Is this decreasing the magicka casting cost for spells? Right out of the gate, my novice spells are like 1-2 magicka cost Figured I'd ask here before I tear apart my mod list trying to find it
Hey loving this mod so far, thank you! I have just noticed there is a UORP patch for Ascension Lite here: Unofficial Oblivion Remastered Patch - UORP Patch Hub. I have seen no mention of it in your description, I'm assuming because it's just come out? Do we need it if using Ascension lite and UORP? Or should I avoid till it has your tick of approval? I know your change log says this: "Added a patch for UORP. LITE DOES NOT REQUIRE THE PATCH" But now there is a patch for Lite specifically... I'm confused... please don't yell at me D: if this is something obvious. I'm scared and uneducated.
I'm playing as a sort of spellsword, Breton lvl 29, 85 armor, 65spell resist, vanilla master difficulty(balanced NPC lvl cap): - enemies don't deal enough dmg, I rarely use potions\healing spell and I'm not even using a shield - bosses dies fast and can't do any dmg as well, the only threat is dmg\spell reflect.
Now for loot: - feels like every regular enemy in dungeons don't carry anything interesting ever, no point in looting them at all. - feels like there is absolutely no point in opening even locked chests, every locked(min hard) chest I opened contained ~50-90 septims.
Is it so? Is it even possible to find sorcerer ring or mundane ring in some simple chest locked at hard\master? If not then maybe add such possibilities? Otherwise we loose any sort of surprise effect and dungeons turns into a boss chest run with easy mobs you can simply ignore as well as other chests.
I'd be glad to have some hardcore option which includes challenging regular enemies who can sometimes carry rare item with them and ofc regular chests to pleasantly surprise me sometimes for example with smth as rare as Sorcerer's ring, it's essential part of 'exploration' afterall.
I've noticed that enemies have been nerfed a lot in the Remaster, and I imagine addressing this in the new Ascension Remastered would take a lot more time and balancing to get things right as far as combat difficulty goes. I originally used the Less Extreme Difficulty Settings (Option Slider) mod to help with this to double the damage I was taking and halve the damage I do to enemies, which was a pretty good balance except my build utilizes a lot of Alchemy and poisons are not affected by Oblivion's difficulty multipliers, so using poison started killing enemies way too quickly again. Conjuration builds have a similar issue too where summoned creatures are not affected by the difficulty slider so they'll be way more tanky than the player character and still do full damage.
I'm now trying out the More Damage - Custom Combat Overhaul mod instead, which rebalances enemies to be closer to 2006 Oblivion and also increases damage all-around so you're actually threatened in combat. You're at the end-game now though so I'm not sure how much of a challenge you'll really get at this point, so you might have to use both mods together to get the combat balance you want with that tanky Breton build of yours. I will say from what little I've played with it with a fresh save file, More Damage - Custom Combat Overhaul in conjunction with Ascension Remastered feels a lot like how I remember Ascension in OG Oblivion to feel like: a more dangerous world in the early game but with toned down scaling so you still get that overpowered growth toward late to end game.
As I’ve mentioned many times now: - The remaster is dramatically easier than the original game. What you’re experiencing is the remaster difficulty, not this mod. The original version of Ascension also did more to increase difficulty by modifying health, magicka, and fatigue, but none of those can be done in the remaster due to engine changes. - This mod only affects weapon and armour drops. The whole point is that common NPCs don’t carry rare items. What you’re experiencing with gold drops is also vanilla. - The high lock levels are also vanilla. Many locks in the game are leveled. This means they continue increasing in difficulty, even if the loot doesn’t get any better. The original (better) version of Ascension fixed this by capping lock levels, but that isn’t possible in the remaster because it requires OBSE. - New enemies can't be added as the remaster does not support adding new objects.
I see & thank you for reply. I understand that whole point is that common enemies don't wear full set of daedric armor, but what if some of them, got a chance to wear 1 piece of smth really rare? Same goes for chests. As I said, it's essential part of loot based games, surprise\dopamine effect and a reason to loot regular and locked chests as well as enemies, otherwise everything is locked behind a boss and his chest, such approach, imho, is just cutting off a big chunk of fun.
Will you think about at least optional mod for such things? P.S rising difficulty by buffing up some stats\levels & rising number of enemies spawned is much appreciated.
Play the original game if you want a complete balanced experience. Ascension is much better for that game and includes many more things to provide a balanced experience.
If you want to stick with the remaster, the best you can do is increase the difficulty.
I can't add small chances to NPCs, as this would
be a lot of work editing every NPC inventory manually
probably devalue boss loot as you could just farm bandits, which are quite easy regardless of level
probably lead to people just reporting seeing a bandit wearing a rare item as a bug
Only thing I can do is make a casual verison that allows all container weapon/armour to go to higher levels, or add more extra chances for weapon/armour to boss chests.
Ah, I see... Well, I've just tried More damage mod with vanilla x6 difficulty and disabled rare loot, enemies not tickling me anymore and my dmg feels balanced, managed to die once, so I'm pretty much happy with results. Anyway, thank you for clarification and your efforts.
Skyrim players hate the unofficial patch for that game, probably because they dislike the author more than anything. People have picked up on this and since blanketly applied it to all unofficial patches without doing any research as to whether the patch is actually good or not. It's super dumb to be honest.
Maybe a stupid question: How do I delete it? I am using Vortex btw. I can't disable it in the load order as trying to uncheck the checkbox results in no change (stays checked). When I manually delete the ESP, the patch still stays in the load order (just now as "not managed by Vortex) and I still can't uncheck it...
It's also because the Skyrim unofficial patch "fixes" things that aren't bugs and makes changes because the author felt like it, and then the author goes off on anyone who points it out.
Gotta say, after only playing for an hour with this mod I'm already noticing a difference, and I'm loving it! Dungeon crawling feels much more grounded, with treasures feel rewarding with more small clutter that'll sum up to a pretty septim, and rarer rewards feeling a lot more meaningful because they're now not simply locked behind, and guaranteed by, reaching a certain character level. I wouldn't play Oblivion without this!
If you click on the version number in the files tab there's a changelog:
Version 1.0.6
Fixed missing sound effect on torches (leftover from UOP).
Added a patch for UORP. LITE DOES NOT REQUIRE THE PATCH.
Minor changes for parity with the update to the better version:
Decreased the maximum level for level-based spells (Calm, Frenzy, Command, etc) from 50 to 35 (still higher than vanilla 25, meaning that becoming a Master is still useful).
Reverted to vanilla merchant repair cost.
Increased the value of Repair Hammers from 10 to 20.
Increased the base value of Apotheosis from 100 to 1000.
I am still seeing common bandits spawn with glass weapons and fancy armor. I am level 17 and using Ascention Lite, Balanced NPC Level cap, Difficulty Slider Fixed, and Slower Skill Leveling. Here is my plugins list:
Oblivion.esm DLCBattlehornCastle.esp DLCFrostcrag.esp DLCHorseArmor.esp DLCMehrunesRazor.esp DLCOrrery.esp DLCShiveringIsles.esp DLCSpellTomes.esp DLCThievesDen.esp DLCVileLair.esp Knights.esp AltarESPMain.esp AltarDeluxe.esp AltarESPLocal.esp Ascention Lite - Loot.esp Ascention Lite - Creatures.esp Balanced NPC Level Cap.esp Difficulty Slider Fixed.esp Major Skills - 33% Slower Leveling.esp Minor Skills - 43% Slower Leveling (Original Oblivion).esp I have also tried loading only Ascention Lite (loot and creatures) without the other mods and still the same problem.
Some parts of Ascention Lite are working (I still get basic mob spawns in dungeons), but even with discovering/entering new dungeons for the first time ever, I am still getting bandits with glass weapons and elven armor. That part of the mod isn't working.
Those NPCs were probably persistent, so spawned before you installed the mod.
There’s not much I can do to address this comment other than to say that nothing has been changed regarding leveled lists since the original mod. It would have been noticed a long time ago if this was an issue with the mod.
Hopefully you're right and that it's luck and pre-spawns from my side. I'll keep playing and checking. Seeing hobo bandits in top-level gear, I can't believe they redid the entire game but left that in. Thank you for bringing these mods over into the remake.
1413 comments
Right out of the gate, my novice spells are like 1-2 magicka cost
Figured I'd ask here before I tear apart my mod list trying to find it
That person probably did the patch wrong or is providing snake oil.
I'm playing as a sort of spellsword, Breton lvl 29, 85 armor, 65spell resist, vanilla master difficulty(balanced NPC lvl cap):
- enemies don't deal enough dmg, I rarely use potions\healing spell and I'm not even using a shield
- bosses dies fast and can't do any dmg as well, the only threat is dmg\spell reflect.
Now for loot:
- feels like every regular enemy in dungeons don't carry anything interesting ever, no point in looting them at all.
- feels like there is absolutely no point in opening even locked chests, every locked(min hard) chest I opened contained ~50-90 septims.
Is it so?
Is it even possible to find sorcerer ring or mundane ring in some simple chest locked at hard\master?
If not then maybe add such possibilities?
Otherwise we loose any sort of surprise effect and dungeons turns into a boss chest run with easy mobs you can simply ignore as well as other chests.
I'd be glad to have some hardcore option which includes challenging regular enemies who can sometimes carry rare item with them and ofc regular chests to pleasantly surprise me sometimes for example with smth as rare as Sorcerer's ring, it's essential part of 'exploration' afterall.
I'm now trying out the More Damage - Custom Combat Overhaul mod instead, which rebalances enemies to be closer to 2006 Oblivion and also increases damage all-around so you're actually threatened in combat. You're at the end-game now though so I'm not sure how much of a challenge you'll really get at this point, so you might have to use both mods together to get the combat balance you want with that tanky Breton build of yours. I will say from what little I've played with it with a fresh save file, More Damage - Custom Combat Overhaul in conjunction with Ascension Remastered feels a lot like how I remember Ascension in OG Oblivion to feel like: a more dangerous world in the early game but with toned down scaling so you still get that overpowered growth toward late to end game.
- The remaster is dramatically easier than the original game. What you’re experiencing is the remaster difficulty, not this mod. The original version of Ascension also did more to increase difficulty by modifying health, magicka, and fatigue, but none of those can be done in the remaster due to engine changes.
- This mod only affects weapon and armour drops. The whole point is that common NPCs don’t carry rare items. What you’re experiencing with gold drops is also vanilla.
- The high lock levels are also vanilla. Many locks in the game are leveled. This means they continue increasing in difficulty, even if the loot doesn’t get any better. The original (better) version of Ascension fixed this by capping lock levels, but that isn’t possible in the remaster because it requires OBSE.
- New enemies can't be added as the remaster does not support adding new objects.
I understand that whole point is that common enemies don't wear full set of daedric armor, but what if some of them, got a chance to wear 1 piece of smth really rare?
Same goes for chests.
As I said, it's essential part of loot based games, surprise\dopamine effect and a reason to loot regular and locked chests as well as enemies, otherwise everything is locked behind a boss and his chest, such approach, imho, is just cutting off a big chunk of fun.
Will you think about at least optional mod for such things?
P.S rising difficulty by buffing up some stats\levels & rising number of enemies spawned is much appreciated.
If you want to stick with the remaster, the best you can do is increase the difficulty.
I can't add small chances to NPCs, as this would
Only thing I can do is make a casual verison that allows all container weapon/armour to go to higher levels, or add more extra chances for weapon/armour to boss chests.
Well, I've just tried More damage mod with vanilla x6 difficulty and disabled rare loot, enemies not tickling me anymore and my dmg feels balanced, managed to die once, so I'm pretty much happy with results.
Anyway, thank you for clarification and your efforts.
I mean its not like people cant just delete it but thats what they're talking about
I just ran into so many official bugs that I couldn't continue with a few quests before I even used it.
I don't think I should ask here, I'm very sorry to make everyone unhappy.
I am using Vortex btw.
I can't disable it in the load order as trying to uncheck the checkbox results in no change (stays checked).
When I manually delete the ESP, the patch still stays in the load order (just now as "not managed by Vortex) and I still can't uncheck it...
[All other mods.]
Ascension.esp
Ascension - Rarer Loot.esp
Balanced NPC Level Cap.esp
Balanced Unleveled Rewards.esp
Ascension - Balanced NPC Level Cap Patch.esp
Ascension - UORP Patch.esp
Ascension - Balanced Unleveled Rewards Patch.esp
Clutter and Crop Ownership.esp
Question:
“Ascension - UORP Patch.esp” MUST be used without ‘Unofficial Oblivion Remastered Patch.esp’ ? Or is it a mistake in the description?
Ascension.esp
Ascension - Rarer Loot.esp
Balanced NPC Level Cap.esp
Balanced Unleveled Rewards.esp
Ascension - Balanced NPC Level Cap Patch.esp
Ascension - UORP Patch.esp
Ascension - Balanced Unleveled Rewards Patch.esp
Clutter and Crop Ownership.esp
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarESPLocal.esp
Difficulty Slider Fixed.esp
{Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarESPLocal.esp}
Ascension.esp
Ascension - Rarer Loot.esp
Balanced NPC Level Cap.esp
Balanced Unleveled Rewards.esp
Ascension - Balanced NPC Level Cap Patch.esp
Ascension - UORP Patch.esp
Ascension - Balanced Unleveled Rewards Patch.esp
Clutter and Crop Ownership.esp
Difficulty Slider Fixed.esp
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarESPLocal.esp
Ascention Lite - Loot.esp
Ascention Lite - Creatures.esp
Balanced NPC Level Cap.esp
Difficulty Slider Fixed.esp
Major Skills - 33% Slower Leveling.esp
Minor Skills - 43% Slower Leveling (Original Oblivion).esp
I have also tried loading only Ascention Lite (loot and creatures) without the other mods and still the same problem.
There’s not much I can do to address this comment other than to say that nothing has been changed regarding leveled lists since the original mod. It would have been noticed a long time ago if this was an issue with the mod.