0 of 0

File information

Last updated

Original upload

Created by

IxionXVII

Uploaded by

IxionXVII

Virus scan

Safe to use

507 comments

  1. IxionXVII
    IxionXVII
    • premium
    • 772 kudos
    Locked
    Sticky
    I'm a full-time modder who creates content for games like Starfield, Skyrim, Enderal, Wizardry 8, Fallout 4, and Nehrim.
    If you enjoy my mods, please consider making a donation to help support my work.
    With your help, I can keep making awesome mods for everyone to enjoy. Thanks for your support!

    Support me on 
    Patreon and Ko-Fi!

    If you want to stay in touch and keep up with my latest mods, join my Discord!

    My modlists:
    Odyssey - A True RPG (Starfield)
    Constellations - A True RPG (Skyrim SE)
    Path of the Prophet (Enderal SE)
    Echoes of Oblivion - A True RPG (Oblivion Remastered)
  2. ahhhhmazing
    ahhhhmazing
    • member
    • 0 kudos
    Try this to fix weird crashes:

    Install manually and rename "Difficulty Slider Fixed.esp" to "DifficultySliderFixed.esp" in both the file name and Plugins.txt. Meaning, remove the spaces in the file name. Thank you Santfhiel for the solution. 

    I was having terrible performance and loading times coupled with crashes on loading screens when fast travelling. These crashes could not be fixed until I removed all mods, verified integrity, and did a system reboot. It was driving me nuts, but this fixed it. I'm doing this "no spaces in file name" fix to all mods in the future. 

    I bought it on steam, not game pass, if anyone is curious.  
  3. Rocketfeller
    Rocketfeller
    • supporter
    • 0 kudos
    I am now getting Fatal Error on launch if I enable this mod. The error is fixed if I uninstall it and then repair the game. Its the only mod I used.
    1. Santfhiel
      Santfhiel
      • member
      • 0 kudos
      I'm having the same problem, i think it's because the game released an update today.
    2. Santfhiel
      Santfhiel
      • member
      • 0 kudos
      I solved this issue by installing manually instead of using Vortex. I just needed to rename "Difficulty Slider Fixed.esp" to "DifficultySliderFixed.esp" in both the file name and Plugins.txt.
    3. ahhhhmazing
      ahhhhmazing
      • member
      • 0 kudos
      This absolutely fixed it for me, thank you so much!
  4. Has this mod been updated for the latest patch? I tried 2.5x last night and it was crashing the game on start. 
  5. flostyle
    flostyle
    • member
    • 1 kudos

    ====Be Careful with Asencion Patch !====

    My actual difficult settings

    Slide Fixed Difficulty (x2.0 version) + More Damage Mod (2x) 

    Difficulty                          Damage Taken                  Damage Dealt
    Master              x2.0 (=X4.0) = Expert vanilla+x0.5 (X1)= Adept Vanilla

    Not Spongy Enemies and Dangerous Enemy when they hits

    I just realized that the Ascension patch increases the health of bandits (and other villains?!!)

    I checked that with the console command "get av health" and the first
    bandit's of vilverin cave. His health went from 20 HP to 31 HP, and my
    fireball now only does 4 damage points to his armor, compared to 5 for
    vanilla (if I don't use the vanilla spell effectiveness patch after
    ascension, if i use this patch after ascension it's OK for 5).

    I need 7 fire ball to kill bandit with my settings vs 4 fire ball ...
    it's back too spongy ! grrr ..

    i need to check if the increase of HP
    (ascension patch) is for the whole of the vilains or just fo the bandit.
    And if it's for each level or just level 1-2 Bandits

    Edit : Extract of Complet Changelog of Ascension

    [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.
     
    Oh Yeah ! It's just for the lowlevel NPC's (Bandit and others) !

    Bandit Level 1-2 = 31Hp (vs 20hP) ==> 40 > 60% HP
    After Level 5+ = HP Bandit increase with your proper level

    This is good and realistic ! Now at level 1 it's more difficult to clean a dunjeon (with NPC low Level inside)


     
    1. flostyle
      flostyle
      • member
      • 1 kudos
      ||||||| 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 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 (5x6.7HP)   [6.7HP by fire ball because multiplier 1.34 ==> ((5HP x1.34) but the bandit need to hit you 4-5 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)
  6. Xologamer
    Xologamer
    • member
    • 3 kudos
    please man give me an x3 x1 version or something simular - i want enemies to do dmg without becoming complete tanks 
    1. flostyle
      flostyle
      • member
      • 1 kudos
      For you (and for me ^^) The best balanced difficulty is Expert Mode for "3x version of Slider Difficulty Fixed" or Master Mode for 2x + More Damage MOD2x version

      your damage dealt is X1 (like vanilla adept mod) and damage taken is 4.0X (a little more that the expert vanilla mod)

      You are not a tank, and the enemy is not spongy

      What do you think of that ?

      Modded: (x3 version) + More Damage Mod (2x)
      DifficultyDamage TakenDamage Dealt

      Expertx2.0 (=X4.0)          x0.5 (X1)

      or

      Modded: (x2.0 version) + More Damage Mod (2x)  ==> it's the old version difficulty slide fixed (100)
      DifficultyDamage TakenDamage Dealt
      Master              x2.0 (=X4.0)x0.5 (X1)
    2. Xologamer
      Xologamer
      • member
      • 3 kudos
      i thought all the time the x2 or x1.5 are just version numbers lol, because the multipliers are already diffrent i didnt assume those are additional multipliers
    3. MabusGaming
      MabusGaming
      • premium
      • 0 kudos
      Sort of... the way oblivion difficulty is scaled by 6 in the original you had a slider that went from 1/6 to 1 to 6 roughly. 

      So master difficulty you take 6x more damage.

      Their mod's values are lower multipliers of that. So x3 version on master difficulty is x3 damage taken, and so forth.
    4. ShimotsukiNoCrow
      ShimotsukiNoCrow
      • supporter
      • 0 kudos
      I'm trying this.
      2x Slider Difficulty Fixed + Mod More Damage x2 in Master difficulty, and I'm doing well
    5. flostyle
      flostyle
      • member
      • 1 kudos
      If you will use asencion patch, it will be different

      I just realized that the Ascension patch increases the health of bandits (and other villains?!!)

      I checked that with the console command "get av health" and the first
      bandit's of vilverin cave. His health went from 20 HP to 31 HP, and my
      fireball now only does 4 damage points to his armor, compared to 5 for
      vanilla (if I don't use the vanilla spell effectiveness patch after
      ascension, if i use this patch after ascension it's OK for 5).

      I need 7 fire ball to kill bandit with my settings vs 4 fire ball ... it's back too spongy ! grrr .. i need to check if the increase of HP (ascension patch) is for the whole of the vilains or just fo the bandit. And if it's for each level or just level 1-2 Bandits
    6. ShimotsukiNoCrow
      ShimotsukiNoCrow
      • supporter
      • 0 kudos
      Maybe it's better: Difficulty slider fixed x1.5 and More damage x2?
    7. flostyle
      flostyle
      • member
      • 1 kudos
      Just low level NPC's (like bandit) are concerned by the increase of HP ... i don't change, just i'm not a superman who crush valverin dungeon with 4 fire ball at level 1 for each bandit ^^ it's more realistic

      
      [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.

    8. flostyle
      flostyle
      • member
      • 1 kudos
      Finally I'm OK with you Shimo

      ||||||| 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 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)
  7. Boravader
    Boravader
    • member
    • 0 kudos
    There are 4 different versions which one will i use? i just don't want to be a tank and i don't want to hit a wolf 10 times. right now I'm playing on adept difficulty and i don't even take damage.
    1. flostyle
      flostyle
      • member
      • 1 kudos
      this mode (x2.0 version) + an other mod = More Damage Mod (2x) 
      DifficultyDamage TakenDamage Dealt
      Master              x2.0 (=X4.0)x0.5 (X1)

      Master difficulty you deal the vanilla adept damage and you take 4x damage (it's a little bit more than the vanilla expert mod and it was hard because the enemies were spongy)

      For example with this setting at level 1, you need 4 fire ball to kill a bandit but the bandit need to hit you 4 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  
    2. flostyle
      flostyle
      • member
      • 1 kudos
      ||||||| 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 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)
  8. Nireyes25
    Nireyes25
    • member
    • 0 kudos
    Since the latest update 1.0.4.0 the game crashes on start with FATAL ERROR.
    Only when I uninstall this mod and repair my game files the game launches again :\
    1. MISTERSMELLIES
      MISTERSMELLIES
      • premium
      • 19 kudos
      Me too!!!! Any idea how to fix? I uninstalled the mod and it is still crashing
    2. EnderDw
      EnderDw
      • premium
      • 1 kudos
      If using Vortex, go to the load order tab, and move Oblivion.esp to the top. I had the same problem with other mods and this fixed it.
    3. MISTERSMELLIES
      MISTERSMELLIES
      • premium
      • 19 kudos
      I was using vortex. I fixed it by following their advise here:
      https://www.nexusmods.com/site/mods/1270?tab=posts&BH=1

      So there are two potential problems that keep coming up. Technically it's the underlying Oblivion engine that is crashing but it seems to be one of two things:

      1. An older version of this Vortex extension assumed all ESMs in the data folder should be active. There are two ESMs (AltarGymNavigation.esp, TamrielLeveledRegion.esp) that should not be so the user must disable them in the load order. (Updating the extension should fix this too)

      2. It seems in some situations Vortex will incorrectly sort the plugin load order A-Z resulting in a crash when the game starts. There's a button in the "Load order" section called "Reset plugin file" that will repair this until we figure out what is causing it.

      Don't forget to hit "deploy mods" again before go in game. This made all my mods work fine and my game launch
  9. MISTERSMELLIES
    MISTERSMELLIES
    • premium
    • 19 kudos
    Your file path is slightly wrong in your instructions. 

    You wrote this:
    The Elder Scrolls IV- Oblivion Remastered\Content\OblivionRemastered\Content\Dev\ObvData\Data

    It should be this:
    Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data

    However I am on the steam version maybe what you write is right for the gamespass version if you are using that.
  10. Zedaso
    Zedaso
    • supporter
    • 2 kudos
    Are those vanilla values you posted correct? (copied below)

    Edit: I tested the 3x version, went from vanilla x6 to master x3, I can take one more hit, but I'm doing significantly less damage, I should be doing slightly more right? from 0.286 to 0.33, but somehow I've gone from 3 shotting a skeleton to 5 shotting him.

    Vanilla: (x6)
    DifficultyDamage TakenDamage Dealt
    Novice      x0.167 x6.0
    Apprenticex0.286       x3.5
    Adept x1.0    x1.0
    Expertx3.5    x0.286
    Master              x6.0   x0.167
    1. MabusGaming
      MabusGaming
      • premium
      • 0 kudos
      Master in that table is 0.167 not .286, so you went from 0.167 damage dealt to 0.33 (which I know doesn't answer your question)

      But also hits matter where you hit enemies now, and there's some rng with damage values. You'd have to test a few more times.
    2. Zedaso
      Zedaso
      • supporter
      • 2 kudos
      Ah right, thanks, I'll do more testing. I did wonder if hitting enemies in different spots would do different damage but wasn't sure.
    3. Maureeseeo
      Maureeseeo
      • premium
      • 1 kudos
      But also hits matter where you hit enemies now, and there's some rng with damage values
      There's localized damage now? Where can we find info for this?
    4. Maureeseeo
      Maureeseeo
      • premium
      • 1 kudos
      But also hits matter where you hit enemies now, and there's some rng with damage values

      There's localized damage now? Where can we find info for this?
    5. Maureeseeo
      Maureeseeo
      • premium
      • 1 kudos
      But also hits matter where you hit enemies now, and there's some rng with damage values

      There's localized damage now? Where can we find info for this?
    6. Maureeseeo
      Maureeseeo
      • premium
      • 1 kudos
      But also hits matter where you hit enemies now, and there's some rng with damage values

      There's localized damage now? Where can we find info for this?
    7. Maureeseeo
      Maureeseeo
      • premium
      • 1 kudos
      But also hits matter where you hit enemies now, and there's some rng with damage values

      There's localized damage now? Where can we find info for this?
    8. Maureeseeo
      Maureeseeo
      • premium
      • 1 kudos
      But also hits matter where you hit enemies now, and there's some rng with damage values

      There's localized damage now? Where can we find info for this?
    9. Maureeseeo
      Maureeseeo
      • premium
      • 1 kudos
      Woah, got hit with the multiple posts.
    10. Maureeseeo
      Maureeseeo
      • premium
      • 1 kudos
      .
  11. LeeRoyBrown7
    LeeRoyBrown7
    • member
    • 0 kudos
    For the love of god, make a version where I do 1.0x damage on Master and the enemies do 1.5x.

    Why on earth is my damage output reduced at all? Can I modify this in any way?
    1. Parageno
      Parageno
      • supporter
      • 0 kudos
      +1
    2. thecheesemonkey
      thecheesemonkey
      • premium
      • 0 kudos
      Yeah I don't understand why we need to reduce the player damage values. I would like to just not be as tanky
    3. squeezebag
      squeezebag
      • premium
      • 0 kudos
      Agreed.. that's exactly what I want.
    4. squeezebag
      squeezebag
      • premium
      • 0 kudos
      Agreed.. that's exactly what I want.
    5. PureScinix
      PureScinix
      • member
      • 0 kudos
      +1
    6. PureScinix
      PureScinix
      • member
      • 0 kudos
      +1
    7. Maureeseeo
      Maureeseeo
      • premium
      • 1 kudos
      Personally a 2x damage taken and 1x damage done would be ideal.