I just uploaded the mod. Here are the multipliers and edits: Hand to Hand Maximum Damage: 30 (default 15) Range: 1.3 (default 0.6) fHandDamageSkillMult: 1.15 (default 1) fHandDamageStrengthMult: 0.75500 (default 0.7)
Also there is an optional file now that reduces the Fatigue damage.
Let me know if anything is unbalanced, under/overpowered.
THANK YOU ALL FOR ALL THE FEEDBACK AND SUGGESTIONS!!!
lol I'm imagining how that would work. Dumping a poison bottle on your knuckles and dying? Wearing bandages on your hands then applying? Poisoning the tips of your nails and never being able to scratch an itch? :D
Regardless, it would be cool. I play a sneaky khajit so I'd use it.
If you find a way to poison / element damage / enchat punches that would be so dope, Right know i've download your mod and i'm about to start a full hand to hand monk so i might up the maxdamage a bit cause i like to play on expert and i don't feel like punching a poor man to death for 10 minutes when everything become tankier on higher levels lol i'll drop the maxdamage a bit if you achieve this. Would be awesome, great job with the mod btw
Theres a mod called attack canceling. Had to install it normally, but it allows you to cancel an animation by hitting block. Ive been using it to do the first to punches over and over. Its really great.
Would it be possible to bring back knockdowns when fatigue reaches zero? I think that was the most important part of hand to hand combat in the OG Oblivion.
I'm not a modder and don't know how Oblivion really works, but I heard that Drain/Absorb Fatigue spell/poison combined with punching results in similar knockdowns as in the OG Oblivion. Maybe it could be possible to add those effects to each punch, like a slight Drain Fatigue for a second per each punch to force the fatigue to go below 0?
The reason this doesn't appear to work at all is they replaced the mechanic (at least for the player) that when you at 0 fatigue and are reduced below 0 you get staggered then recover 30-40% of your fatigue. This seems to replace the old knockdown system and the old poise/stager system.
With any luck modders might eventually figure out how to return the old system and disable the current one.
Would the new Way of the Fist mod conflict in any major ways with this if I had both installed? I mainly wanted Way for the NPC fix, but I like the idea of strength scaling still.
Would overwriting one with the other allow me to have the best of both worlds?
Keep us updated, i solely picked hand to hand for this reason bc it was so fun on og oblivion to just beat people and watch them fall over. I don't understand why they reworked it. I hope you'll be able to mod it back in ty for doing the lords work :)
Mod is great so far, felt massively overpowered when I first installed it on Adept at around level 12-ish with 100 strength and 92 H2H but now that I'm level 19 its smoothed out pretty well.
I've been waiting for something to add a version of a mod from the original oblivion that enabled you to cast whatever touch spell you had equipped whenever you punched someone, that mod was really fun and I think would be a simple way to bring back the "knockouts" people have been wanting since from what I understand using spells to reduce fatigue when an enemy is at zero makes them ragdoll. Idk if its something you're looking into doing or even want to do but if you did I'd really appreciate it
It's funny, because in my experience this has made hand to hand infinitely worse for me. Sure, I do more damage. Sure, i could theoretically kill things faster. But when i can't complete the arena at 100 str 75 h2h, because anytime i knock the weapon from my opponent's hands they're apparently 100/100 because they just beat my teeth down my throat? I'll just play vanilla tyvm.
Yeah, the problem here it's that the maxdamage it's involved in the formula i guess, because if you change the max from 30 to 60 you just do double damage, wich is a shame because it would be dope to uncapp the damage, but not affect the formula..
If it's the case that opponent scaling gives them 100 unarmed then a p good solution would be to limit scaling to like 50, if the old unarmed formula is the same.
Just started a hand to hand run yesterday and decided to look for a damage increase mod because I remembered that the game had a pretty meh hard cap to the damage, glad to see one on here this is pretty much exactly what I was hoping for. Big thanks for the work you've done here!
104 comments
Hand to Hand Maximum Damage: 30 (default 15)
Range: 1.3 (default 0.6)
fHandDamageSkillMult: 1.15 (default 1)
fHandDamageStrengthMult: 0.75500 (default 0.7)
Also there is an optional file now that reduces the Fatigue damage.
Let me know if anything is unbalanced, under/overpowered.
THANK YOU ALL FOR ALL THE FEEDBACK AND SUGGESTIONS!!!
Regardless, it would be cool. I play a sneaky khajit so I'd use it.
I actually was planning to mood making sneak attacks applicable to touch magic but this is way better!
are you able to make a version that affects just the attack speed?
or return the hand to hand to just 1-2 punches?
they made it so the hand to hand is a 4 hit combo and then your character resets.
in the original it was just 2 hits and it was sort of visceral just wailing on bandits and daedra
This seems to replace the old knockdown system and the old poise/stager system.
With any luck modders might eventually figure out how to return the old system and disable the current one.
Maybe can you release a version where the damage cap is removed?
Would the new Way of the Fist mod conflict in any major ways with this if I had both installed? I mainly wanted Way for the NPC fix, but I like the idea of strength scaling still.
Would overwriting one with the other allow me to have the best of both worlds?
Thanks!
I've been waiting for something to add a version of a mod from the original oblivion that enabled you to cast whatever touch spell you had equipped whenever you punched someone, that mod was really fun and I think would be a simple way to bring back the "knockouts" people have been wanting since from what I understand using spells to reduce fatigue when an enemy is at zero makes them ragdoll. Idk if its something you're looking into doing or even want to do but if you did I'd really appreciate it
https://www.nexusmods.com/oblivionremastered/mods/1323?tab=description
NPC problem is over now!