Adrenaline Oblivion
From Oblivion Mod Wiki
| Author: | CuteUnit |
| Thread(s): | GamingSource |
| Version: | 0.2b |
| Last Updated: | April 14th, 2006 |
| Download(s): | PES |
[edit] Description
FEAR YOUR WORLD.
You've felt it. You've been playing with a realism mod, like Oscuro's Oblivion Overhaul. You see one bear every five square miles, maybe three deer. You entered the lair of the Worm King and discovered it was staffed by maybe ten necromancers. You've been to Oblivion, and fought ten to 15 daedra.. not much of a world-destroying threat to be sure. You've watched your character turn into a living God compared to all the bandits, marauders, conjurers, necromancers, and creatures around you.
Bethesda got around this with leveled lists that scaled with you.. but we all know how lame that made things. Upping a creature's stats is Mobflation, which only makes battle longer and more dull, not more exciting and challenging.
Almost all of us run one of the many balance mods out now, but they only exacerbate a problem... you become so much better than everything else in the empty world that the fear is gone, the challenge is gone, and all you're left with is the narrative.
Now, I present to you the solution known by pen and paper RPG DMs for years... instead of creatures that simply get more powerful with you, you get MORE CREATURES!
Yes, now there really ARE daedric armies. Now the necromancers truly are a threat. Cabals of conjurers outside the ethical laws of the Mage guild hide in their caverns, creating armies of Atronachs poised to strike. Bears hunt with their mates, and only the most egotistical of the Creature races dare venture into battle alone.
Video demo of the kind of combat you can see with this mod.
[edit] What this mod does
[edit] Main goal
NPCs that all once spawned individually now spawn in randomized groups, modified by region and the player's luck. No longer do you have the monotony of fighting one to two mobs per room in a dungeon.. now you may encounter truly terrifying cabals of opponents ready to separate you from your life, and no longer is the fauna of every area of Cyrodil the same. Around every corner, danger lurks. You will need every resource you have, your alchemy, your magic, your skills from hours of Devil May Cry or Jedi Knight II to survive. But if you do, you will TRULY feel like a hero, and combat will no longer be an easily bypassed chore.
Dungeons crawl with long-bleached legions of the undead, byproducts of the centuries of necromantic practice in cyrodil. The Semi-Intelligent lower races from goblins to ogres breed real communities of their own, and respond with violence to all transgressors. Marauders and Bandits, whether as a byproduct of the limited living space of the empire's cities, dissatisfaction with imperial law, or simple greed and brutish nature attract more to their selfish aims every day.
Exteriors now comparatively team with life, with majestic bounding herds of deer to be found on the plains and in the forests, but barely able to make headway into the swamps and mountains. Rats gorge themselves on the abundant carrion of the marshes left there by the larger, more abundant predators, and mountain lions rule the ...mountains. But beware, where there is an abundance of prey there is an abundance of predators, the wolves and bears no longer hunt alone..
And yes by god, there's enough game in the wilds of the plains and woodlands now to actually hunt, if you're willing to brave the other things that use those herds for food. In harsher or more poisonous climes, the balance of predator to prey changes.
All changes contained in AdrenalineOblivion-SpawnElement.esp
[edit] Secondary goals
Supports the player in a world where combat is both more intense and frequent, by changing the following in a separate .esp the player can choose not to use, though it is highly reccomended that they do so.
Equipment damage to armor and weapons reduced by 75% of prior rate, keeping it in line with how often you had to repair before you were fighting four or more times the number of opponents.
Blocking can stop up to 90% damage with a shield, and about 75% if only a weapon is equipped. You're rarely ever fighting one mob anymore, and rather than increase the player's HP or max Armor to compensate, this forces you to rely more on your skill as a combatant.
Magicka regeneration for all races increased by about 20%.
Maximum summoned pets increased to 3. Again, you're not fighting just one or two mobs anymore.
Acrobatics skill increased in level-up speed by a factor of 4. Learning to combat roll at 50 Acrobatics is terribly important when in group melee combat, and is rather important for archers as well.
All changes contained in AdrenalineOblivion-SupportElement.esp
[edit] Slated for the next version
Adrenaline Oblivion-Encounters.esp
Admit it, you fought Mannimarco, you fought the other "Bosses" of many quest lines, and they lasted less time than John Bobbit in pornography. Once the restof Adrenaline Oblivion is stamped done, I will include a third .esp providing scripted content and redesign to these encounters that underwhelmed so terribly.
Adrenaline Oblivion-Conjuration.esp
So I have 100 conjuration, and I can summon a dremora for 45 seconds? Adrenaline Conjuration will add character and balance to Conjuration by allowing the creation of long-duration allies via ritual, dependant on ingredients the player carries. A use for daedra hearts!
[edit] Suggestions
While this mod CAN be used with vanilla oblivion, you will get a much better experience if you use this mod with Oscuro's Oblivion Overhaul, as it applies minimum and maximum level ranges and redistributed loot rarity to all mobs. This WILL give you a more entertaining experience, unless fighting five level 25 bandit archers caked in Glass is your thing. Myself, I savor more variety.
Quest-specific Leveled lists for most quests have not been modified, only a select few that I could be sure would not cause those quests to possibly break. Please test this and return feedback to me! Again I suggest using Oscuro's mod with this, as the level caps it applies make the main quest much more challenging and rewarding.
Remember this will make the game SIGNIFICANTLY more challenging, play accordingly! If you gained 20 levels with Speechcraft, go grind your Conjuration so you at least have some method of dealing with the battles you will face.
[edit] Changelog
0.1b first release
0.2b reduced wilderness deerspawn, corrected "Blind NPC" AI bug.
