Whats funny is he spent the time to write that, and it would have been way less work to tell people how to do it, or just copy past lmao. I know how to do it, its not hard at all. BUT its his or her mod, so who cares they have the right to not tell people.
Im using the x3 in old files section. it's working fine. feels good on expert setting. im using it on gamepass. put the .esp where the .esp's go. and copy paste the full name of the esp into your plugin.txt at the bottom. done.
Is there a way to change ONLY the Damage Taken? I am completely happy with the fact that on Adept difficulty I can take out normal enemies in 3-4 hits. I want enemies to be able to take me out in 3-5 hits too. I like fast fights, not fighting through tons of enemy HP.
Makes game way better. I use 1.0x version with Expert difficulty, since it's pretty close to 1:1 damage (like with Adept), but also adds a bit more difficulty to the player. Also Deadlier Combat and Less Player Health makes things better.
Do you think this mod will ever affect the NPC companion characters as well? I'm running through the sewer with Baurus right now and he is just one hitting everything. I don't even have time to swing, but I am using the 3.0 multiplier and I have it set to master.
Edit: I should also state that the mod is working for my damage and taken damage. It's just the NPC characters that are on my side that it seems they are on Novice or something.
I don't know. I have gone through all the Game Settings variables and couldn't find any specific to companions. It is possible that this is hardcoded, then it is unlikely that my or any any other similar mod will change that.
Is there a way to change ONLY the Damage Taken? I am completely happy with the fact that on Adept difficulty I can take out normal enemies in 3-4 hits. I want enemies to be able to take me out in 3-5 hits too. I like fast fights, not fighting through tons of enemy HP.
So after browsing this mod's and the "Difficulty Slider Fixed" mod to decide on which to use, I saw someone on their thread saying that these types of mods are causing issues with a mod I'd really like to use, Ascension? I ask here since this is definitely the preferred mod for me after reading into it and the dude talking about the issue over there is hella confusing. Anyone know more about this is or is not something to worry about/false alarm? Planning to use between 3 or 4 as recommended if that matters.
The only problem I can see is that your choice of a difficulty might deviate from what the other author or that person in the comments section consider the "right" difficulty. On a technical level, I can't see any issues.
Does this only affect human NPC's? Sounds like the other difficulty slider mod only does human NPC scaling. I want a harder challenge than Adept, but seems impossible on vanilla Expert.
Idk if it's true but there are claims out there that enemy AI behaves differently on higher difficulties i.e. more aggressive in combat. If this is true it would be nice to have even milder variants and possibly one where the values at adept and master are the equal -> no damage taken/dealt change. The latter would be for use with other difficulty options like More Damage and Difficulty Remastered (more enemy HP - albeit that one only applying to humanoids).
Mod comparison table I did not work out these values, I simply created the table they are displayed in and updated it with the correct values from this mods description.
Yeah, this was based off the other mod page. I worked out how the math was done for it, I haven't done any testing so I'm not 100% sure. It's probably not accurate now that I think about it because expert feels a lot more difficult that adept where as master feels like a smaller jump in comparison. I could be imagining it though.
The values for Master appear to be correct but the damage you deal in Expert, whether in vanilla or with any of these mods, always feels much lower than whatever is listed in these tables.
I think the formula is simply that your damage dealt is divided by the same amount your damage taken is multiplied by. So Vanilla Expert would be 3x/0.33x, rather than 3x/0.6x, just like Master is 5x/0.2x.
Yeah, something isn't quite right with the numbers presented on that other page. Here are their values:
Vanilla multiplier is 5.0. They state that this leads to x5.0 damage taken and x0.2 damage dealt on Master.
Then they have a file which sets the multiplier to 0.5 and state that it leads to x1.5 damage taken and x0.67 damage dealt (which your chart attributes to my 1.5 multiplier variant).
And their variant which sets the multiplier to 1.0 ("100" version) is meant to lead to x2.0 damage taken and x0.5 damage dealt (which your chart correlates to my 2.0 multiplier variant).
So, either their vanilla chart is wrong or the other two. Their vanilla chart suggests that the formula is [BaseDamage] x [DiffMultiplier] whereas DiffMulti is 5 by default. But the other two charts suggest that the formula is [BaseDamage] x ( 1 + [DiffMultiplier] ). Or the inverse functions: [BaseDamage] / [DiffMultiplier] vs [BaseDamage] / ( 1 + [DiffMultiplier] ). They contradict themselves as well.
Isn't it possible that the remaster difficulty options are just the same as in the original Oblivion but cut down to 5 settings? If they were a bit lazy with the remaster that it's just original Oblivion 50% of the difficulty slider for Adept, 75% of the slider for Expert and 100% of the slider for Master.
50% was 1.0x | 1.0xDamage received/dealt 75% was 3.5x | 0.28x 100% was 6.0x | 0.16x
Going by the numbers people throw around and some small testing I did on a goblin this does seem to fit.
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And finally you have to enable that plugin. I expect you to know how to do that because I won't provide help with it.
Considering Vortex is causing crashes for many users, it wouldn't hurt you to be more polite
im using it on gamepass.
put the .esp where the .esp's go. and copy paste the full name of the esp into your plugin.txt at the bottom. done.
full name - Dank_DifficultySliderMult3.esp
I am completely happy with the fact that on Adept difficulty I can take out normal enemies in 3-4 hits. I want enemies to be able to take me out in 3-5 hits too. I like fast fights, not fighting through tons of enemy HP.
I use 1.0x version with Expert difficulty, since it's pretty close to 1:1 damage (like with Adept), but also adds a bit more difficulty to the player.
Also Deadlier Combat and Less Player Health makes things better.
Edit: I should also state that the mod is working for my damage and taken damage. It's just the NPC characters that are on my side that it seems they are on Novice or something.
I am completely happy with the fact that on Adept difficulty I can take out normal enemies in 3-4 hits. I want enemies to be able to take me out in 3-5 hits too. I like fast fights, not fighting through tons of enemy HP.
The latter would be for use with other difficulty options like More Damage and Difficulty Remastered (more enemy HP - albeit that one only applying to humanoids).
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Robin, your comment is pretty ironic. I also mentioned several times that it's just hearsay..
I did not work out these values, I simply created the table they are displayed in and updated it with the correct values from this mods description.
Vanilla (5x)
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.17 | 6.0
Apprentice | 0.29 | 3.5
Adept | 1.0 | 1.0
Expert | 3.5 | 0.29
Master | 6.0 | 0.17
Mod Variant (0.5x)
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.67 | 1.5
Apprentice | 0.8 | 1.25
Adept | 1.0 | 1.0
Expert | 1.25 | 0.8
Master | 1.5 | 0.67
Mod Variant (1.0x)
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.5 | 2.0
Apprentice | 0.67 | 1.5
Adept | 1.0 | 1.0
Expert | 1.5 | 0.67
Master | 2.0 | 0.5
Mod Variant (1.5x)
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.4 | 2.5
Apprentice | 0.57 | 1.75
Adept | 1.0 | 1.0
Expert | 1.75 | 0.57
Master | 2.5 | 0.4
Mod Variant (2.0x)
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.33 | 3.0
Apprentice | 0.5 | 2.0
Adept | 1.0 | 1.0
Expert | 2.0 | 0.5
Master | 3.0 | 0.33
Mod Variant (2.5x)
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.29 | 3.5
Apprentice | 0.44 | 2.25
Adept | 1.0 | 1.0
Expert | 2.25 | 0.44
Master | 3.5 | 0.29
Mod Variant (3.0x)
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.25 | 4.0
Apprentice | 0.4 | 2.5
Adept | 1.0 | 1.0
Expert | 2.5 | 0.4
Master | 4.0 | 0.25
Mod Variant (3.5x)
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.22 | 4.5
Apprentice | 0.36 | 2.75
Adept | 1.0 | 1.0
Expert | 2.75 | 0.36
Master | 4.5 | 0.22
Mod Variant (4.0x)
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.2 | 5.0
Apprentice | 0.33 | 3.0
Adept | 1.0 | 1.0
Expert | 3.0 | 0.33
Master | 5.0 | 0.2
Mod Variant (4.5x)
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.18 | 5.5
Apprentice | 0.31 | 3.25
Adept | 1.0 | 1.0
Expert | 3.25 | 0.31
Master | 5.5 | 0.18
Did you verify that the difficulty scaling formula works like that or are your charts based on assumptions being made?
Vanilla Adept: 2 hits to kill
Vanilla Expert: 5 hits
Vanilla Master : 8 hits
The values for Master appear to be correct but the damage you deal in Expert, whether in vanilla or with any of these mods, always feels much lower than whatever is listed in these tables.
I think the formula is simply that your damage dealt is divided by the same amount your damage taken is multiplied by. So Vanilla Expert would be 3x/0.33x, rather than 3x/0.6x, just like Master is 5x/0.2x.
- Vanilla multiplier is 5.0. They state that this leads to x5.0 damage taken and x0.2 damage dealt on Master.
- Then they have a file which sets the multiplier to 0.5 and state that it leads to x1.5 damage taken and x0.67 damage dealt (which your chart attributes to my 1.5 multiplier variant).
- And their variant which sets the multiplier to 1.0 ("100" version) is meant to lead to x2.0 damage taken and x0.5 damage dealt (which your chart correlates to my 2.0 multiplier variant).
So, either their vanilla chart is wrong or the other two. Their vanilla chart suggests that the formula is [BaseDamage] x [DiffMultiplier] whereas DiffMulti is 5 by default. But the other two charts suggest that the formula is [BaseDamage] x ( 1 + [DiffMultiplier] ).Or the inverse functions: [BaseDamage] / [DiffMultiplier] vs [BaseDamage] / ( 1 + [DiffMultiplier] ). They contradict themselves as well.
If they were a bit lazy with the remaster that it's just original Oblivion 50% of the difficulty slider for Adept, 75% of the slider for Expert and 100% of the slider for Master.
50% was 1.0x | 1.0xDamage received/dealt
75% was 3.5x | 0.28x
100% was 6.0x | 0.16x
Going by the numbers people throw around and some small testing I did on a goblin this does seem to fit.
- [BaseDamage] x ( 1 + [DiffMultiplier] )
- [BaseDamage] / ( 1 + [DiffMultiplier] )
Thanks for your input.