Hi everyone, just wanted to post a spreadsheet I made that shows all possible damage combinations when used in conjunction with the Difficulty Slider Fixed mod.
Results are roughly accurate - there may be a few that are off by a tiny fraction of a percent. The reason for some missing combinations is because they would have been duplicates.
Hello! Not at this very moment sadly - I am currently working on something else. On xEdit: They have released a new version on their discord: 4.1.5n, which works with the remaster. You can use that to create a patch. You can also easily use my "For Modders"-File to access my used scripts to rebalance it in one go.
Hello, just was trying to get a resolution of this problem... when i encounter enemies their weapons are still low damage. For example, my glass dagger does 20 damage, but the bandit i just fought has a glass mace that only does 8 damage. Confused as to what is causing this and if anybody else is getting the same issue?
Hello! This is not a bug. This is most likely due to your blunt skill (and probably also strength) being low, while your blade skill & agility is high. The game shows you the damage that you would do, not the base damage of the weapon. Since your character is not adept in using blunt weapons/has low strength, it's normal that your dagger would seem to do more damage.
Thank you for answering so quickly! I am pretty sure you are right regarding the mace, however it does somehow feel like I do much more damage than the NPC enemies. I'll continue playing, as I've been reloading and testing with the same 3 bandits to see the difference in damage taken with and without your mod. Again, thank you for the quick response, and your hard work on making this mod properly run for everyone.
I've also decreased the mana cost of damaging spells proportionally
I've found that you've done the exact opposite. For example cold touch costs 27 with your mod, and 22 without. I've tested disabling all mods and cold touch costs 22. The second I enable your following two, and zero other mods enabled, it costs 27.
MoreDamage_2x.esp MoreDamage_2x_Settings.esp
In general I'm using Ascension as well, using the load order you recommended
Did you install an all-in-one file or module files? If the latter, then the problem is that you forgot the corresponding MoreDamage_Nx_SpellCostReduction.esp file. If the earlier, then I assume another of your mods is overwriting those exact changes - you should be able to fix it by downloading the corresponding module files, and adding MoreDamage_Nx_SpellCostReduction.esp to the very bottom of your load order.
I have the same problem, cannot cast flashbolt anymore without having 50 in destruction. The load order is correct, i tried with both versions (all in one and spell reduction) and it didn't fix anything. Do you have any clue? Thank you. Disabled all other mods except this one and still not working
Could you please tell me if you changed anything in the MoreDamage_2x.esp or MoreDamage_2x_Deluxe.esp files in the 1.1.1 version (since 1.0.3)? I've been making patches for this mod in mine, so I am wondering if there's anything I'll need to update.
Of yourse! All the information is the changelogs, I've updated them just now. In a nutshell: Fixed spell costs, and patching spell costs yourself may be a bit more difficult now. To patch them correctly I've determines that I need to use the following Divisors when running my script: - 4.075 for the 3x version - 2.25 for the 2x version - 1.675 for the 1.5x version
I've also updated the SpellReduction-script, as it was missing the effect DRHE (Drain Health). You can take a closer look at my testing in the Spreadsheet located in the "More Damage - For Modders" File
Thank you so much for this mod! I'm new to modding, and this is my first time manual installing mods. I've only used a mod manager before. I'm currently using the x2 version. I'm not 100% sure it's this mod or not. But I'm running into a problem where my "Enchanted" Weapons have half the damage they should. I currently have 3 enchanted weapons, and they all look like they are not receiving the x2 buff. All 3 were also looted from chests. Not enchanted myself (not sure if this info helps lol)
For reference, Strength = 85, Blade = 38 For Example, my Fine Steel Claymore has 14 damage (when I Disable your x2 mod, it drops down to 7 damage) while my "Claymore of Jinxing" (Silver Claymore) only has 7 damage, shouldn't it have like 15?
That shouldn't happen, and I've not had it happen to me. You're saying your Claymore of Jinxing does not have a damage increase with the mod enabled? I'm not sure why that would happen. Could you tell me what other enchanted weapons you have? And: could you also send me the contents of your Pugins.txt file?
Correct! Here is an image for proof. The other weapons I have are "Chillrend" Glass shortsword only has 3 damage, while I have a Dwarven Dagger doing 8 "Longsword of Enfeeblement" Dwarven longsword only doing 7 damage, while I have a Fine Steel Longsword doing 12 Also just picked up a "Warhammer of Numbing" and it only has 3 damage, while I have a Steel War Axe doing 4 (also a 2h vs 1h doing less)
Your problem is the enchantedx10 mod. Since the capacity of enchantments is on the weapon record, that mod author changed the weapon records - just as I did when changing the damage.
I'll send you the fix over a DM, since I don't want to upload it here.
I've just now added the patch to this mod page. You can find it in the optional file "More Damage - Random patches". Load the patch after both moreDamage and Enchantedx10
A 1.5x option would really be so nice! I think the standard difficulty makes sense in terms of balance, but both you and the enemies have too much health! This would fix that perfectly
This mod is amazing! Thank you so much for this. This mod is actually so important. My only problem is these damn Timber Wolves are doing absolutely absurd damage. Would there be a potential patch to tone down the Timber Wolves? Normal Wolves feel fine, but I'm also playing with "Adrenaline Oblivion Remastered - More Spawns", and fighting packs of 3 of these Timber Wolves is just insane. They decimate everything they fight lol. I may even try to just remove them from spawning altogether if a patch can't be done.
I've also noticed archers are also much more deadly than melee enemies since arrows & bows are getting 3x as much damage. Perhaps give an optional file for bow & arrows? Would love to be able to at least use the 2x mod for just bows & arrows, or even a 1.5x!
I am intending to create a 1.5x version either today or tomorrow.
And - you are able to use the 2x mod just for arrows - simply download the modules package of the 2x version, and have the arrows load after the main file.
About the timber wolves - it should be possible to create a fix for that very easily by following my article-guide. Simply find them under "Creatures" and change their attack damage as desired.
Before you do that - I just saw the following mod: Lower Player Health. Maybe using that mod and the more enemy health mod on adept might be a better experience for you than having to go and manually patch my mod now.
Thank you so much again, I'm actually going ahead and trying to make that timber wolf patch for your mod, but obviously am a little confused lol. Is there a reason I shouldn't select the records from Oblivion.esm instead of AltarESPMain.esp? I just ask because it's easier to find the Timber Wolf records through Oblivion.esm over AltarESPMain.esp
Yes. If you select it through Oblivion.esm you'll have old values. Of the top of my head the biggest problem is the changed FULL - Name.
While I'd recommend simply finding it in AltarESPMain.esp, you could also "copy as override..." it from Oblivion.esm and simply make sure that all values except your desired attack damage are equal to the values of AltarESPMain.esp
After a quick test I did it! Thank you so much for making that article that's so awesome. I found all of the Timber Wolves by seeing them in Oblivon.esm, looked in the view window to the right to see your mod used them, and then checked their "EditorID" names and seeing them edited in your mod and also used in AltarESPMain.esp. They are named so weirdly there, but I was able to easily find them by writing down their exact "EditorID" names.
Is there any way you could share this patch you made, im on gamepass so i try and open xedit but it gives me a fatal registry key or something like that. It would be very appreciated.
One flag for this is that the damage also translate to stamina damage so when blocking attacks from timber wolves or mud crabs they do substantially more stamina damage than you'd expect. Might be something to consider as I've tested this in a few ways and often found my armour breaking/stamina being reduced much quicker than what it should.
Ah, that is something I've not considered (even though I played a melee char, lol). Since I'm currently waiting for the mod Ascension to be ported (according to rumours that should happen today) I don't think I'll be fixing this for now. If Ascension doesn't get ported today I'll probably make a quick-fix mod for armour degradation and fatigue damage.
@TheExplodingCore it seems my mod and Ascension are pretty much compatible out of the box. There are some minor things I'd have to patch, but most of the stuff is compatible. You'll have to load my mod after Ascension. Ascension also seems to be compatible with the Alchemy Overhaul, with - again - a few minor things needing patching. And: As far as I know Ascension does slightly change the combat. Maybe you'll like it more - I tried it, but I felt too tanky.
But if you want to stick with MoreDamage Inc., here is my current load order that seems to work (I know that it isn't PushTheWinButtons recommended load order as seen in Ascension):
Im actually a bit confused, what are you seeing or expecting to see from Acension that would impact or make this mod redundant? I just read through the entire mod and it does nothing to impact health values at all.
* Increased the health of low-level NPCs from 40% to 60% of their base health and made it scale up to 100% at level 3, rather than level 5.
You have to check into the console command in game "getav health"
For example with ascension patch, the first bandit into vilverin (near the sewers) at level 1 have 31HP vs 20HP Vanilla (it's ok with the increase 40%>60%
Additionally, ascension reduces the impact of spells when we have an armor. For example, my fireball now only deals 4 damage to this bandit's compared to 5 before
I'm also interested in a fix that would change fatigue/degradation as this mod plus the difficulty slider recommended settings puts combat in a very nice place, thanks
||||||| Update after Ascension Mod ==> I change my 2.0 version slide difficulty + more damage 2x for the 1.5 version||||
===Slide Difficulty (x1.5 version)+ an other mod = More Damage Mod (2x)=== DifficultyDamage TakenDamage Dealt Master x1.5 (x3.0)x0.67 (x1.34)
Master difficulty you deal a little bit more damage than the vanilla adept+ (1.34 vs 1.0) but you take 3x damage (it's a little bit less than the vanilla expert mod (x3.5) and it was significant because difficulty of Ascension is is slightly higher especially for low NPC
For example with this current setting at level 1, you need 5 fire ball to kill a bandit 31HP (5x 5.7HP) but the bandit need to hit you 5 times to kill you ;) it's a good deal ! both are not spongy ! it's a deadly combat and realistic ! you need esquive in order to survive
With the x2.0 version master + more damage2x + ascension : you need 6-7 fire ball to kill a bandit 31HP (6x 5HP) but the bandit need to hit you 3-4 times to kill you
With the x2.0 version master + more damage2x + no ascension : you need 4 fire ball to kill a bandit 20HP (4x 5HP) but the bandit need to hit you 3-4 times to kill you
that's why i found it was a good balance to change for 1.5x SINCE ASCENSION MOD. It was a little bit simple with creatures but it's challenging
===Slide Difficulty (x2.0 version) + an other mod = More Damage Mod (2x)=== DifficultyDamage TakenDamage Dealt Master x2.0 (x4.0)x0.5 (x1.0)
after a playing session of 3-4 hours i think it will be perfect if you will make a 1.33x version because with that we have the perfect balance
No Spongy Enemie (damage deal = 1x) like Adept Vanilla ==> if we have more than 1x it's not good because we can run big enemy before he moves and deal lethal damage
No too Tanky (it's like the master mode skyrim and at the half way of the adept/expert vanilka) No too weak ==> It's good for friendly or quest NPC's (you gave an example with yours 2 weak friendly NPC's in the gobelin's mine)
For example with this current setting at level 1, you need 6 fire ball to kill a bandit 31HP (6 x 5HP) and the bandit need to hit you 6-7 times to kill you ;)
it's a good deal ! you don't need 10 ou 12 times to kill 1 enemy (a little bit long, it's not monster hunter) and you can challenge 2 or 3 enemies in the same time like skeleton a little bit far. Friendly can take some damage before die
||||||| Update after Ascension Mod ==> I change my 2.0 version slide difficulty + more damage 2x for the 1.5 version||||
===Slide Difficulty (x2.0 version)+ an other mod = More Damage Mod (1.33x)===
DifficultyDamage TakenDamage Dealt
Expertx1.5 (x 1.33 = 2.0) x0.75 (x 1.33 = 1.0) What do you think of this 2.0/1.0 setting ? if you are OK, we need to create moredamage1.33x ^^
262 comments
Results are roughly accurate - there may be a few that are off by a tiny fraction of a percent. The reason for some missing combinations is because they would have been duplicates.
Spreadsheet
Repo: https://github.com/Tarrega88/Oblivion-Remaster-Modded-Damage-Calculator
To run it, open the index.html file - it will ask if you're ok with downloading the 3 csv files
On xEdit: They have released a new version on their discord: 4.1.5n, which works with the remaster. You can use that to create a patch. You can also easily use my "For Modders"-File to access my used scripts to rebalance it in one go.
I've found that you've done the exact opposite. For example cold touch costs 27 with your mod, and 22 without. I've tested disabling all mods and cold touch costs 22. The second I enable your following two, and zero other mods enabled, it costs 27.
MoreDamage_2x.esp
MoreDamage_2x_Settings.esp
In general I'm using Ascension as well, using the load order you recommended
Ascension.esp
Ascension - Rarer Loot.esp
MoreDamage_2x.esp
MoreDamage_2x_Settings.esp
MoreDamage_2x_Patch_Ascension.esp
Balanced Unleveled Rewards.esp
MoreDamage_2x_Patch_BalancedUnleveledRewardsRemastered.esp
- 4.075 for the 3x version
- 2.25 for the 2x version
- 1.675 for the 1.5x version
I've also updated the SpellReduction-script, as it was missing the effect DRHE (Drain Health). You can take a closer look at my testing in the Spreadsheet located in the "More Damage - For Modders" File
I'm currently using the x2 version. I'm not 100% sure it's this mod or not. But I'm running into a problem where my "Enchanted" Weapons have half the damage they should. I currently have 3 enchanted weapons, and they all look like they are not receiving the x2 buff. All 3 were also looted from chests. Not enchanted myself (not sure if this info helps lol)
For reference, Strength = 85, Blade = 38
For Example, my Fine Steel Claymore has 14 damage (when I Disable your x2 mod, it drops down to 7 damage)
while my "Claymore of Jinxing" (Silver Claymore) only has 7 damage, shouldn't it have like 15?
You're saying your Claymore of Jinxing does not have a damage increase with the mod enabled? I'm not sure why that would happen.
Could you tell me what other enchanted weapons you have?
And: could you also send me the contents of your Pugins.txt file?
The other weapons I have are
"Chillrend" Glass shortsword only has 3 damage, while I have a Dwarven Dagger doing 8
"Longsword of Enfeeblement" Dwarven longsword only doing 7 damage, while I have a Fine Steel Longsword doing 12
Also just picked up a "Warhammer of Numbing" and it only has 3 damage, while I have a Steel War Axe doing 4 (also a 2h vs 1h doing less)
And sure heres my load order:
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarESPLocal.esp
Difficulty Slider Fixed.esp
Horse Whistle.esp
EnemysWeaponStaysOnCorpse.esp
Balanced NPC Level Cap.esp
Ascension.esp
Ascension - Rarer Loot.esp
MoreDamage_2x.esp
Balanced Unleveled Rewards.esp
MoreDamage_2x_Patch_BalancedUnleveledRewardsRemastered.esp
mod_RLeveling.esp
AutoUpgradeRewards.esp
Leveled Creature Diversity.esp
Leveled Item Diversity.esp
AlchemyOverhaul.esp
MoreDamage_2x_Patch_AlchemyOverhaul.esp
Ayleid Wells.esp
Unique Elemental Spells.esp
Enchantedx10.esp
SigilStoneSelector.esp
NPCs Catch Fire.esp
ValuableClutter.esp
AdjustedTimescale_10.esp
LongerConjuration.esp
Hooded Outlaws.esp
WeightlessResources.esp
Permanent Doomstones.esp
AlteredSpellCosts33.esp
I'll send you the fix over a DM, since I don't want to upload it here.
I've also noticed archers are also much more deadly than melee enemies since arrows & bows are getting 3x as much damage. Perhaps give an optional file for bow & arrows? Would love to be able to at least use the 2x mod for just bows & arrows, or even a 1.5x!
And - you are able to use the 2x mod just for arrows - simply download the modules package of the 2x version, and have the arrows load after the main file.
About the timber wolves - it should be possible to create a fix for that very easily by following my article-guide. Simply find them under "Creatures" and change their attack damage as desired.
While I'd recommend simply finding it in AltarESPMain.esp, you could also "copy as override..." it from Oblivion.esm and simply make sure that all values except your desired attack damage are equal to the values of AltarESPMain.esp
note that this only affects human enemies. aka its kinda useless in its current form and needs to be fixed, dont use it
Thanks for your hard work btw, really great to see such activity. <3
And: As far as I know Ascension does slightly change the combat. Maybe you'll like it more - I tried it, but I felt too tanky.
But if you want to stick with MoreDamage Inc., here is my current load order that seems to work (I know that it isn't PushTheWinButtons recommended load order as seen in Ascension):
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarESPLocal.esp
Difficulty Slider Fixed.esp
No Starting Map Markers.esp
No Compass Map Marker.esp
SpellmakingEnchantingSpellThingy.esp
LessRestrictiveSpells.esp
Balanced NPC Level Cap.esp
Ascension.esp
Ascension - Lower Carry Weight.esp
Ascension - Rarer Loot.esp
MoreDamage_2x_Deluxe.esp
Balanced Unleveled Rewards.esp
MoreDamage_2x_Patch_BalancedUnleveledRewardsRemastered.esp
AlchemyOverhaul.esp
MoreDamage_2x_Patch_AlchemyOverhaul.esp
Extract of the complete changelog
[CREATURES AND NPCS]
* Increased the health of low-level NPCs from 40% to 60% of their base
health and made it scale up to 100% at level 3, rather than level 5.
You have to check into the console command in game "getav health"
For example with ascension patch, the first bandit into vilverin (near the sewers) at level 1 have 31HP vs 20HP Vanilla (it's ok with the increase 40%>60%
Additionally, ascension reduces the impact of spells when we have an armor. For example, my fireball now only deals 4 damage to this bandit's compared to 5 before
===Slide Difficulty (x1.5 version) + an other mod = More Damage Mod (2x)===
DifficultyDamage Taken Damage Dealt
Master x1.5 (x3.0)x0.67 (x1.34)
Master difficulty you deal a little bit more damage than the vanilla adept+ (1.34 vs 1.0) but you take 3x damage
(it's a little bit less than the vanilla expert mod (x3.5) and it was significant because difficulty of Ascension is
is slightly higher especially for low NPC
For example with this current setting at level 1, you need 5 fire ball to kill a bandit 31HP (5x 5.7HP) but the bandit need to
hit you 5 times to kill you ;) it's a good deal ! both are not spongy ! it's a deadly combat and realistic ! you need esquive in order to
survive
With the x2.0 version master + more damage2x + ascension : you need 6-7 fire ball to kill a bandit 31HP (6x 5HP) but the bandit need to hit you 3-4 times to kill you
With the x2.0 version master + more damage2x + no ascension : you need 4 fire ball to kill a bandit 20HP (4x 5HP) but the bandit need to hit you 3-4 times to kill you
that's why i found it was a good balance to change for 1.5x SINCE ASCENSION MOD. It was a little bit simple with creatures but it's challenging
===Slide Difficulty (x2.0 version) + an other mod = More Damage Mod (2x)===
DifficultyDamage Taken Damage Dealt
Master x2.0 (x4.0)x0.5 (x1.0)
No Spongy Enemie (damage deal = 1x) like Adept Vanilla ==> if we have more than 1x it's not good because we can run big enemy before he moves and deal lethal damage
No too Tanky (it's like the master mode skyrim and at the half way of the adept/expert vanilka)
No too weak ==> It's good for friendly or quest NPC's (you gave an example with yours 2 weak friendly NPC's in the gobelin's mine)
For example with this current setting at level 1, you need 6 fire ball to kill a bandit 31HP (6 x 5HP) and the bandit need to
hit you 6-7 times to kill you ;)
it's a good deal ! you don't need 10 ou 12 times to kill 1 enemy (a little bit long, it's not monster hunter) and you can challenge 2 or 3 enemies in the same time like skeleton a little bit far. Friendly can take some damage before die
||||||| Update after Ascension Mod ==> I change my 2.0 version slide difficulty + more damage 2x for the 1.5 version||||
===Slide Difficulty (x2.0 version) + an other mod = More Damage Mod (1.33x)===
Difficulty Damage Taken Damage Dealt
Expertx1.5 (x 1.33 = 2.0) x0.75 (x 1.33 = 1.0)
What do you think of this 2.0/1.0 setting ? if you are OK, we need to create moredamage1.33x ^^