong even without armor. It's fair-er for pure warriors build to actually block damage but the average hero may be eventually multifaceted.

      Damage scaling from str/agi attribute is too low in vanilla. I think it makes endurance/mp always win out as a priority. I'm guessing off what I remember but skill is like 66% of the damage, 33% attribute, and starting with 30 attribute there's only like 22% left for an average of less than 2% of max dmg unlocked per 5 points. I would like what "weapon damage tweak" mod does but that mod does not seem to work it came first day.

      And the vanilla armor system is broken but we know that. I think an effective health armor system like League of Legends or mmo's I think use them typically would be more balancable. It would probably need a script that reads the equipment of you and well actually everyone but maybe it could start with the player and then tell the game what the armor rating should be. The Old Knight on youtube made a good armor video (oblivion) armor and diminishing returns. TBH though the cap is 85% which is expected to reign in max difficulty damage by pretty much the exact right amount.

      Did unarmored damage and low level mob hp get reset in this version? Are those bugged?

      All I'm doing in this game now running around my different saves and testing new mods. The latest one I added is responsive combat ai. It seems to make the enemies attack and block more almost all the time.

      Changes to weight equipment feel weird to me but now that's nitpicking
    9. Freiden
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      Attributes does indeed scale significantly less than weapon skill
      Formula is (WeaponDamage x (75% base + 50% of your attribute) x (20% base + 150% of your skill)) divided by 2
      Which means that the multiplier on weapon damage ranges from 90% at 30 attribute to 125% at 100 attribute and 27.5% at 5 skill to 170% at 100 skill.

      This basically means that even with the lowest attribute possible that governs the weapon you use, you will only do a relative 28% less damage than somebody who pumped it to 100
    10. Vindold
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      I'm using Ascension + BetterDifficulty (dmg dealth x0.3, dmg taken x7) with increased mana regen close to OG.
      Intentionally playing without using weakness to magic and currently not using poison or stealth, I use Mehrunes razor+spell to buff&drain luck alongside with lightning spells (lightning+fire+drain&dmg fatigue for 1sec instead of paralyse for balance sake).

      Difficulty is fine, even 2-3 wolves can kill you if you're careless and it's great..though Goblins feels tougher than Daedra encounters, some enemies like Xivilai can almost oneshot(85armor,25resist no mele dmg and I'm also using Necro Almulet -25 endurance, so without buff 75) if I failed to block, which is fine imo, I also buffed their level and hp a bit and gave them only Daedric weapons, cause they are an elite force and should feel like sort of a boss, so yeah, oneshots isn't a surprise but even without such buff they hit like a truck.
      Overall I'm satisfied with balance, but imo enemies should have more stamina, some of them dont' even regenerate stamina, can easily be knockouted with just 1 spell, especially Atronachs.
      So with alchemy\weakness to magic game will be too easy and boring I'm afraid, so, my advice is to rise mana cost of magic weakness spell by a lot, like really by a lot (or disable option for custom weakness to magic\elem spells), especially paralyse spell, even 1 sec is op, cause npc need time to get up and should cost at 100 illusion like half of mana bar like 300-400 mana, aoe is like ~600+ mana..drain health is strong but fine for me without weakness to magic.

      As for daggers, imo they are useless without stealth but now I'm using mod for crit chance, it allows to set a crit chance to desired weapon types and chance depends by default on luck.
      So, imo, yes, daggers should have a crit chance to be viable.
      Also, imo, armor shouldn't lower spell effectiveness at master cause armor for spellcaster becomes useless in comparison with custom ench robes, you can have 3-4 pieces enchanted  + Aegis buff and viola 85armor with 150-200 mana, so what point in using armor which should be repaired as often as possible? But at lower armor skill extremely low spell effectiveness is reasonable.
    11. THFCOllie
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      I feel like 2h weapons are slightly too powerful
    12. inemosz
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      At level 27 with ebony armor, nothing can hurt me anymore, it seems. I use Ascension with 3x difficulty slider fix. I previously use 2.5x version and raised it to 3x, but I'm still too tanky. I've tried removing my armors and it doesn't seem to change anything. But it used to work well before, enemies are deadly as they should be. Is it a problem with my load order?

      Difficulty Slider Fixed.esp
      Slower Leveling - Minor Skills - 33%.esp
      Ascension.esp
      Balanced NPC Level Cap.esp
      Ascension - Balanced NPC Level Cap Patch.esp
      MoreDamage_CustomCombatOverhaul_Rebalancing.esp
      MoreDamage_CustomCombatOverhaul_Settings.esp
      MoreDamage_CustomCombatOverhaul_Patch_Ascension.esp
      Balanced Unleveled Rewards.esp
      Ascension - Balanced Unleveled Rewards Patch.esp
      MoreDamage_CustomCombatOverhaul_Patch_BalancedUnleveledRewards.esp
      Clutter and Crop Ownership.esp
      Responsive Combat AI.esp
    13. Myrmodon
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      Inemosz, please dont add a comment about a problem to this stickied post about balancing feedback. But no, there doesn't seem to be anything wrong - you're simply at the " i am a god" stage of the game.
    14. Youkohieama8
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      Talking further about daggers: 

      I feel like they're still undertuned. Their swing speed isn't all that much faster than swords, and their reach alone is a massive drawback. Requiring such close quarters on top of pitiable damage is rough. Requiring them to be stealth ONLY makes them far too one dimensional, and their faster swing speed for enchants just isn't that much faster than swords. 

      In my opinion they should be a bit deadlier when compensating for their reach and only marginal faster swing speed. They can still be the enchant and stealth kings, but it's not much of a crown when comparing them to other weapons. 
  9. Nellow313
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    Will a victor emerge between Ascension / OOO / Oblivion Unleveled as the most cohesive companion mod, given time?

    I'm worried that after I commit to one, I will find an update the next day that recommends using another 😭

    Thank you for the crazy hours you've put into making OR an enjoyable experience, Myrmodon!
    1. Myrmodon
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      Thanks for the kind words ;)

      The victor will be entirely subjective I believe. All three of those mods "fix" OR in different ways - Ascension is vanilla+, Oblivion Unleveled is a static world, and OOO is a complete overhaul, and all of them are compatible with my mod at the moment.

      Myself, I think OOO will "win" for me in the end - even though I love the complete static-ness of Oblivion Unleveled - simply because it has a headstart of many, many years of dev in Oldblivion.

      Currently though I am actually playing with only Descension to test my mods balance out and it feels alright.
    2. Nellow313
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      Thank you for the detailed response!
  10. Youkohieama8
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    I'm using the recommended Armor Durability Enhancer mod, at 30% currently. But I'm still finding my armor to be breaking after a single dungeon run. 

    What would be the recommended value for that mod to be in pairing with this mod?
    1. Myrmodon
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      I myself am not using it, but from what I've read I'd guess either the 50% or 40% versions would be most suitable, since damage has been increased by x2 for 1h melee and ~x2.75 for 2h
    2. LordNippes
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      I don't think the armor breaking in one full dungeon run is that abnormal.
    3. ThighLoving
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      armor breaks pretty quickly until your light/heavy armor skill is at least 75, and even then its ridiculous. have repair hammers on your shortcuts to make your life easier and repair after every encounter if possible. (: 
  11. gaia99
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    Playing around with Hand to Hand in Game Settings Loader - what modifiers did you change for the 2x damage?
    1. Myrmodon
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      https://cs.uesp.net/wiki/Hand_to_Hand_Game_Settings

      I changed fHandHealthMin and fHandHealthMax.
      If you get it working with the GameSettingsLoader please let me know!
    2. gaia99
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      [GameSettings]
      fHandDamageStrengthBase = 0.0         
      ;Base Strength attribute multiplier 0.0
      fHandDamageStrengthMult = 0.75         
      ;Strength attribute multiplier .75
      fHandDamageSkillBase = 0
      ;Base Hand to Hand Skill multiplier 0
      fHandDamageSkillMult = 1
      ;Hand to Hand Skill multiplier 1
      fHandFatigueDamageBase = 1.15        
      ;Base fatigue damage 1.0
      fHandFatigueDamageMult = 0.75         
      ;Fatigue damage multiplier .5
      fHandHealthMax = 30.0                  
      ;Base maximum unarmed damage 15
      fHandHealthMin = 2.0                 
      ;Minimum unarmed damage 1.0
      fHandReachMult = 0.9                 
      ;Unarmed reach .6

      All of these apply in the UE4SS GSL logs so far so good. Tried adding a bit more Fatigue damage/reach since we can't enchant H2H.
    3. gaia99
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      Also playing with magic projectile speed hoping to make enemy mages harder to dodge like arrows.

      ;default MagicProjectileSpeedMultiplier=1950.000000
      MagicProjectileSpeedMultiplier=2595


      and playing around with Engaging Combat (allows lower level mobs to be dangerous still with bleed/spell burn effectively making 100% resistances not completely OP).

      and

      Simple Critical Hit Chance to enable NPC crits on the player from spells/weapons (these values are added to .33 for the max crit chance at 100 luck for NPCs and PC).
      WeaponCritOffsets = {
      ["WeaponType.OneHanded.Blade.Dagger"] = 0.08,
      ["WeaponType.OneHanded.Blade.Shortsword"] = 0.05,
      ["WeaponType.OneHanded.Blade.Longsword"] = 0.025,
      ["WeaponType.TwoHanded.Blade.Claymore"] = -.08,
      ["WeaponType.OneHanded.Blunt.Axe"] = .02,
      ["WeaponType.TwoHanded.Blunt.BattleAxe"] = -.15,
      ["WeaponType.OneHanded.Blunt.Mace"] = .01,
      ["WeaponType.TwoHanded.Blunt.Warhammer"] = -0.18,
      ["WeaponType.Bow"] = 0.02,
      ["WeaponType.HandToHand"] = 0.04,
      ["Spell"] = 0.02,
      ["Staff"] = 0.035
      }
    4. Myrmodon
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      Thanks a lot for the detailed information!
  12. Pokenasty
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    Having trouble getting the GameSettings.ini to work. I know my OBSE is installed correctly as I have other OBSE mods like Attack Cancelling working. As far as I can tell, the Game Settings Loader is installed correctly, I made the GameSettings folder where indicated, but when I copy the .ini into there I still have health regen and it blocking takes a huge chunk of fatigue.
    1. gaia99
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      I just added back UE4SS GSL and it works (you can use both). Some settings are UE side and only work with UE4ss, or at least aren't recognized by OBSE. if you look at the obse game settings loader logs it shows that some variables dont load "PlayerHealthRegenMult" specifically.

      obse logs are in  C:\Users\USER\OneDrive\Documents\My Games\Oblivion Remastered\OBSE\Logs even if you have onedrive disabled.
    2. Myrmodon
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      Hi, my GameSettings.ini file is made for the UE4SS game settings loader. I am unsure how you would go about changing it for OBSE. According to gaia it might not be possible
    3. Pokenasty
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      Ah, yeah I caught myself. I did have UE4SS and Game Settings Loader installed though, but still not seeing any effect from the .ini. Looks like a correct installation according to those mods pages as well, a little baffled. 
    4. Myrmodon
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      That means that you have
      - UE4SS installed
      - inside the UE4SS-Mods folder you've got the UE4SS Game Settings Loader
      - inside your \OblivionRemastered\Binaries\Win64 you've got the Game Settings Folder, inside of which you've got the GameSettings.ini

      The correct path to the .ini file is
      Oblivion Remastered\OblivionRemastered\Binaries\Win64\GameSettings\MoreDamage_CustomCombatOverhaul_GameSettings.ini

      If you've got all that and it doesn't work, I recommend
      - opening your Win64\UE4SS-settings.ini
      - setting the following to "1"
      ConsoleEnabled = 1
      GuiConsoleEnabled = 1
      GuiConsoleVisible = 1
      - and starting your game. Then you'll be (hopefully) able to see a message like "Game Settings loader loaded..." and "Praise Todd, everything worked" (ad-libbing here, not sure what it was exactly)

      If you see ALL OF THAT and just my file isn't working, then I sadly can not help you further since I am at a loss too. I could only guess that UE4SS is somehow getting loaded too early, and thus the script is not correctly being read. Maybe an incompatibility with your OBSE plugins?

    5. Pokenasty
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      Yup, according to the debug it's loading the settings via Game Settings Loader, but I still have health regen. Guess I'll remain baffled.