Would this conflict with the "Auto Upgrade Leveled Items" mod? That mod automatically replaces the low-level leveled items in your inventory with the high-level version of the item once you go past certain level thresholds. I'm not a modder, so I wanted to make sure.
The mod seems to be working well. I'm using the 1.2x reach, 1.5x damage version. The extended reach feels much better and the damage buff fair considering the slower swing speed of all two-handers. Time will tell, though, if I need to switch to a version with higher damage as I get later into the game.
I was looking through the mod in xEdit, and noticed that it actually gives the majority of weapons the same reach as in OG Oblivion, though roughly a quarter have a reach that's slightly longer. So if I may, a suggestion: how about a "vanilla reach" version of the mod? In fact, the differences would be so minor that you could easily replace the 1.2x reach versions with vanilla reach. The Deluxe Edition weapons would be the only outliers, but it'd be as simple as using other, similar weapons as reference.
I suspect a chance that Bethesda themselves could eventually give two-handed weapons a buff, but I also wouldn't put it past them to ignore it. In the meantime, this mod is probably the best solution.
Hi - my file, Extended Weapon Reach, has vanilla values if you want that. Across all weapons, not just these. Unfortunately, I don't have weapon damage modded in like he does. So I highly recommend using either this one or https://www.nexusmods.com/oblivionremastered/mods/1778 << this one is honestly better than both of ours
Sorry to be the bearer of bad news but Unreal overrules these changes. I've spent the entire day trying to make a mod like this.
Here's what I've found:
* Reach cannot be changed via .esp for first person * Moveset/combat animation cannot be changed via .esp (ie making Claymores Dual-handed blunt to take their moveset) * It seems the physical unreal asset determines reach (tested it with a lot of weps) * It's possible to export the Unreal .uassets changes via FModel * It's not possible to view them in uassetGUI * Unreal Engine 5.3.2 does not like importing theses uassets either but I'm a noob at Unreal mods. * Oblivion seems to be in 5.3.2 Unreal version, which is relevant for where I am now, trying to overwrite Claymore combat animations to hammer animations https://www.nexusmods.com/site/mods/1069?tab=description
Best of luck gentlemen and I hope we will have proper Claymores once again! Preferably with the old claymore swing that is like hammers are now.
* Changing the model via esp doesn't work, unreal overrules it. Changing icon still works though. * Changing the size of swords by console command doesn't work, as these objects resets to 1 after equipping (except for Silver Longsword, which is big when dropped again but unfortunately regular size while equipped).
From my quick experimentation, modifying the Reach stat does not work on either first or third person. Go set the range of a sword to 20 and try to hit an NPC across the room to see what's up. There's two types of hit detection working at the same time. One to trigger NPC reactions (going hostile, flinching, etc) and the other to deal damage. Modifying the reach in the ESP only affects the first one, the actual trigger for the damage is likely the weapon's model.
I am also confused about this honestly, I haven't download it yet but I would like to know what are you talking about? Looking at the video he uploaded, you can see he in fact attack from a long range (that's indeed too long, is that just an example, right?). So, what exactly does not work? He is also doing damage to the enemy... I don't understand where's the problem
I am also confused about this honestly, I haven't download it yet but I would like to know what are you talking about? Looking at the video he uploaded, you can see he in fact attacks from a long range (that's indeed too long, is that just an example, right?). So, what exactly does not work? He is also doing damage to the enemy... I don't understand where's the problem
Tested MadAborModding tip about "DefaultMeleeHitboxExtent=" in Altar.ini but no luck, however...
Reach via esp does actually do damage! You were right! Absolutely wonderful!
The very many swings I did myself to put people down at a distsance and in your clip put me off, but I tested via spawning a courier and command below and can confirm it works. tdetect
Sweet! Still trying to change the animation locomotion package in Unreal for the original realistic wide swing moveset.
The extended reach isn't used when swinging a weapon at an object. For some reason, it only works against AI-controlled entities and the player.
In other words, if you want to test it, use the "tai" console command to disable AI, and attack a stationary NPC with and without the mod. Objects won't be able to demonstrate the new reach.
It's actually pretty simple for Vortex. Just download to desktop, open the Vortex downloads tab, then drag and drop the files into it. Vortex will still automatically keep track of mod updates and everything.
wanna know something fucked up? even with this mod (1.25 times reach), Longswords still have more reach than claymores im gonna try the 1.35 version and see if it evens out. im pretty sure the game doesnt differentiate between claymores and warhammers in terms of reach.
Hi, author of another mod, Extended Weapon Range (EWR) but I'll answer for him.
1) Yes, the game will load this mod as an override any time you start the game. You can install or even remove at any time, as weapon values are loaded at the time the game loads. It's not permanent
2) It might. If Balanced Unleveled Rewards alters weapon range or damage, then yes, there will be a conflict and one will override the other
3) Honestly, include it near the end. It's so tiny it won't have much impact.
So how would one go about trying to use this with "Balanced Unleveled Rewards" ? I assume that mod adjusts the damage of weapons, I doubt the range. I take it loading "Balanced Unleveled Rewards" after would allow that mod to overwrite this correct? Problem is some of the adjusted quest items won't have the "damage multipliers" correct?
148 comments
I was looking through the mod in xEdit, and noticed that it actually gives the majority of weapons the same reach as in OG Oblivion, though roughly a quarter have a reach that's slightly longer. So if I may, a suggestion: how about a "vanilla reach" version of the mod? In fact, the differences would be so minor that you could easily replace the 1.2x reach versions with vanilla reach. The Deluxe Edition weapons would be the only outliers, but it'd be as simple as using other, similar weapons as reference.
I suspect a chance that Bethesda themselves could eventually give two-handed weapons a buff, but I also wouldn't put it past them to ignore it. In the meantime, this mod is probably the best solution.
Sorry to be the bearer of bad news but Unreal overrules these changes. I've spent the entire day trying to make a mod like this.
Here's what I've found:
* Reach cannot be changed via .esp for first person
* Moveset/combat animation cannot be changed via .esp (ie making Claymores Dual-handed blunt to take their moveset)
* It seems the physical unreal asset determines reach (tested it with a lot of weps)
* It's possible to export the Unreal .uassets changes via FModel
* It's not possible to view them in uassetGUI
* Unreal Engine 5.3.2 does not like importing theses uassets either but I'm a noob at Unreal mods.
* Oblivion seems to be in 5.3.2 Unreal version, which is relevant for where I am now, trying to overwrite Claymore combat animations to hammer animations https://www.nexusmods.com/site/mods/1069?tab=description
Best of luck gentlemen and I hope we will have proper Claymores once again! Preferably with the old claymore swing that is like hammers are now.
Thanks for the details. Take a kudos.
I really need a mod like this, it's necessary for my favorite playstyle, high speed and dip back and forth with well timed big swings with a claymore.
I think the next step for a lot of Oblivon modders is learning Unreal basics, bet there's a ton doing it right now.
/blush
* Changing the model via esp doesn't work, unreal overrules it. Changing icon still works though.
* Changing the size of swords by console command doesn't work, as these objects resets to 1 after equipping (except for Silver Longsword, which is big when dropped again but unfortunately regular size while equipped).
No, it does not work, as demonstrated by your new video you made.
You don't deal damage unless the new unreal mesh is changed to be bigger, which can't be changed via esp.
Easiest replicable place to try that out is on the Fighters Guild dummies.
You can find all the defualt parameters here: Disable Health Regen (or Tweak) at Oblivion Remastered Nexus - Mods and community
Reach via esp does actually do damage! You were right! Absolutely wonderful!
The very many swings I did myself to put people down at a distsance and in your clip put me off, but I tested via spawning a courier and command below and can confirm it works.
tdetect
Sweet! Still trying to change the animation locomotion package in Unreal for the original realistic wide swing moveset.
Edit: idk other people are saying they are getting it to work so maybe im f*#@ing up somewhere.
The extended reach isn't used when swinging a weapon at an object. For some reason, it only works against AI-controlled entities and the player.
In other words, if you want to test it, use the "tai" console command to disable AI, and attack a stationary NPC with and without the mod. Objects won't be able to demonstrate the new reach.
Cool idea if vanilla-like but this looks kinda over the top
Please advise the following, thanks in advance.
1.) Can this be installed on an existing save?
2.) Does this have any compatibility issues with other mods i.e. "Balanced Unleveled Rewards"? If so, please advise which.
3.) Where in the "load order" should this be placed?
1) Yes, the game will load this mod as an override any time you start the game. You can install or even remove at any time, as weapon values are loaded at the time the game loads. It's not permanent
2) It might. If Balanced Unleveled Rewards alters weapon range or damage, then yes, there will be a conflict and one will override the other
3) Honestly, include it near the end. It's so tiny it won't have much impact.
So how would one go about trying to use this with "Balanced Unleveled Rewards" ? I assume that mod adjusts the damage of weapons, I doubt the range. I take it loading "Balanced Unleveled Rewards" after would allow that mod to overwrite this correct? Problem is some of the adjusted quest items won't have the "damage multipliers" correct?