For those experiencing crashes with paralysis perk Marksman 75+ (not mod related) You can disable for time being, until devs fix it. Paste the following code into your Altar.ini under:
PerkMarksmanExpertParalyzeChance=00.000000 PerkMarksmanMasterParalyzeChance=00.000000 Might also want to refrain from using anything that uses a Paralysis buff.
Ruin's Edge [Dark Bow in Construction KIT] This bow is from the Shivering Isles DLC. It is given by the Duchess of Dementia during the main quest. OR you can conveniently place one in a chest :)
To help clarify, as this was really confusing for me, the bow in the screenshots is the Dark Bow (ID xx01A137), not the Ruin's Edge (ID xx055757). In remastered, the Ruin's Edge received a different skin which makes it look completely different than the bow that used to be rewarded as mentioned in the post! Hopefully that saves some time for those looking specifically for the black snake look.
I was checking an there is also one ArrowWeakSpeedMultiplier=0.001000 by default. My guess is that this is the number that reduces from the ArrowInitialSpeedMultiplier each, I dont know, if arbitraty portion of time or space travelled until it hits.
I can't tested it right now because of exams, have anyone tried modifying this value?
Hi. This was super helpful for me to understand for things I wanted to do. I wanted to make weapons do more damage at lower skill, and the same amount at max skill. So, I did:
As it worked perfectly. However, here is my problem: I want to do more, but I don't know all the "codes" They are different that the Game Setting "codes' (Sorry, what's a good word? codes? terms?) For example, in Game Settings its fDamageWeaponMult and fDamageSkillMult.
I want to nerf the armorer perk down from 1.25 - 1.125 or 1.1 (it seems weapons may have already been nerfed down to 1.125 from my tests. Regardless, its too good. Maybe 1.2 for armor 1.1 for weapons)
I want to make Power attacks a bit weaker (3x is bonkers imo) but I can't figure out the code. PowerAttackDamageMultipler and variations of that didn't work. There is a bunch of other things I also want to do. How do you figure out the codes, since they are different than the ones in Game Settings?
Hi. If you look at the description, I credit/link the person who provided the game variables (codes) in Altar.ini - This is defaultAltar.ini so it's a reference. As for the other settings, are you pulling them from the TES Construction Kit? I'm not sure myself if any work. Someone tried to change bow speed using those and it didn't work. They are probably named correctly, but are referenced from a different file structure (Just a guess) This is from FModel, which what you should use to find settings, where they are stored in ObvRM.
If you notice, these variables are located in: OblivionRemastered>Content>Forms>Data>gamesetting Hope this helps as I'm no expert, just enjoy tinkering and breaking stuff.
Btw I saw the post on Steam regarding this mod and settings. I came up the 7700.0000 for arrow speed as I liked it better than 76 lol. (At that speed / grav at 100 steps, the arrow will fall about 3/4 feet, which is why I told peeps to tweak as they like.
Do you mind telling me where you got those VOblivionInitialSettings from? I want to tweak other stuff as well but cannot find a list of valid variables to change.
Click the Description page. I credit the person who supplied them. Click on his name and goto their file section. You're looking for DefaultAltar.ini OR you can look for yourself in FModel.
The DefaultAltar.ini was super helpful, thank you!! Unfortunately though, it doesn't have all the values - there are some valid variables that file does not have (SkillDamageMultiplier, BaseWeaponDamageMultiplier, etc.). Is FModel easy to use for finding the true set?
Easy enough to find I guess. Exporting/editing/re-packing and testing is what takes time.
I believe those values are in the TES Contruction Kit & FModel, but not as .ini. In FModel they are .uasset. In TES, you just load them from gameplay>settings tab and edit/save/test them.
This tutorial will help to setup FModel to work with OblivionRM. It mentions audio swapping, but you can ignore the last part. Tutorial
I don't think the method of editing weap records we used before works in this version of the game. I edited the alter version of the Fine Steel Bow in the current dev build of xedit and set the speed to 2.0 and doubled the damage. Loaded the game and added a Fine Steel Bow and the damage was vanilla and the speed did not increase.
I have tried editing the Ammunition ESP record's DATA for Speed.
And when I shoot a bow on a new game with iron arrows from the starting point from Alternative Start at the Imperial Docks, it never hits the door. It always falls short of hitting the door right in front of you on a new spawn.
Ive tried 2x, 5x, 20x values, editing all values one at a time or all at once, going back to vanilla, and nothing ever changes the flight path.
I dont know why.
Every other mod I use works as intended, from mods for maps and items, to Alt Start and Sigil Selector and Multiple Summons, OBSE64 etc etc. But I just cannot get any arrow speed solution working.
And it works perfectly. Arrows are seriously fast and almost impossible to dodge. Magic projectile speed is boosted a little. If you use just these lines in your ini, and it doesn't wok, it's definitely something else affecting it. You can at least cross one thing off the list.
After that I guess try the old 'disable one mod at a time' and try shooting again until something changes?
This mod is amazing. Like many have already mentioned, being able to increase draw speed would be a great addition to this mod. There is currently one mod for this, although it is not supported on everyone's system. It seems there is no conclusion regarding why some systems allow for altering draw speed through a .esp and others don't. I am running the deluxe edition through steam on a windows 11 system. Hopefully we can draw some pattern as to what exactly the incompatibility is.
I'm looking for that as well. I'm using "Realistic Arrow Speeds (Faster)" and works fine, but theres no draw speed improvement in the mod. Hope someone can add that too, would be perfect.
Any way I can removed the Impulse force from an arrow? I want to do some testing without arrows interacting with other physics objects or ragdolls but I'm not sure how.
-I assume it would affect all projectiles (magic/arrow) -My guess is that anything higher than default would send the npc flying into the next town lol
56 comments
You can disable for time being, until devs fix it. Paste the following code into your Altar.ini under:
[/Script/UE5AltarPairing.VOblivionInitialSettings]
PerkMarksmanExpertParalyzeChance=00.000000
PerkMarksmanMasterParalyzeChance=00.000000
Might also want to refrain from using anything that uses a Paralysis buff.
Credit goes to justkana002 for this info.
If I might ask, what is the bow that you use in the screenshots?
This bow is from the Shivering Isles DLC. It is given by the Duchess of Dementia during the main quest. OR you can conveniently place one in a chest :)
I can't tested it right now because of exams, have anyone tried modifying this value?
[/Script/UE5AltarPairing.VOblivionInitialSettings]
BaseWeaponDamageMultiplier=0.75 (default 0.5)
SkillDamageMultiplier=0.01 (default 0.015)
As it worked perfectly. However, here is my problem: I want to do more, but I don't know all the "codes" They are different that the Game Setting "codes' (Sorry, what's a good word? codes? terms?) For example, in Game Settings its fDamageWeaponMult and fDamageSkillMult.
I want to nerf the armorer perk down from 1.25 - 1.125 or 1.1 (it seems weapons may have already been nerfed down to 1.125 from my tests. Regardless, its too good. Maybe 1.2 for armor 1.1 for weapons)
I want to make Power attacks a bit weaker (3x is bonkers imo) but I can't figure out the code. PowerAttackDamageMultipler and variations of that didn't work. There is a bunch of other things I also want to do. How do you figure out the codes, since they are different than the ones in Game Settings?
Thanks for any help you can provide.
If you notice, these variables are located in: OblivionRemastered>Content>Forms>Data>gamesetting
Hope this helps as I'm no expert, just enjoy tinkering and breaking stuff.
Btw I saw the post on Steam regarding this mod and settings. I came up the 7700.0000 for arrow speed as I liked it better than 76 lol. (At that speed / grav at 100 steps, the arrow will fall about 3/4 feet, which is why I told peeps to tweak as they like.
Thanks!
I believe those values are in the TES Contruction Kit & FModel, but not as .ini. In FModel they are .uasset. In TES, you just load them from gameplay>settings tab and edit/save/test them.
This tutorial will help to setup FModel to work with OblivionRM. It mentions audio swapping, but you can ignore the last part.
Tutorial
BowHoldMinimumCompletion=0.200000
BowHoldCompletionPerSecond=0.800000
Not tested these.
https://www.nexusmods.com/oblivionremastered/mods/584
I have tried Altar.ini changes to game settings.
I have tried using PO3's Game Settings ini changes to the fArrowSpeedMult and fArrowWeakSpeed values.
I have tried editing the Ammunition ESP record's DATA for Speed.
And when I shoot a bow on a new game with iron arrows from the starting point from Alternative Start at the Imperial Docks, it never hits the door. It always falls short of hitting the door right in front of you on a new spawn.
Ive tried 2x, 5x, 20x values, editing all values one at a time or all at once, going back to vanilla, and nothing ever changes the flight path.
I dont know why.
Every other mod I use works as intended, from mods for maps and items, to Alt Start and Sigil Selector and Multiple Summons, OBSE64 etc etc. But I just cannot get any arrow speed solution working.
[/Script/Altar.VOblivionRuntimeSettings]
ArrowGravityScale=0.300000
[/Script/UE5AltarPairing.VOblivionInitialSettings]
ArrowInitialSpeedMultiplier=40000.000000
MagicProjectileSpeedMultiplier=20000.000000
And it works perfectly. Arrows are seriously fast and almost impossible to dodge. Magic projectile speed is boosted a little. If you use just these lines in your ini, and it doesn't wok, it's definitely something else affecting it. You can at least cross one thing off the list.
After that I guess try the old 'disable one mod at a time' and try shooting again until something changes?
ArrowInitialSpeedMultiplier=5000.000000
ArrowGravityScale=0.550000
MagicProjectileSpeedMultiplier=1950.000000
Hope someone can add that too, would be perfect.
[/Script/UE5AltarPairing.VOblivionInitialSettings]
ProjectileCollisionForce=100.000000
-I assume it would affect all projectiles (magic/arrow)
-My guess is that anything higher than default would send the npc flying into the next town lol