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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.
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.
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)
||||||| 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 (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 TakenDamage Dealt Master x2.0 (x4.0)x0.5 (x1.0)
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)
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
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
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.
||||||| 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)
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.
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
||||||| 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)
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 :\
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
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.
507 comments
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)
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.
====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)
===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)
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)
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.
2x Slider Difficulty Fixed + Mod More Damage x2 in Master difficulty, and I'm doing well
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
[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.
||||||| 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)
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
===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)
Only when I uninstall this mod and repair my game files the game launches again :\
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
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.
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
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.
There's localized damage now? Where can we find info for this?
There's localized damage now? Where can we find info for this?
There's localized damage now? Where can we find info for this?
There's localized damage now? Where can we find info for this?
There's localized damage now? Where can we find info for this?
Why on earth is my damage output reduced at all? Can I modify this in any way?