TLDR: This mod increases or decreases humanoid enemy health by 0.25x - 5x without touching damage multipliers. It is meant to be played on Adept difficulty where damage dealt/damage received is 1:1
I've come to a strange conclusion that only humanoid NPC health is affected by this. I can walk out the gate on a new save with the 0.25 HP variant loaded up, throw it on master and do dumpster damage to the imp where it takes 20-25 swings, but I can walk over across the water to a humanoid npc and kill them in 1-2 hits. Removing the ESP for this mod restores the bandits to normal health while the imp was unaffected.
Dunno if a fluke on my save or mudcrabs and imps aren't affected lol
I looked into this and you are absolutely correct. The NPC health formula only affects humanoid races; it does not change the health of creatures which is unfortunate.
Effecting creature health would require editing each creature record individually which is not ideal. I will leave this mod up for now and sticky this caveat.
Would you be able to make a .75x version? I'm trying to play with a harder difficulty so both the player, and enemies both take alot of damage, and you have to play super cautiously or die quick, but .5 is too much, and 1.0 is not enough. I think .75 would be the sweet spot.
No more seeing your companions and summons take out enemies in a few hits while it would take you 5-15 hits.
I love the idea of this.
Instead of increasing the enemy damage multiplier and decreasing player damage multiplier (which results in awkward balancing issues like companions and summons being way overpowered), this mod reworks humanoid NPC health scaling to make encounters feel tough, but fair and rewarding
This as well, sounds amazing.
In practice though there is still a serious issue : Enemies do absolutely no damage on to you on adept. I just brought my game down from expert to adept to see how it would work in practice before installing this mod. Ran into the first dungeon I saw, and gathered up 4 enemies to attack me. I sat there, for 30 seconds, doing nothing. I still had a quarter hp left at the end.
So, ultimately, this doesn't really solve the issue... It makes it so enemies need to be hit more which gives you some gameplay opportunity, but it still leaves the player as an invincible rampaging god.
I agree. As you've pointed out, the other side to the difficulty problem needs to be increased damage by both enemies and the Player. Check out More Damage mod, I haven't tried it yet, but it seems like it would be a good complement to Difficulty Remastered.
Please someone make Mod that makes Summons weaker. They are too OP. And if you set Expert they will have damage that other creatures does to you. So its like x3 damage for summons. My basic skeleton oneshot everything. Its stupid as hell.
have you tried your playthrough with ascension yet? i sadly cant quite tell if its working or not. i coped your load order from a comment below into my plugin txt file but since the modding is so differeny im all paranoid lol
Without this mod covering creature HP, it's just better to use a damage multiplier mod instead since it'll affect everything and deliver a consistent experience. No offence, but this is the type of mod that needs to be fully realized in order to be worth using.
Hopefully you'll finish this mod as I very much like your solution to fixing the game's difficulty scaling.
Because of the way damage reduction works in vanilla Oblivion, enemies take way less damage than you would assume with a 0.2x multiplier (on master difficulty for example). This is part of the reason enemies in the vanilla game are so spongy.
The mod does increase NPC health values which makes them spongy, but even on the harshest setting this makes them far less spongy than vanilla, again, because of how damage reduction via armor/spells/etc works.
Admittedly, the mod author wrote "Instead of changing damage dealt/received, this mod increases enemy health" but stretched out over 300 words so it isn't super clear.
But what's so complicated? Recommend playing on Adept difficulty. The player's damage will be the same as this difficulty only that the enemies will have more HP, At least you will have improved gameplay. I don't understand what's so complicated to understand
I think what’s confusing everyone is how the description struggles to clearly say (before he edited it): play on Adept, I increased enemy health, and it’s better than just using the difficulty multipliers.
Thank you @xancath and @ShimotsukiNoCrow, you explained it better than I did. I've updated the mod description and comments with a TLDR to make it clearer.
Sure, but that still doesn't make sense. I boosted the enemy's health, so its more tough, even though you will undoubtedly have better gear and will take minimal damage on Adept. So...it doesn't make it fair or tough. It just makes it take twice as long to one shot the enemy.
The solution should be increasing player's damage on master difficulty while maintaining enemy health / damage. Is this not possible? I have played the game till level 10 at master difficulty, and 100% this difficulty was made to stroke developer's ego.
I understand, I noticed that the enemy has more reach than the player in general, doesn't matter which weapon. That would be the mod to save the day :)
There is another mod that increases damage (More damage) but it has its own caveats.
Your followers for example will be extremely powerful because they deal more damage *and* the difficulty settings don't apply to them. So e.g. Martin will be oneshotting everything in his path.
Also spells end up being pretty powerful - on both sides. A lightning bolt from a random vampiric mage can one shot you early on if you don't have any mitigation.
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Dunno if a fluke on my save or mudcrabs and imps aren't affected lol
Edit: Unless my testing method was flawed and I'm just stupid? IDK, I'm pretty new to Oblivion modding :)
Effecting creature health would require editing each creature record individually which is not ideal. I will leave this mod up for now and sticky this caveat.
I love the idea of this.
This as well, sounds amazing.
In practice though there is still a serious issue : Enemies do absolutely no damage on to you on adept. I just brought my game down from expert to adept to see how it would work in practice before installing this mod. Ran into the first dungeon I saw, and gathered up 4 enemies to attack me. I sat there, for 30 seconds, doing nothing. I still had a quarter hp left at the end.
So, ultimately, this doesn't really solve the issue... It makes it so enemies need to be hit more which gives you some gameplay opportunity, but it still leaves the player as an invincible rampaging god.
Hopefully you'll finish this mod as I very much like your solution to fixing the game's difficulty scaling.
The mod files imply all you've done is double the NPC health values which is the opposite of what "reducing bullet sponge feeling" would be?
The mod does increase NPC health values which makes them spongy, but even on the harshest setting this makes them far less spongy than vanilla, again, because of how damage reduction via armor/spells/etc works.
Admittedly, the mod author wrote "Instead of changing damage dealt/received, this mod increases enemy health" but stretched out over 300 words so it isn't super clear.
I don't understand what's so complicated to understand
It's far more clear now after the edit.
It's been an an integral part of balancing the difficulty.
Uninstalled.
Your followers for example will be extremely powerful because they deal more damage *and* the difficulty settings don't apply to them. So e.g. Martin will be oneshotting everything in his path.
Also spells end up being pretty powerful - on both sides. A lightning bolt from a random vampiric mage can one shot you early on if you don't have any mitigation.