Heyo. After running into bizarre load issues with this over on the MO2 discord, we discovered there's a specific load order incompatibility that will result in an infinite black screen.
To avoid this please ensure 'DLCFrostcrag.esp' loads before 'DLCHorseArmor.esp'.
No! The goal of this mod is not only to fine-tune player/enemy damage (there was another mod (linked below) that does that).
This mod does the following: - Makes combat deadlier (arguably now able to be set in the base game through the new settings by increasing both enemy damage and the damage you deal) - Gives you a few other settings to play with (spell effectiveness, health regen, ...) - Rebalances the base damage & reach of the melee weapons to make them more unique - Fixed (in my opinion) the absurd vanilla material scaling - Rebalances the weights of the melee weapons - Rebalances poisons/ranged weapons/magic to be in line with melee weapons
If you only care for fine-tuning damage dealt/damage taken, then you might not miss this mod (but you also should've just used this mod prior to patch 1.2, which is pretty much the exact functionality you got in patch 1.2).
Edit: Whoops, my bad. I thought this was my other mod. In this case, probably! This mod may not be needed anymore (except if you simply want deadlier combat!)
Hi, I sadly don't intend to create further mods at the moment. You might be interested in my other mod which increases the health of most creatures by 2x alongside custom More-Damage-Style balancing
Hi I used Loot to determine my load order but your mod doesn't activate could you tell me what I did wrong or if there's a compatibilities error, here's the load order.
Extended Weapon Range.esp Balanced Tutorial Loot.esp are both not compatible with my mod. If you want a similar vision as this mod + different weapon range check out this updated version.
Some notes: Dynamic AI Behavior Animals and Simple Creature Level Cap are not inherently compatible with MoreDamage, they would need a patch. (made them for the Custom Combat Overhaul version of More Damage, if you're interested)
I recommend putting Lighter Potions - MoreDamage_2x Patch.esp after Lighter Potions - Ascension Patch.esp
I also recommend putting Lighter Ingredients - MoreDamage_2x Patch.esp after Lighter Ingredients - Ascension Patch.esp
Great thnx for the reply, never considered those to have conflicts with each other, if I go for cco, what mods of patches should I remove for it to work properly?
CCO doesnt have official support for weightless mods. Apart from that you've got the same conflicts as with More Damage. I recommend thoroughly reading the mod description of CCO for more information, as well for a list of my provided patches.
Ufg, nice try but it breaks too many mods for me :( Is it possible to modify the damage dealt by enemies (like a multiplier) instead of modifying all the weapons and creatures stats? Thanks for the mod anyway :D
Hi, sadly I don't intend to do that. This mod is all-in-all already "outdated" - check out either my Custom Combat Overhaul or the alternative mods I've linked at the very bottom there. One of them allows you to fine-tune your damage dealt/damage taken however you want!
No matter what I do I either get black screen on startup or the mod will not run. I played around load order and it seems this mod will override other mods in conflict, but it will still NOT apply new alterations. So damage stays the same but other mods won't work, what a waste of my time lol
Sad to hear that. The black screen on startup is either due to BSA uncompressed records or using MO2 to install this, as detailed in the file description. If you are not using either of those I'd be interested in seeing your load order (contents of plugins.txt).
I have updated the troubleshooting section on my other mod (custom combat overhaul) - while it isn't tailored to this mod you may gain some new insight there.
Hope you can get it to run!
Edit: If not, check out the bottom of the file description of my other mod where I linked alternative mods that tackle the same problem - I am sure one of those will work!
435 comments
To avoid this please ensure 'DLCFrostcrag.esp' loads before 'DLCHorseArmor.esp'.
That is all.
No! The goal of this mod is not only to fine-tune player/enemy damage (there was another mod (linked below) that does that).
This mod does the following:
- Makes combat deadlier (arguably now able to be set in the base game through the new settings by increasing both enemy damage and the damage you deal)
- Gives you a few other settings to play with (spell effectiveness, health regen, ...)
- Rebalances the base damage & reach of the melee weapons to make them more unique
- Fixed (in my opinion) the absurd vanilla material scaling
- Rebalances the weights of the melee weapons
- Rebalances poisons/ranged weapons/magic to be in line with melee weapons
If you only care for fine-tuning damage dealt/damage taken, then you might not miss this mod (but you also should've just used this mod prior to patch 1.2, which is pretty much the exact functionality you got in patch 1.2).
Edit: Whoops, my bad. I thought this was my other mod. In this case, probably! This mod may not be needed anymore (except if you simply want deadlier combat!)
I like my humans to die fast but not creatures
here's the load order.
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
Unofficial Oblivion Remastered Patch.esp
Unofficial Oblivion Remastered Patch - Deluxe.esp
AutoUpgradeRewards.esp
MoreDamage_2x_Deluxe.esp
MoreDamage_2x.esp
Extended Weapon Range.esp
Balanced Tutorial Loot.esp
Descension.esp
DifficultyRemastered.esp
Difficulty Slider Fixed.esp
EnhancedHorsesAndCrimeAlarm.esp
EnemysWeaponStaysOnCorpse.esp
Horse Whistle.esp
Leveled Creature Diversity.esp
MoreDamage_2x_Settings.esp
Quest NPCs Run.esp
#AltarGymNavigation.esp
#TamrielLeveledRegion.esp
Balanced Tutorial Loot.esp
are both not compatible with my mod. If you want a similar vision as this mod + different weapon range check out this updated version.
Difficulty Slider Fixed.esp
Clutter and Crop Ownership.esp
Balanced NPC Level Cap.esp
Simple Creature Level Cap.esp
Simple Creature Level Cap - UORP Patch.esp
Hooded Outlaws.esp
Hooded Outlaws - Conjurers and Necromancers.esp
Hooded Outlaws - Balanced NPC Level Cap Patch.esp
Ascension.esp
MoreDamage_2x.esp
Balanced Unleveled Rewards.esp
MoreDamage_2x_Patch_BalancedUnleveledRewardsRemastered.esp
Ascension - Balanced Unleveled Rewards Patch.esp
Ascension - Rarer Loot.esp
Ascension - UORP Patch.esp
Ascension - Hooded Outlaws Patch.esp
Ascension - Balanced NPC Level Cap Patch.esp
SSTGuardsRevised.esp
SSTGR-BNPCLC Patch.esp
DynamicAIBehaviorAnimals.esp
Responsive Combat AI.esp
Minor Skills - 25% Slower Leveling.esp
Major Skills - 25% Slower Leveling.esp
MoreDamage_2x_Deluxe.esp
MoreDamage_2x_Settings.esp
MoreDamage_2x_Patch_Ascension.esp
Lighter Things AIO.esp
Lighter Potions - MoreDamage_2x Patch.esp
Lighter Potions - Ascension Patch.esp
Lighter Ingredients - MoreDamage_2x Patch.esp
Lighter Ingredients - Ascension Patch.esp
Lighter Arrows - Balanced Unleveled Rewards Patch.esp
Lighter Arrows - MoreDamage_2x Patch.esp
LateNiteConjurations.esp
LNCBalancedNPCLevelCapPatch.esp
#AltarGymNavigation.esp
#TamrielLeveledRegion.esp
Could someone tell me if this is the correct load order? I've been staring myself blind on all of the mods and ""patches" :(
Dynamic AI Behavior Animals and Simple Creature Level Cap are not inherently compatible with MoreDamage, they would need a patch. (made them for the Custom Combat Overhaul version of More Damage, if you're interested)
I recommend putting
Lighter Potions - MoreDamage_2x Patch.esp
after
Lighter Potions - Ascension Patch.esp
I also recommend putting
Lighter Ingredients - MoreDamage_2x Patch.esp
after
Lighter Ingredients - Ascension Patch.esp
Apart from that looks good at a glance
Is it possible to modify the damage dealt by enemies (like a multiplier) instead of modifying all the weapons and creatures stats?
Thanks for the mod anyway :D
https://www.nexusmods.com/oblivionremastered/mods/2122
I have updated the troubleshooting section on my other mod (custom combat overhaul) - while it isn't tailored to this mod you may gain some new insight there.
Hope you can get it to run!
Edit: If not, check out the bottom of the file description of my other mod where I linked alternative mods that tackle the same problem - I am sure one of those will work!