Changelog: 4.5b
changes:
Changes to the
Items Add-on:
-
Fixed an issue that caused skeletons to
occasionally have two weapons instead of one.
Changes to the
Creatures Add-on:
-
Zombie Races are now not-playable as they are supposed to be
Misc Changes:
-
The Chance of More Enemies plug-in is now installed even if installing the SI
version of the mod and selecting to not merge the files -
Living Economy is now correctly installed
even if installing the SI version of the mod without the items add-on.
-
The SI optional, non merged,
files don't keep the SI prefix anymore after the installation is completed
4.5
changes:
Shivering Isles:
-
The mod has been updated to deal with the official expansion. Every part of
the mod now works in the new lands too. A lev 9-12 char at least is now recommended
to adventure in the Shivering Isles.
-
The forging Amber/Madness weapons system has been completely redone in the
Leveled Quests plug-in for a more realistic and non leveled experience (see the
Leveled Quests section for more info)
-
Durable weapons now have a chance to be found in Tamriel too, this will ensure
better continuity between the main land and the expansion (the feature can be
turned off with the in game menu, see the mod customizability section)
NOTE:Shivering Isles is NOT required for
the mod to work, you are still able to install the non SI version of the mod
Changes to the core of the
mod or to optional plug-ins:
-
Fixed an issue in the loot tables that caused magical armors to be rarer than
how they are supposed to be in chests.
-
Fixed an issue that
caused key locked chests to spawn in particular quests dungeons where they
weren't supposed to spawn (Dungeons Chests Locks)
-
Fixed an issue of the More Wilderness Life plug-in that caused a particular
quest to be impossible to complete due to a few wrongly placed spawn
points.
-
Kvatch has been rebalanced, it is now a little harder at lower levs and easier
at higher levs (Leveled Quests)
-
Tweaked guards equipment, in previous versions of the mod (and vanilla
oblivion) every city guard had both a sword and a bow and always used the bow
unless the opponent got too close, now some guards will use the sword, other the
bow.. providing a more varied experience.
-
Guards have been rebalanced to be a little more competitive at higher levels.
-
Fixed an issue that caused road patrolling guards to stay still if the patrol
leader was killed (Leveled Guards)
-
Fixed an issue that caused the fenced money requests to do the Thives Guild
quests to not bet the supposed ones (Leveled Quests) - The arena champion has received some balance
tweaks to make him a little more harder to defeat (Leveled Arena)
Changes to the
Items Add-on:
-
Armored Circlets have been added (50+ variants). Female NPCs will have a chance
to equip one of them, they will also be foundable in chests and buyable at the
Red Diamond Jewellery store.
-
Added rusted variants of iron and steel weapons, undeads and skeletons will
often use them instead of the normal ones
-
Illuminate Staves are now buyable at Rindir's Staves
-
Fixed a couple of magical weapons that were mising their enchantment.
-
Changed the non trasparent background of a couple of shields to the default
transparent one.
Changes to the
Creatures Add-on:
-
Added several variants of
race-based zombies.
Dead imperials, elves, orcs etc. of both sexes can now be encountered in undead
themed dungeons.
-
Added a bunch of new creatures and new creatures variants
-
Added a few new reagents
-
Guars are passive more ofren now
Misc Changes:
-
The installer should now able to properly register the BSA files on Windows
Vista
Special thanks to Newraven, Adonnay and Swell for their help with
translations.
- Keep in mind that after completing the installation you still need to load
the installed files in the data files section of oblivionlauncher.exe - The mod requires the official 1.2 patch (and/or SI) to be installed - To uninstall the mod, please use the uninstaller located into
your oblivion\data\Francesco's mod dir. If you remove the files manually without
using the uninstaller, please remember, if you did install the items/creatures
add-on, to also remove the FraNewItems.BSA and
FranNewCrea.BSA entries from your Oblivion.INI file - The Shivering
Isles version of the mod will obviously not work without the official expansion
installed
SHIVERING ISLES Since the 4.5
release the mod deals with the official expansion too. Every part of the mod now
affects SI with the same approach vanilla Oblivion is dealt with. This doesn't
however mean that SI is required, if you don't have the official expansion you
can install the non SI version of the mod. Apart from expanding the mod to work
in the new lands the SI version has some new unique features too like the
Amber/Madness Items Forging System Overhaul (check the Leveled Quests section
for more info). NOTE: A lev 9-12 char at least is now recommneded to
adventure in the Shivering Isles.
Tired that nearly all creatures level up with you? Bored that at level 25
every bandit of the world are god-like ones with daedric equipment?
Then this mod is for you. I think that the game has to be challenging but that
not every fight has to be an epic one.
This mod aims to create a more
realistic and enjoyable experience, it will not make the game easier, just more
credible (it actually can make it harder
depending on the parts you decide to install)
This mod changes nearly all the creatures lists to make them more static. Even
if you will still find very strong stuff at high levels you will often (for
example) find normal skeletons and zombies in dungeons, wolves and imps in the
wilderness and so on.. not every bandit will level up with you but some of them
will be static.. I also changed most leveled items lists, in vanilla oblivion at
say level 20 you used to find only high level armors and weapons and low-mid
stuff nearly disappeared from the game, now it will be much harder to find high
lev equipment, and low-mid lev one will still be common later in the game. One of the strenghts of
this mod is it's modular nature.. every part of the mod is optional
and you are able to customize it to your taste during the installation.
The optional parts cover many things like
guards
(all guards used to keep leveling up with you, so no matter how strong you were
they were always a bit stronger than you. Using this part of the mod, while some
guards still level up with you, many of them will stop at about levels 15-25.
Stronger guards will usually defend more important places/people),
vendors (you used to find chainmail/dwarven
mithril/orcish armors and weapons in creatures/npcs loot before seeing their
appearance in shops, this made armor/weapons vendors nearly useless after
reaching level 6-7, now you will find those stuff in shops many levels before
but at increased prices),
new unique enemies/bosses (a small chance
to find stronger unique bosses with names and personalized combat styles/loot),
more enemies
(more creatures/npcs in dungeons, aviable in three
variants) houses/dungeons
chests (improved, more interesting,
diverse and often more rewarding but still balanced loot),
quests
(tweaked main and guilds quests to make late quests harder for unexperienced
characters, forcing to level up so you can't become master of the fighters guild
at lev 8), arena
(later ranks will be much harder for weak
chars so you can't win it with a low lev character) and much
much more
(read the full readme for a complete list with
detailed info).
There's also an items
add-on which adds a ton of new top
quality user made weapons and armors to my loot lists and a
creatures add-on
adding many quality user made creatures.
The mod also provides very detailed
in game customizability
features.. via an easy to use in game menu you are able to change lots of
settings in a couple of clicks. Check the right section in this readme for more info
on in game customziability.
Plese read the full description below for
detalied info on all
the parts of the mod.
Francesco's Leveled Creatures-Items mod - Main file -
This is the required file for my mod to work, it's the core of the mod, where
every change to the scaling system of npcs and items was done. Can't list every
change here, check the readme after the installation. The main esm file also
contains many leveled lists used by the optional parts. You can choose between a few variants of the main file.. you can decide to
have Lyrondor's combat Behavior mod and/or MOBS mod merged into it, and you can
choose between 3 different types of loot. You can also decide to install the mod
with integrated Living Economy mod. Below you can find a small description of
the optional components you can decide to install togeter with the main file.
You can install the mod with 3 different loot systems, where
the hardcore and extra-hardcore loots make valuable items rarer and a lot rarer
compared to the normal one. You can find a detailed comparison between the
various loot systems in the loot spreadsheetcontained in the same
dir of this readme. Since the 4.0 release the loot system is fully in game customizablevia an easy to use in game menu, see the mod's
customizability section.
-- Francesco's leveled creatures-items mod with
Lyrondor's combat Behavior
--
Lyrondor Combat Behavior mod, changes Ai combat/fighting behaviors...
the goal is to provide more diverse fights... sometimes more
challenging. The version included into this mod was tweaked to
give creatures/generic npcs about a 20% chance to spawn with Combat Behavior
tweaks disabled.. this will ensure even more diverse fights! More info about the
combat Behavior mod can be found in the readme. This optional component also
adds a feeling script, generic npcs like bandits will have a small
chance to flee during combat, the chance is based on both the remainng heath of
the npc and a comparison between the npc's level and the player's one.. so npcs
weaker than the player will have higher chances to flee.
Some creatures/NPCs will:
- Block more/less often bsp; - Do more/less different Power Attacks
- Do more/less strafing around you as you block with a shield, or from a
distance while targeting you with ranged attacks
- Do more/less regular Attacks - Do more/less Rushing Attacks -
Add/removes a give amount of Recoil/Stagger Bonus to Attacks - Disable Fleeing
before/during a fight (Demoralize spells can still affect fleeing behavior)
The new parameters are governed by percentages, mostly, and new multipliers,
so it doesn't mean that the very first Skeleton Champion or Troll you'll
encounter will automatically and immediately be more aggresive for the whole
fight. The key word here is "potential". It's a simple matter of how lucky you
were to encounter one or multiple enemies that actually uses the new potential
of higher aggressivity and/or efficiency.
-- Francesco's leveled creatures-items mod with
MOBS
--
Medieval Oblivion Equipment Balance System, MOBS
rebalances every weapon of the game giving them a more realistic and credible
feeling. Range and speedwill be lowered (way too high in the
vanilla game) while the damage will be overall raised. Every
material will now feel more diverse.. glass and elven weapons for
example will be faster and lighter (with lesser durability too) while others
material like ebony and daedric will have uber damages but won't be that fast,
it will still be worth using higher lev materials.. but this increased diversity
between materials will add a bit of realism. Arrows will do more
damage and will be faster.. but thanks to thereduced backwards runningspeed close range archery won't be effective like in the vanilla game.. This
could also increase the challenge for some type of chars. You can find a
spreadsheet containing detailed stats of every weapon of the game in your
Francesco's mod dir. Below you can find a description of all the changes that
will be done by this part of the mod:
CHANGES TO MELEE FIGHTS:
- Reach, reach has been
shortened a fair bit. The reaches in default were too long and it looked weird.
You will need to get closer now, but it will look better, as if your weapon is
actually hitting the target and as if they can hit you. - Speed,
speed has been reduced to give the weapons more diversity and to give them a
more realistic 'feel'. Glass and elven weapons will be faster than those made of
other materials (but it will still be worth using higher lev materials like
ebony thanks to their uber damage). - Damage, damage increases in the
usual way with new materials. However scaling is now fixed to a percentage
basis, rather than the unbalanced default system whereby weapons with lower
damaged increased disproportionately. For example in the default daggers damage
increases around 200% from iron to daedric but the longsword increases by only
about 100%. This meant the daggers became the most powerful weapon late game.
Now all weapons increase percentage wise as follows to maintain the balance.
Damage in general has been increased. - Weight, weight is a more
important property than in the default because it has much more of an effect on
fatigue burn. Steel has been made to be of the same weight of iron, glass and
elven weapons are now lighter than the others materials but they have lesser
durability too. Weapons in general are noticiably lighter (expecially higher
level ones). - Fatigue,three game settings concerning fatigue
have been altered. The base cost of swinging a weapon or fists is reduced from 7
to 5. Hand to hand will be less fatiguing. The effect that weight of a weapon
has on your fatigue as you swing it is increased dramatically. The result is
that all weapons will fatigue you more, especially heavier weapons. -
Power Attacks, the amount of fatigue you lose from performing a power attack
has been reduced from 5x a normal swing to 3.5x to stop them from being overly
fatiguing. The speed of power attacks has been increased, so as to prevent them
form being too slow with the new slower weapon speeds, and to increase their
speed from default. So power attacks will be more viable than in the default,
for more interesting combat. - Melee sneak attack bonuses scale up
more smoothly as you become better at sneaking:
Novice
Apprentice
Journeyman
Expert
Master
Default
3x
6x
6x
6x
6x
Mobs
4x
6x
6x
6.5x
7x
CHANGES TO ARCHERY:
- Damage, the new ineffectiveness of archery at close ranges (see
reduced running backwards speed below) allows for arrow damage to be increased
alot. Arrows do 1.5x more damage than default. NPC archers will be more
dangerous because of this. - Arrow Speed and Physics, arrows' speed through the air has been
increased 1.8x to better reflect the speed of a real arrow. This will make it easier to hit moving targets and harder to avoid being hit.
The way arrows behave, such as bounce off things and arc through the air has
been tweaked for more realism - Arrow Recovery, fired arrows will last longer before disappearing.
From 90 to 600. Maximum fired arrows that can exist before they begin to replace
each other has been increased from 15 to 50. The chance of recovering a fired
arrow from the body of a dead opponent is increased from 50% to 75%. - Marksman Sneak Attacks,
marksman sneak attack bonuses scale up more smoothly as you become better at
sneaking:
Novice
Apprentice
Journeyman
Expert
Master
Default
2x
3x
3x
3x
3x
Mobs
1.5x
2x
2.5x
3x
3.5x
CHANGES THAT CAN AFFECT BOTH ARCHERS AND MAGES:
- Reduced Running backwards speed, the speed you can run
backwards is decreased so you can't sprint backwards as fast as you can forwards.
Backpedaling archer/mage was too imbalancing and boring, now you will need a bit
more tactic in this type of fights.
CHANGES TO HAND TO HAND COMBAT: - Reach
, Hand to hand reach has been reduced
slighty so it is equal to the dagger. - Damage, Hand to hand damage is up slightly,.The amount of fatigue
damage that hand to hand does has been increased by a factor of 3x. This means
that hand to hand will weaken opponents, meaning that they will do less damage
and be in danger of collapsing. Hand to hand has been strengthened in many ways
because other weapons are more fatiguing and slower. This is where the advantage
of hand to hand lies.
If you want to know more about MOBS check its official forums thread
http://www.elderscrolls.com/forums/index.php?showtopic=636827
-- Francesco's leveled creatures-items with
Living Economy
--
Living Economy
tweaks many things related to the economy of the
game's world, the goal is to make it more credible and dynamic. If
you install this togeter with the new items add-on LE will take care also of
every new item giving it regional/dynamic prices. Below you can find a small
description of what LE does (this is just a small summary, you can find the full
readme inside Francesco's mod dir) Note: the LE
version bundled in this mod has been rebalanced a little to make player's life a
bit harder, items selling price has been lowered a bit and vendors will usually
have more gold.
Dynamic Barter Gold/Barter Renewal: No more infinite gold. Makes ALL player transactions affect a
merchant's barter gold. If you sell an item for 400 gold, the merchant's gold
will go down by 400 gold and vice versa. Repairs, Recharges and Spell purchases
also affect the merchant's barter gold.The NPC's
Mercantile skill will be the main factor in determining their gold. Additional
factors are the player's Mercantile skill and/or his level.Additionally, different merchant types will have different base gold
values. Smiths will have more gold than a common merchant reflecting the often
expensive prices of arms, while a pawnbroker will have less. Different merchant
types will reset their barter gold to base after different amount of days. A
common trader will reset their gold every 3 days by default, while a smith
resets it every 5 days.
Merchant Skill Progression/Complementary Player Mercantile Progression:
Now a merchant's mercantile skill will no longer be static. It will
dynamically change according to how often the player barters with them. The
formulas used are in-par with the speed of the player's mercantile skill. This
would make your most visited merchants have a higher Base Barter Gold and raise
their prices according to their skills. Their skill will also decay back to
their base skill with time to prevent all merchants reaching a master level. The player now has the facility to increase his Mercantile skill based NOT
ONLY on the quantity of the transactions, but on the size of the transactions.
The burden of needing to sell items individually to achieve significant progress
is now lightened.
Random Transactions: Random merchant transactions, the merchant's gold fluctuate at the start of
everyday according to their mercantile skill. Everyday a number of randomly
simulated purchases/sales are calculated which alter the net gold of the
merchant. The merchant's skill determines the amount of transactions made.
Shop Based/Quantity Bases Prices: Smiths will offer more gold for arms and repair hammers while paying nothing
for miscellaneous clutter. Magic shops will pay handsomely for any soul gems,
Aylied stones or staves you may find in your travels. Trader's will pay base
price for everything. Prices will also adjust according to the amount of the
item a merchant has. A smith that only has 1 hammer left will not let go of it
so cheaply (or pay handsomely for another); however, if he had too many in
stock, he let them go cheaper.
Regional Prices: Different Cities will offer different prices for different types of items.
Also introduces Global Economy and Local Economy factors that will modify prices
of all items in their respective places (whole province or local city). You'll
be able to sell weapons in Leyawiin for a higher price than you would on
Skingrad, buy glass items cheaper on Cheydinhal, sell luxury items higher on
Anvil, etc (you can check the spreadsheet contained in Francesco's mod dir for
the full list of regional modifiers). This gives the player incentives for
visiting different shops and cities to get the best deals when selling loot or
buying new supplies. Note: This applies also to all the items of the new
items add-on, if using it.
Francesco's new items add-on
Adds new third party armors and weapons. There will be a chance
to find them in every type of loot, chests, npcs/creatures loot etc. The chance
is not big.. you will still get vanilla items most of the times. High lev items
are rarer compared to lower lev ones. Lower lev items will also have a chance to
spawn in vendors. There are also 2 magical variants of every new item.. the
current add-on features about 1.400 new normal+magic items. These weapons and armors were rebalanced to fit well in the
mod.. most of the them were simply too powerfull.powerful. Screenshots of all
the included stuff can be found in installer. Keep in mind that you have to
download and install the add-on containing all the textures and meshes of the
items for this part of the mod to work! The items add-on also adds
new illuminate staves (aviable in 13 different variants) to loot of
Necros, Conjurers and other mages. New in 4.5:
Added 50 armored circlets
(and a dozen of magical variants). Female NPCs will have a small chance to equip
one of them, there will also be a small chance to find them in chests.
A few of them are buyable at the Red Diamond Jewellery store in the IC. NOTE:
The circlets cannot be equipped by beast races (credits to Kafei) New in 4.5:
Added new sets of rusted iron and steel weapons/armors, undeads and skeletons will
often use them instead of the normal ones (credits to Koldron, Windsurfer, Martigen
and Daemoncleaner for the resources)
A list of
included items can be found below. Iin case
a weapon set is tagged as buyable
it means that the lower lev variants are buyable in shops. Even if an item can
be found in vendors the chance of this happening is random.. so you have to be a
little lucky and/or visit a few shops before finding what you are looking for...
keep also in mind that the apparence of these items in vendors is related to
your level as any other item of the game.
ARMORs
Reference
Quality
A+
Stats better
than Daedric/Glass
A
Stats
similiar to Daedric/Glass
B
Stats
similiar to Ebony/Elven
C
Stats
similiar to Orcish/Mithril
D
Stats
similiar to Dwarven/Chainmail
E
Stats
similiar to Steel/Leather
F
Stats
similiar to Iron/Fur
Full amor sets: 23
Name
Author
Buyable
Heavy/Light
Quality
Dragon Knight Armor
Drakonnen
No
Heavy
A
ArchMage BattleArmor
Axeface
No
Heavy
B
Noble Armor
Ulath
Yes
Heavy
C
Templar Armor
L@zarus
No
Heavy
C
Scalemail Armor
PJ
Yes
Heavy
E
Heaven's Fury Armor
Jerros
No
Heavy
A+
Gold Mithril Armor
Sin
No
Light
A
Braided Armor
Cgramnaes
No
Light
B
Bronze Chain Armor
Ino Zenosis
Yes
Light
D
Draconic Armor
Bad Any
Yes
Light
C
Cured Leather Armor
Neela
Yes
Light
E
Armored Robes (5 variants)
L@zarus
Yes
Light
E
- D - C - B - A
Decorated Fur Armor
Frankpants
Yes
Light
F
Lamellar Armor
Frankpants
Yes
Light
E
Composite Armor
PJ
Yes
Light
D
Chaindress
smitty
Yes
Light
D
Cerimonial Steel Armor
GuarTriner
No
Heavy
D
Dark Paladin Armor
cultbrain
No
Heavy
A
Reinforced Chain Cuirass
Francesco
Yes
Heavy
F
Griffin Armor
Phitt
No
Light
C
Void Mirror Armor
Oddbasket
No
Light
A+
Dragon Scale Armor
Aragorn24
No
Light
A+
Red Leather Armor
Ino Zenosis
Yes
Light
C
Helmets: 22
Name
Author
Buyable
Heavy/Light
Quality
Horned full helm
L@zarus
No
Heavy
D
Pegasus Helmet
gorgonzola3000
No
Heavy
A+
Ebony closed
helm
L@zarus
No
Heavy
B
Ancient Sallet
Mr.Dave
No
Heavy
C
Daedric Sallet
Mr.Dave
No
Heavy
A
Iron Sallet
Mr.Dave
Yes
Heavy
F
Dark Legion
Helmet
Tigin
No
Heavy
C
Closed Steel Helm
GuarTriner
Yes
Heavy
E
Death Dealer
Helm
ragethesage
No
Heavy
A+
Dark Helmet
XMarksTheSpot
No
Heavy
B
Closed Chainmail Helm
GuarTriner
Yes
Light
D
Glass Sallet
Mr.Dave
No
Light
A
Legion Kettle Helm
Mr.Dave
Yes
Light
D
Helmet of the
Stars
ayhan
No
Light
A+
Crusader Helm
Grimdeath/Cryo
No
Heavy
B
Archers
chainmail helm
ayhan
No
Light
C
Orcish Closed Helm
Phitt
Yes
Heavy
C
Steel Sallet
Phitt
Yes
Heavy
E
Ebony Sallet
Phitt
No
Heavy
B
Knight Steel Helmet
Phitt
No
Heavy
D
Light Horned Helm
GuarTriner
Yes
Light
D
Steel Spiked Helm
GuarTriner
Yes
Heavy
D
Shields: 51
Name
Author
Buyable
Heavy/Light
Quality
Red Dragon Shiled
Zynthar
No
Heavy
A
Silver Skull Shield
Zynthar
Yes
Heavy
D
Yin-Yang Shield
Zynthar
Yes
Heavy
C
Dragon Knight Shield
Drakonnen
No
Heavy
B
Noble Shield
Ulath
Yes
Heavy
D
Tribal Defender
Thomas Bramall
No
Heavy
B
Bronze Shield
Tigin
Yes
Heavy
D
Pegasus shield
gorgonzola3000
No
Heavy
A+
Orcish nobilty shield
MarkQuinn
Yes
Heavy
C
Heavy scutum
Grumblepunk
Yes
Heavy
D
Battle iron shield (11 var.)
MarkQuinn
Yes
Heavy
F
Copper Shield
PJ
Yes
Heavy
E
Golden Shield
PJ
Yes
Heavy
D
Runic Shield
PJ
No
Heavy
B
Red Runic Shield
PJ
No
Heavy
A
Blue Runic Shield
PJ
No
Heavy
A
Sanguine Shield
PJ
No
Heavy
A+
Celtic Shield
Gervas
Yes
Heavy
E
Lion Shield
Gervas
No
Heavy
B
Acient Copper Shield
Gervas
Yes
Heavy
D
Elsewir Shield
Gervas
No
Heavy
A
Orcish Cerimonial Shield
Gervas
No
Heavy
C
Scorpion Shield
Zynthar
No
Light
B
Braided Shield
Cgramnaes
Yes
Light
D
Gold Mithril Shield
Sin
No
Light
A
Red Guard Shield
MarkQuinn
Yes
Light
C
Dark Rose Shield
KafeiDotour
No
Light
B
Bronze Chain Shield
Ino Zenosis
Yes
Light
D
Draconic shield
Bad Any
Yes
Light
C
Tiled Shield
PJ
Yes
Light
E
Wooden Soldier Shield
PJ
Yes
Light
D
Metal Footman Shield
PJ
Yes
Light
C
Large Soldier Shield
PJ
No
Light
B
Meridia Shield
PJ
No
Light
A
Azura Shield
PJ
No
Light
A+
Void Mirror Shield
OddBasket
No
Light
A+
Griffin Shield
Phitt
No
Light
C
Elven Tower Shield
VagabondAngel
No
Light
B
Light Silver Shield
Gervas
Yes
Light
D
Nordic Shield
Gervas
Yes
Light
E
Ancient Warrior Shield
Gervas
No
Light
A
WEAPONs
Reference
Quality
A+
Stats better
than Daedric
A
Stats
similiar to Daedric
B
Stats
similiar to Ebony
C
Stats
similiar to Glass
D
Stats
similiar to Elven
E
Stats
similiar to Dwarven
F
Stats
similiar to Silver
G
Stats
similiar to Steel
H
Stats
similiar to Iron
Blade
Weapons: 104
Name
Author
Buyable
1H / 2H
Quality
Katana (8
var.)
Severian1981
Yes
One Handed
H - G - F - E - D - C - B - A
Dai-Katana
(8 var.)
Severian1981
Yes
Two Handed
H - G - F - E - D - C - B - A
Tanto
(8 var.)
Severian1981
Yes
One Handed Small
H - G - F - E - D - C - B - A
Dragon Knight Talon
Drakonnen
No
One Handed
A
Father's Sword
Waalx
No
One Handed
A
Templar Longsword
RDjeke
No
One Handed
B
Icxth
throttlekitty
No
One Handed
C
Elven Scimitar
RDjeke
Yes
One Handed
D
Warbrand
TemplarGFX
Yes
One Handed
E
Luciendar
TemplarGFX
No
One Handed
F
Kukri
RDjeke
Yes
One Handed Small
F
The Volkoth
TemplarGFX
Yes
One Handed Small
G
The Atlantean
Sword
Waalx
No
Two
Handed
A
Glaive (8 var.)
Jounk33
Yes
Two
Handed
H - G - F - E - D - C - B - A
War Scythe(8 var.)
Jounk33
Yes
Two Handed
H - G - F - E - D - C - B - A
Short sabre(6 var.)
Adonnay
Yes
One Handed Small
G - F - E - D - B - A
Long sabre (6var.)
Adonnay
Yes
Two Handed
G - F - E - D - B - A
Sabre(6 var.)
Adonnay
Yes
One Handed
G - F - E - D - B - A
Longblades (4 var.)
Adonnay
Yes
One Handed
D - C - B - A
Apocalypse
Sword
TemplarGFX
No
Two Handed
A+
Orcish claymore
Marcos Armengol
No
Two Handed
E
Pegasus
Weapons (3 types)
gorgonzola3000
No
1H small/1H/2H
A+
Ayleid
Weapons (5 types)
Madcat
No
1H small/1H/2H
C
Valermos
Sword
TemplarGFX
No
One Handed
A+
Gladius (2 var.)
Grumblepunk
Yes
One Handed Small
F - B
Rapier(2 var.)
Cathegus
Yes
One Handed
G - F
Ruby Claymore
Lem
No
One Handed
C
Quartz
Shortsword
Lem
No
One Handed Small
C
Quartz Dagger
Lem
No
One Handed Small
C
Ivory Dagger
clixboom
Yes
One Handed Small
D
Omera Knife
Heywood
No
One Handed Small
B
Sacrifice Dagger
PJ
No
One Handed Small
E
Dagger of the Stars
Homonkulos
No
One Handed Small
A+
Aedra Dagger
Homonkulos
No
One Handed Small
A
Noble Dagger
Coolman
No
One Handed Small
B
Falcon
Coolman
No
One Handed Small
D
Leviathan Dagger
Coolman
No
One Handed Small
A
Scarab Dagger
Coolman
Yes
One Handed Small
H
Blue Ruby Dagger
Coolman
No
One Handed Small
A+
Imperial Dagger
Coolman
No
One Handed Small
C
Bastard Sword (4 var.)
Adonnay
Yes
One / Two Handed
H - G - F
Viking Sword (3 var.)
Adonnay
Yes
One Handed
G - F
Blunt
Weapons: 79
Name
Author
Buyable
1H / 2H
Quality
Scythe (4 var.)
Tda
Yes
Two Handed
G - C - B - A
Two-handed mace (6 var.)
RDjeke/Garymorrowind
Yes
Two Handed
F - E - D - C - B
Mauler (4 var.)
Templar GFX
Yes
One Handed
H - G - F - E
Staff (8 var.)
The MC
Yes
Two Handed
H - G - F - E - D - C - B - A
Noble mace
nathansetz
No
One Handed
B
Noble waraxe
nathansetz
No
One Handed
B
One-handed Iron Hammer
RDjeke
Yes
One Handed
H
Mithril Waraxe
RDjeke
Yes
One Handed
D
Double-headed Battleaxe
RDjeke
Yes
Two Handed
D
Beared Waraxe (2 var.)
RDjeke
Yes
One Handed
H - G
Beared Battleaxe (2 var.)
RDjeke
Yes
Two Handed
H - G
Sephis Axe
Tda
No
One Handed
A
Bardiches (8 var.)
Jounk33
Yes
Two Handed
H - G - F - E - D - C - B - A
Bartons (8 var.)
Jounk33
Yes
Two Handed
H - G - F - E - D - C - B - A
Saracen mace
TemplarGFX
Yes
One Handed
D
Pegasus Weapons (3 types)
gorgonzola3000
No
1H / 2H
A+
Black Axe
TemplarGFX
No
One Handed
A+
Black Legion Battleaxe
TemplarGFX
No
Two Handed
B
Ayleid Weapons (5 types)
Madcat
No
1H / 2H
C
Orcish Weapons (6 types)
Armengol
Yes
1H / 2H
E - D
Alluvium Anvil
TemplarGFX
No
One Handed
A+
Spicked War Axe/Battle axe
Mr.Dave
Yes
1H / 2H
F
Ancient Orcish Hammer
Mr.Dave
No
One Handed
A
Ancient Orcish WarHammer
Mr.Dave
No
Two Handed
A
Orcish Sapat (3 var.)
Mr.Dave
Yes
One Handed
H - G - F
Finger of Death
Mr.Dave
No
Two Handed
A+
Orcish Cerimonial Axe
Mr.Dave
Yes
Two Handed
G
Orcish Two-Hnaded Axe
Mr.Dave
Yes
Two Handed
D
Dark Paladin
Mace
cultbrain
No
Two Handed
A+
Hooked Battle Axe
GuarTriner
No
Two Handed
E
Legion Waraxe
Cathegus
Yes
One Handed
G
Skullcrusher Axe
Nicoroshi
No
Two Handed
A+
Missile
Weapons:
35
Name
Author
Buyable
Quality
Dark Rose Bow
Kafei
No
B
Warbow (6 var.)
Adonnay
Yes
G - F - E - D - B - A
Cerimonial bow (6 var.)
Adonnay
Yes
G - F - E - D - B - A
Bow (6 var.)
Adonnay
Yes
G - F - E - D - B - A
Shortbow (2 var.)
Adonnay
Yes
H - G
Pegasus Bow
gorgonzola3000
No
A+
Crude Longbow
Windy
Yes
H
Elven Longbow
Windy
Yes
D
Ayleid Bow
Madcat
No
C
Ornes' Bow
TemplarGFX
No
A
Bow of Ash
Nicoroshi
Yes
E
Bow of Blood
Nicoroshi
No
B
Bow of Thorns
Nicoroshi
No
A
Bow of the Hunter
Nicoroshi
Yes
F
Doomshard
Nicoroshi
No
A+
Bow of Shadows
Mandalore
No
C
Horseman Bow
Nicoroshi
No
F
Wooden Horseman Bow
Nicoroshi
No
G
Doon Bow
GuarTriner
No
C
Francesco's new creatures add-on
Adds new, quality, user made creatures, you will have a chance
to fight them mixed with the old ones.. chances to find a new creature are
however smaller compared to vanilla ones.. about 1/5. The add-on currently
features about120 new creatures of many types/level ranges and dozens of new
retextured variants of existing creatures/aniamls.. this will give
unmatched variety in all circumstances. This part of the mod is aviable in a few
variants.. you can install it with/without a size rescaling script and with/without
additional Ai/Behavior scripts... more info below. The new creatures add-on is also fullyin game customizable,
via a simple in game menu you will be able to adjust most of its scripts to your
liking, for more info on in game mod customizability see the right section below
in this readme.
-- Francesco's new creatures add-on with size rescaling script --
This script will dinamically, randomly resize creatures/generic
npcs heights (within realistic ranges) applying also stats changes realed to the
new height, bigger creatures will get a small boost in health/stats.. the
increse is directly related to how much the creature get rescaled.. if it will
be 10% bigger it will receive a 10% health bonus and a 10% bonus in all stats..
while if it's 5% smaller.. it will get a 5% malus to health/stats. The heights
variation is not completely random.. to give a realistic experience creatures
will most of the times have an average size while ones with noticiably bigger/smaller
sizes are rarer. This script will affect both the new creatures and the vanilla
ones/generic npcs. This script is mainly aimed to increase variation in
encounters, thanks to it, for example, when you will encounter a group of
bandtis.. these will realistically vary in height and won't be all the same.
-- Francesco's new creatures add-on with new Ai/Behaviors scripts --
These scripts will give animals a more credible attitude towards you..
they will flee/attack you depending on a few factors like their agression level
and their confidence, non agressive animals will also turn towards you as you
approach. These scripts will also give a chance to skeletons/zombies to
rise back from death after a few minutes you have killed them increasing
variety and unpredictability in undead themed dungeons. The amount of health it
will have after raising from death is based on how much time it remained dead..
if it will rise after only a few seconds.. it will be very low on heath It also adds many new ingredients including Axebane 2.5
ingredients/pelts + a few new ones added by me to the some of the new animals
(so, for example, the hell hound has a piece of hell hound meat.. which is a
powerful reagent with resist fire/fire shield/fire damage effects). This component will also tweak the factions system.. adding
more factions and tweaking factions relationships to make them more credible and
realistic, animals like wolves/lions/bears/boars and creatures like ogres/trolls/minotaurs
will have their unique factions and may randomly attack each other depending on
their aggression, so, for example, you many now see, sometimes, ogres fighting
trolls or wolves fighting boars, smaller creatures/animals have smaller chances
to attack bigger ones. This optional component now adds also a new AI package to aniamls giving them
the ability to look for water to drink.
-- Francesco's new creatures add-on with new new creatures higher spawn
frequency --
This optional component will make the new creatures more common, you will
encounter them more often. Install it if you think the new creatures are overly
rare with the default setting.
A now the full list of the new creatures with their stats and credits:
Reference
Difficulty
A
Lev 24+
B
Lev 20 - 24
C
Lev 16 - 20
D
Lev 12 - 16
E
Lev 8 - 12
F
Lev 4 - 8
G
Lev 1 - 4
Animals: 17
Name
Author
Difficulty
Additional
Info
Dark Wolf
Jackmix69
F
Dire Mountain Lion
Jackmix69
E
Dire Brown Bear
Jackmix69
C
Dire Boar
Jackmix69
E
Dire Rat
Jackmix69
G
Vicious Boar
Jackmix69
E
Leopard
Guru
E
Snow Leopard
Guru
E
usually found
near mountains
Snow Lion
Guru
E
usually found
near mountains
White Tail Hound
Guru
D
frost attack/resistence
Hell Hound
Guru
C
fire attack/resistance
Phamar
Grimdeath/LCE
B
Nightmare
AlienSlof
B
Panther
Koldorn
E
Goat
Francesco
G
usually
passive
Mountain Goat
Francesco/Koldorn
F
Water Rat
Koldorn
G
passive, can
be found near water sources
Daedras: 20
Name
Author
Difficulty
Additional
Info
Iron Golem
Demonizzer
G
Silver Golem
Demonizzer
F
Gold Golem
Demonizzer
E
Glass Golem
Demonizzer
D
Ebony Golem
Demonizzer
C
Magma Golem
Demonizzer
B
fire damage/spells, fire
resistence
Greater Daedroth
Lazarus
B
Morphid
Grimdeath/LCE
E
Herne
Grimdeath/LCE
F
Hunger (2 var.)
Grimdeath/LCE
D
Golden Saint
Grimdeath/LCE
A
weapon and shield
Seducer
Zardalu /
Francesco
F
can paralyze
Greater Scamp
Koldorn
E
Arcane Golem
Koldorn
A
Rock Golem
Koldorn
G
Elder Hunger
Koldorn
B
Greater Clannfear
Growlf /
Koldorn
A
Demon
Phitt /
Koldorn
B
Demon Lord
Phitt /
Koldorn
A
Undeads: 27
Name
Author
Difficulty
Additional Info
Lich Lord
Jackmix69
A
Undead Legion Soldier (2
var.)
Lazarus
E
one
handed weaps + shield or bows
Undead Legion Knight (2
var.)
Lazarus
D
two handed weaps or bows
Undead Legion Lord
Lazarus
A
two handed weaps + spells
Hell Knight
(2 var.)
Francesco
B
two handed weaps + fire
attack
Ghostly Apparition
Martigen
C
Dread Skeleton
(several var.)
J3X There's
F - E - D - C
Frozen Corpse
Francesco
D
frost resistence/attack
Death Champion
Francesco
A
Decaying Corpse
(2 var.)
Koldorn
F - E
Decayed Veteran
Francesco
C
Blood Lich
Koldorn
B
Tormented Wraith
(2 var.)
Koldorn
C
Burning Corpse
Koldorn
D
immune to fire attacks
Flesh Golem (4 var.)
Phitt /
Koldorn
D
Ayleid Lich
Mejas Sullipar
B
Ayleid Lich King
Phitt
A
Undead
Legion Master
*
Lazarus /
demoncleaner
A
Undead Adventurer
(several var.)
*
demoncleaner
F - E - D - C
- B
Misc Creatures: 43
Name
Author
Difficulty
Additional Info
Ogre Champion
Jackmix69
B
Elder Ogre
Jackmix69
A
usually found
as boss creature
Ancient Imp
Jackmix69
E
Frost Giant
Grimdeath/LCE
A
slow but very powerful
Gargoyle
Grimdeath/LCE
D
Lesser Gargoyle
Grimdeath/LCE
F
Werecrodile
Grimdeath/LCE
D
Dark Spider
Grimdeath/LCE team
E
Giant Spider
Grimdeath/Renzekin
F - E
Big Spider
Grimdeath/LCE team
G
Guar
(2
var)
Grimdeath/LCE team
G - F
usually passive
Werewolf (3
var.)
Jcarl
D - C - B
Ogre Berserker
Francesco/Koldorn
A
Goblin Champion
Francesco
C
Goblin Chieftain
Francesco
A
Savage Dreugh
Koldorn
C
Ancient Dreugh
Koldorn
B
Black Minotaur
(2 var.)
Francesco
D
Scaled Imp
Koldorn
F
Frost Imp
Koldorn
G
resistant to frost, can cast
frost bolt
Primal Troll
Koldorn
E
Nightmare Troll
Phitt
D
usually found
in interiors or at night
Hill Giant (8 var.)
Phitt
B
usually found
near hills, mountains
Armored Hill Giant (4 var.)
Phitt
A
see above
Thorn Elemental
Phitt
D
usually found
in forests
Goblin Peon
Prometeus
F
Goblin miner,
often carries nuggets or gems
Wyvern
*
SaidenStorm
B
Ancient Wyvern
*
SaidenStorm
A
Land Dreugh Tormentor
*
Koldorn
B
*
Added in 4.5
Apart from adding all those creatures, the creatures add-on now also adds new
retextured variants of many existing creatures/aniamls:
new lions, leopards, wolves, hungers, slaughterfishes, mudcrabs, liches,
clanfears, daedroths, goblins and more! Credits to
Koldorn, Cryonaut, Sabbath and Gored Guar.
Francesco's optional files 1
It's recommended to start a new game for these 3 parts of the mod to work at
100%,
if you don't want to start a new game don't worry simply do not
use this part of the mod and start using it after your next restart. Note: Tests
reported that a restart from the sewers exit is not enough to have the leveled
quests optional part of the mod working at 100% with every npc leveled to the
right level, you need to restart from the very beginning of the tutorial...
sorry but this is how this game works.
Francesco's optional Leveled Quests
Tweaked main quests and guild quests, these quests will be muchmore
static.. their difficulty will not be based on player level... if a
quest is meant to be hard ... it will have strong enemies even if the player is
low level, in this way you won't be able to become master of a guild at level
10. Loot you will find in these quests (and in the chests of their dungeons)
will be based on their level and not on player level, so if at level 3 you try
to finish a level 8 quest you will fight against level 8 enemies instead of
level 3, and their loot will be the same as if you fought them at level 8.
Example:
Figthers Guild Quests
Quest number
Min level
Max level
Quest number
Min level
Max level
01
01
03
11
16
26
02
01
12
12
16
28
03
01
14
13
18
30
04
01
15
14
20
32
05
01
16
15
20
32
06
08
18
16
22
34
07
10
20
17
24
36
08
12
22
18
24
36
09
12
22
19
26
/
10
14
24
What do min level and max level mean? Consider it in this way: if you do a quest
between its min and max level it will be in terms of difficulty the same as in
the original game, if you do it before the min level it will be harder or
impossible dependig on the difference, if you do it after the max level it will
start to be easier.If at level 5 you try to do the fighters guild number 11 quest ( 16-26 ) you
will find level 16 enemies even if you are level 5 and their loot along with the
one of the dungeon will
be the same as if you were level 16. If you do the same quest at level 30,
enemies will be capped at level 26, so it will be a bit easier. Similiar numbers
are used for other other guilds quests and main quests.
Fenced money requests required to do the thieves guild quests are
also increased, advancing in the thieves guild will require more time and effort:
Fenced money requests
Original
Francesco's
% Increase
50
50
+0%
100
150
+50%
200
300
+50%
300
500
+65%
400
750
+90%
500
1100
+120%
600
1500
+150%
700
1950
+180%
800
2450
+200%
1000
3000
+200%
This part of the modwill also makea few non quest dungeons
significantly harderthan others..
in these dungeons there will also be higher
chances to find good loot.
Amber/Madness Items forging overhaul
- Shivering Isles Only
You
can now forge high lev items with a low lev char and low lev items with an high
lev char. Adds 3 different Amber/Madness qualities (impure, normal, pure)...
high lev equipment requires more/better resources to be forged. As in vanilla
Si.. amber/madness can be obtained by either killing Gnarl/Grummite creatures
(but now the low lev variants will usually carry impure resources.. while higher
lev ones will often carry pure resources) or looking for ore deposits/colums (in
this case.. the impure/normal/pure chance is partially scaled for balance
reasons.. but you still have at least a very small chance to find pure ore even
at lev 1). Amber Materials List and Madness Ore Materials List books have been
tweaked to show in-game the new resource requirements, which can
also be seen in the tables below:
Reference
A1
Impure Amber
A2
Amber
A3
Pure Amber
M1
Impure
Madnees Ore
M2
Madness Ore
M3
Pure Madness
Ore
Longsword
Resource
Quantity
Additional Res.
Item Quality
Impure
A1 / M1
3
/
Unpolished
A1 / M1
4
100 gold
Lesser
A1 / M1
5
400 gol
Normal
A2 / M2
3
/
Fine
A2 / M2
4
400 gold
Very Fine
A2 / M2
5
1200 gold
Grand
A3 / M3
3
1200 gold
Perfect
A3 / M3
4
3000 gold
Claymore
Resource
Quantity
Additional Res.
Item Quality
Impure
M1
4
/
Unpolished
M1
5
125 gold
Lesser
M1
6
500 gol
Normal
M2
4
/
Fine
M2
5
500 gold
Very Fine
M2
6
1500 gold
Grand
M3
4
1500 gold
Perfect
M3
5
3500 gold
Bow
Resource
Quantity
Additional Res.
Item Quality
Impure
A1 / M1
2
/
Unpolished
A1 / M1
3
100 gold
Lesser
A1 / M1
4
400 gol
Normal
A2 / M2
2
/
Fine
A2 / M2
3
400 gold
Very Fine
A2 / M2
4
1200 gold
Grand
A3 / M3
2
1200 gold
Perfect
A3 / M3
3
3000 gold
Mace
Resource
Quantity
Additional Res.
Item Quality
Impure
A1
2
/
Unpolished
A1
3
80 gold
Lesser
A1
4
300 gol
Normal
A2
2
/
Fine
A2
3
300 gold
Very Fine
A2
4
900 gold
Grand
A3
2
900 gold
Perfect
A3
3
2500 gold
Hammer
Resource
Quantity
Additional Res.
Item Quality
Impure
A1
4
/
Unpolished
A1
5
125 gold
Lesser
A1
6
500 gol
Normal
A2
4
/
Fine
A2
5
500 gold
Very Fine
A2
6
1500 gold
Grand
A3
4
1500 gold
Perfect
A3
5
3500 gold
Waraxe
Resource
Quantity
Additional Res.
Item Quality
Impure
M1
2
/
Unpolished
M1
3
80 gold
Lesser
M1
4
300 gol
Normal
M2
2
/
Fine
M2
3
300 gold
Very Fine
M2
4
900 gold
Grand
M3
2
900 gold
Perfect
M3
3
2500 gold
Cuirass
Resource
Quantity
Additional Res.
Item Quality
Impure
A1 / M1
5
/
Lesser
A1 / M1
7
150 gold
Normal
A2 / M2
5
150 gold
Fine
A2 / M2
7
400 gold
Grand
A3 / M3
5
400 gold
Perfect
A3 / M3
7
900 gold
Greaves
Resource
Quantity
Additional Res.
Item Quality
Impure
A1 / M1
3
/
Lesser
A1 / M1
4
100 gold
Normal
A2 / M2
3
100 gold
Fine
A2 / M2
4
250 gold
Grand
A3 / M3
3
250 gold
Perfect
A3 / M3
4
600 gold
Boots
Resource
Quantity
Additional Res.
Item Quality
Impure
A1 / M1
2
/
Lesser
A1 / M1
3
75 gold
Normal
A2 / M2
2
75 gold
Fine
A2 / M2
3
200 gold
Grand
A3 / M3
2
200 gold
Perfect
A3 / M3
3
400 gold
Gauntlets
Resource
Quantity
Additional Res.
Item Quality
Impure
A1 / M1
2
/
Lesser
A1 / M1
3
75 gold
Normal
A2 / M2
2
75 gold
Fine
A2 / M2
3
200 gold
Grand
A3 / M3
2
200 gold
Perfect
A3 / M3
3
400 gold
Helmet
Resource
Quantity
Additional Res.
Item Quality
Impure
A1 / M1
2
/
Lesser
A1 / M1
3
75 gold
Normal
A2 / M2
2
75 gold
Fine
A2 / M2
3
200 gold
Grand
A3 / M3
2
200 gold
Perfect
A3 / M3
3
400 gold
Shield
Resource
Quantity
Additional Res.
Item Quality
Impure
A1 / M1
2
/
Lesser
A1 / M1
3
75 gold
Normal
A2 / M2
2
75 gold
Fine
A2 / M2
3
200 gold
Grand
A3 / M3
2
200 gold
Perfect
A3 / M3
3
400 gold
Arrows (x25)
Resource
Quantity
Additional Res.
Item Quality
Impure
A1 / M1
1
/
Unpolished
A1 / M1
2
15 gold
Lesser
A1 / M1
3
50 gol
Normal
A2 / M2
1
/
Fine
A2 / M2
2
50 gold
Very Fine
A2 / M2
3
150 gold
Grand
A3 / M3
1
150 gold
Perfect
A3 / M3
2
400 gold
Francesco's optional Leveled Arena
Level capped arena
combatants,
they will have minimum and maximum levels based on their rank, their
equipment will also be based on their level alone and not on player's
level like in the vanilla game, in this way you will not be able to finish the
arena at level 5 and if you start it with a very high level charachter the first
fights will be easier as one would expect. Higher ranked combatants now have
also a chance to use magic weapons.The arenachampion is not level capped so it will always be a challange.
Arena Ranks Difficulty
Rank
Min Lev
Max Lev
Pitdogs
1
8
Brawlers
4
12
Bloodletters
8
14
Myrmidons
12
18
Warriors
16
24
Gladiators
18
30
Heroes
22
35
Champion
28
/
Gold rewards
are also increased for all ranks except the first one:
Arena Gold Rewards
Rank
Original
Francesco's
% Increase
Pitdogs
50
50
+0%
Brawlers
100
125
+25%
Bloodletters
150
225
+50%
Myrmidons
200
350
+75%
Warriors
250
500
+100%
Gladiators
300
675
+125%
Heroes
350
875
+150%
Champion
400
1000
+150%
Francesco's optional Leveled Guards
In the original game every guard leveled with you, so they were always a
challenge even at very high level. With this part of the mod guards are
level capped ranging from level 15 to 30, stronger guards usually (but
not always) defend more important places. Night guards are sometimes a little
weaker. You have to restart to have this part of the mod
working at 100%.. read above in the leveled quests optional part section for
info about this issue. Guards will aslo have torches in their
inventories and will use them at night. This part of the mod now also adds more patrols along roads...
you will find single guards patrolling roads or even small groups made up of 2-3
guards.
Francesco's optional files 2
Francesco's optional Dungeons Chests Loot
Boss chestsat the end of a
dungeon have more gold and better loot, normal chests around a dungeon have a
bit less gold compared to the original game, this to make things a little more
realistic, a bandit band should keep its gold and treasures in only one place
instead of scatter them around a cave, boss chests will have gold and loot of
the whole band while normal chests will have those of single bandits. You can
expect to find about 50% less gold in normal chests but the total loot of the
dungeon will be a bit higher becasue boss chests will have much more gold and
also more chances to have gems, jewelry, potions scrolls etc. in this way after
finishing a dungeon and killing the boss you can expect something worth the
time. This applies to most types of dungeons but not to undead themed dungeons.
This also will raise a little bit the chance to find armors and weaponsin dungeons chests, making thieving and dungeon crawling in general more
interesting, the difference is not big and not noticiable in a single chest but
in a whole dungeon will let you find a couple of more pieces of armors/weapons.
You can find an example of how this works in the readme. This part of the mod now also adds misc itemslike food,
ingredients and clothes to dungeons chests improving loot variety by a lot.
Francesco's optional Houses Chests Loot
Tweaks middle and upper classes house chests to make thieving
more interesting, diverse, and rewarding. In vanilla Oblivion houses chests were
very poor and in no way rewarding for the thieves... this parts of the mod adds
more weapons/armors to houses armories (increasing also their quality) with a
chance to have also magic weapons and armors. The gap between
middle and upper tresury chests is also now higher.. but not always an upper
class chest will have better loot than a middle one.. it will happen most of the
times though. Tresury chests will defenitely be more rewarding.. and also more
diverse. Silver cluttervalue has also been raised a little bit.Detailed
comparisons betwen how house armory and tresury chests work in my mod and how
they used to work in vanilla Oblivion can be found below:
House Armories Loot,
number
of armor pieces/weapons:
0
1
2
3
4
6
Original Loot
1.5%
23.5%
33%
42%
0%
0%
Fra's Middle Class loot
1.5%
12%
28%
21%
16.5%
21%
Fra's Upper Class loot
0.8%
9.6%
24%
25.%
14.5%
25.5%
But it's not only the number of items to be increased.. it's also the quality
of these.. while in Vanilla Oblivion you can hardly find anything better than
steel.. this part of the mod gives you the chance to find even very valuable
items.. upper class chests will often be even more rewarding than a dungeon boss
chest.
House Treasuries Loot,
number
of armor pieces/weapons:
Original middle class
1-10 gold
coins + 10% a piece of jewelry + 2*75% clutter items
Original upper
class
1-10 gold coins + 25% a piece of jewelry + 3*75% clutter
items
Fra's Middle Class loot
original loot + 3*55% chance of an additional gem/jewelry
piece/more gold
Fra's Upper Class loot
original loot + 3*80% chance of an additional gem/jewelry
piece/more gold
Francesco's optional Dungeons Chests Locks
This optional plug-in randomizes chests locksmaking them lesser
based on player level, chests with harder locks will usually also have better
loot.Dungeon chests that used to be always locked will also have a small chance to
be unlocked.. while chests that used to be always unlocked will have a chance to
be locked with a random lock. It also adds a small chance to put traps on locked chestst..
the strenght of the trap is tied to the difficulty of the lock, when the player
tries to open a trapped chest a check is made on his security skill.. if the
check fails the trap is fired.. if the check doesn't fail a message is displayed
informing the player that the chest could be trapped.. if he then tries to open
it again.. a second security check is done.. in case even this second check is
succesful the trap is disarmed. The plug-in adds also a very small chance for every dungeon chest (NPCs
themed dungeons only) to be locked and trapped with a "guardian"
near the chest holding the key to open it, the difficulty of the guardian is
random.. the higher his strenght.. the bigger the loot inside the chest.
Francesco's optional files 3
Francesco's optional Chance of More Enemies
Aimed to those who like a more hard and/or action oriented game.. it will increase the number of enemiesfound in dungeons. This part of the
mod is aviable in 3 variants: normal/hardcore/extra-hardcore. I
would recommend the normal version to any of you who wants a little more
challenge and more diverse dungeons while keeping the original game feeling
untouched, the hardcore version mostly to those who like more action and/or much
more intensive dungeons, I recommend the extra-hardcore variant to those who
seek a very hard and arcade game (high end system is recommended for this
variant).A comparison table showing how the 3 different variants work can be found
below:
Creatures,
number of enemies per spawn
point:
Normal
Hardcore
Extra-Hardcore
Player Lev
1
2
3
4
1
2
3
4
1
2
3
4
6
8
01
89%
11%
0%
0%
66%
33%
0%
0%
33%
50%
0%
16%
0%
0%
03
85%
10%
5%
0%
55%
30%
15%
0%
28%
42%
8%
16%
7%
0%
06
82%
12%
6%
0%
44%
37%
19%
0%
22%
41%
10%
18%
9%
0%
10
78%
13%
7%
2%
35%
40%
20%
5%
18%
37%
10%
23%
10%
2%
14
75%
14%
8%
3%
23%
43%
24%
10%
12%
28%
12%
26%
12%
5%
20
72%
14%
9%
5%
15%
43%
28%
14%
8%
28%
14%
28%
14%
7%
25
71%
13%
10%
6%
12%
40%
30%
17%
6%
26%
15%
28%
15%
9%
30
70%
12%
11%
7%
9%
37%
32%
22%
5%
22%
16%
30%
16%
11%
NPCs,
number of enemies per spawn
point:
Normal
Hardcore
Extra-Hardcore
Player Lev
1
2
3
4
1
2
3
4
1
2
3
4
6
8
01
94%
6%
0%
0%
83%
17%
0%
0%
55%
38%
0%
6%
0%
0%
04
92%
6%
2%
0%
75%
20%
5%
0%
50%
38%
3%
7%
2%
0%
09
91%
8%
3%
0%
65%
26%
9%
0%
43%
38%
6£
9%
3%
0%
12
85%
10%
5%
0%
55%
30%
15%
0%
37%
38%
10%
10%
5%
0%
18
80%
13%
7%
0%
40%
40%
20%
0%
27%
40%
13%
13%
7%
0%
25
79%
12%
7%
2%
37%
37%
20%
6%
24%
38%
13%
16%
7%
2%
30
77%
12%
8%
3%
32%
37%
21%
10%
21%
35%
13%
19%
8%
3%
To
keep the game someway balanced (it will still be harder, but not impossible)
when 2 or more creatures are spawned they are taken from different spawn lists
where weaker lower level creatures are more common than stronger ones. A dungeon
will never be the same twice.. one time you may find in it 10 enemies the second
time 20.. it's a matter of how lucky you are.
Francesco's optional Chance of Stronger Enemies
Adds the chance to spawn stronger higher level enemies.For what concerns the wilderness.. this chance is regional based..
it will vary on how far you are in the wilderness, for dungeons it will vary a
little from one to another according to how many spawns of this type are placed
into it. There's a total of 260 new unique npcs
(320 if using the SI version) each of them with
an unique, racially appropriate, name, with a personalized loot based on their
level and not on player level and with different combat styles..
there are 3-4 different combat styles for each type of npc.. for example one
could more likely dodge blows while another could do more power attacks, this
will give an unique feeling to each of these enconunters. For what concerns
creatures there will be a small chance for every spawn in a dungeon or in the
wilderness to fight stronger creatures compared to the ones you can find in that
place at that particular player level.. so if at level 1 you can only find
regular goblins there will be a small chance to find a goblin
skirmisher/berserker or even shaman.. their loot will be based on their level so
if the warlord is a level 18 creature his loot will be as if you found it at
level 18 even if you are level 6.
NPCs:
1.85% chance to find a stronger, unique, NPC for each dungeon
spawn point
NPC Level
Player Level
30
20
15
10
15
1.85%
0%
0%
0%
13
1.4%
0.45%
0%
0%
11
0.9%
0.9%
0%
0%
9
0%
1.4%
0.45%
0%
7
0%
0.9%
0.9%
0%
5
0%
0%
1.4%
0.45%
3
0%
0%
0.9%
0.9%
1
0%
0%
0%
1.85%
Creatures:
10% chance to find a stronger creature for each dungeon
spawn point (Goblins example)
Goblin
Player Level
Warlord
Shaman
Berserker
Skirmisher
15
10%
0%
0%
0%
12
5%
5%
0%
0%
09
2.5%
5%
2.5%
0%
07
1.3%
4.1%
4.6%
0%
05
0%
2.5%
5.8%
1.6%
03
0%
1.3%
4.5%
4.1%
01
0%
0%
3.3%
6%
This means for example that at level 7 you will find 90% of the times goblins
suited for your level spawned by the normal spawns (normal goblins or goblins
skirmisher, examples of normal spawns are below in the npc spawns section) 1.3%
goblin warlod, 4.1% goblin shaman, 4.6% goblin berskerker. Note: if using
the leveled quests part this applies to generic dungeons only.. as quest related
dungeons and a few non quest ones are tweaked by the leveled quests making them
static (so you will find high/low lev creatures/loot no matter your level)
For what concerns wilderness.. the
chance to find a stronger enemy is
higher the farer youadventure:
Wilderness Regional Difficulty:
Region
Chance of stronger enemy
Roads
5%
Farmlands / Plains
7.5%
Deep Forest / Hills
12.5%
Mountains
14.2%
Forset M. /
Swamps
16.6%
Snow Mountains
20%
Francesco's optional Chance of Stronger Bosses
Adds a small chance to spawn a stronger bossescompared to the
usual ones. Their loot is based on their leveland not player
level, so if at level 1 you find a level 7 boss, this will have loot as if you
found it at level 7. The chance of a stronger boss spawning is 16.6% for NPCs
and 20% for creatures, if this seems high to you consider that we are speaking
of dungeon bosses, a few dungeons do not even have a boss and most of the others
have only 1 boss, so a 16.6% chance means that you will find a stronger boss
once every 6 dungeons you explore, so it won't happen often. These bosses now
have names, personalized combat styles and loot. Reference tables showing how this part of the mod works are aviable below.
NPCs:
16.6% chance to find a stronger, uniqueboss
NPC Boss Level
Player Level
30
20
15
10
20
16.6%
0%
0%
0%
14
4.1%
12.5%
0%
0%
07
0%
4.1%
12.5%
0%
01
0%
0%
4.1%
12.5%
Creatures
20%
chance to find a stronger
boss
(goblins example)
Goblin Boss
Player Level
Warlord
Shaman
Berserker
13
20%
0%
0%
08
5%
15%
0%
01
0%
5%
15%
Francesco's optional files 4
Francesco's optional More Wildernss Life
This optional plug-in will add new spawn pointsto the
wilderness to fill the previously empty areas. Mainly aimed to those who want
more action in the wilderness, if installed togeter with the creatures add-on,
this can also help to see more inter-faction relationships between animals/creatures
(credits to Dae).The plug-in is now aviable in 3 versions: normal, hardcore,
extra-hardcore. The normal version is recommended to those who want more
life in the wilderness but don't like big spawns of animals/creatures togeter
and want to keep roads safer, the hardcore version to those who seek more action
even along roads, the extra-hardcore one to those who want action at all costs.
Francesco's optional Vendor Tweaks
In vanilla Oblivion you used to find chainmail/dwarven mithril/orcish armors
and weapons in the loot of monsters before seeing their appearance in shops, so
for exemple by the time you saw an orcish armor in a shop you already had a full
set of it found in marauders loot, this made armor/weapons shops nearly useless
after reaching level 6-7, now you will find those stuff in shops many
levels beforethe original game but at increased prices, I
had to increase prices because if not it would have been too easy to buy certain
items at the very first levels, it's a sort of trade-off.. want a weapon before?
Ok just pay more than it's normal value.. do not want to pay that much? Wait few
levels and you will may find it in the loot of a killed enemy.. I think it makes
much more sense than in the original game. Prices were increased (of about
30-50% depending on the item) only for dwarven-orcish-chainmail-mithril armors
and silver-dwarven-elven weapons in shops, those found in monsters loots will
have the original value.
Francesco's optional New Adventurers
Adds many new types of adventurerslike Tomb Raiders, Bounty
Hunters, Vampire Hunters and many new common Adventurer variants. You will have
a chance to meet them (even in small groups) in most types of dungeons.
Tomb Ridersare found in Tombs.. they usually use stealth
to avoid the undeads and reach/loot the chests, will often see you
as competitor and may attack you. Bounty Huntersare found in
bandits caves/hideouts.. they won't loot chests.. just look in the dungeon for
their mark, may see you as a competitor and attack you. Vampire Huntersare found in vampires themed dungeons, they, often in groups, look for
vampires to kill.. will usually ignore the player.. unless he's a vampire too..
in this case.. he will be attacked on sight. Adventurers can found
in any dungeon type.. often in groups, can loot chest, some of them use
stealth.. are usually friendly.. but will attack the player on some occasions.
Francesco's optional files Misc
Francesco's slower skills
Based on bofra's Level Rates Modified mod, this will make skills
progression speedslower (slowing in this way player leveling up).. you
can choose between a 50% slower skills, 2 times slower skills and 3 times slower
skills. Not every skill will be affected in the same manner, in fact some of
them (those that used to raise slower compared to the other ones) will not be
touched or will be affected in a minor way. Below you can find comparison tables
between the 3 version of this part of the mod.
Francesco's
Slower Skills
Slower
Skills x1.5
Slower Skills x2
Slower Skills x3
Skill
Value 1
Value 2
Value 1
Value 2
Value 1
Value 2
Acrobatics
x1.5
x1.5
x2
x2
x3
x3
Alchemy
--
--
--
--
x1.5
x1.5
Alteration
--
--
--
x1.5
--
x2
Armorer
x.1.5
--
x2
--
x3
--
Athletics
x.1.5
--
x2
x1.5
x3
x2
Blade
x.1.5
--
x2
--
x3
--
Block
x.1.5
--
x2
--
x3
--
Blunt
x.1.5
--
x2
--
x3
--
Conjuration
--
x.1.5
--
x2
--
x3
Destrucion
--
x.1.5
--
x2
--
x3
Hand to Hand
x.1.5
--
x2
--
x3
--
Heavy Armor
x.1.5
--
x2
--
x3
--
Illusion
--
--
--
x1.5
--
x2
Light Armor
x1.5
--
x2
--
x3
--
Marksman
x1.5
--
x2
--
x3
--
Mercantile
/2
--
/2
--
/2
--
Mysticism
--
--
--
--
--
x1.5
Restoration
--
--
--
x1.5
--
x2
Security
--
--
--
--
x1.5
--
Sneak
x1.5
x1.5
x2
x2
x3
/3
Speachcraft
/1.5
--
/1.5
--
/1.5
--
Value 1 = Speed modification on value 1 (example:
Athletics seconds of running) Value 2 = Speed modification
on value 2 (example: Athletics seconds of swimming)
-- = no value present or unchanged
x1.5, x2, x3 = 50%, 2 times, 3 times slower than the original game
/1.5, /2 = 50%, 2 times faster
Francesco's respawn time
This will change the respawn time of exterior cells and dungeons.
In the original game the respawn time was of 3 days.. many think that this is
too short, in my mod you can raise it to 7, 10, 14 and 21 days. There is no
value that I would recommend to every one.. it depends on your gaming style,
keep in mind that every time you enter in a cell the respawn timer will restart.
For this reason an high value could not be the best choice if you usually do not
travel with fast travel, I would suggest 3 or 7 days if you never fast travel,
10 or 14 days if you sometimes use fast travel, 21 days only to those who most
of the times use fast travel.
Francesco's day length rescale
Tme passes very fastly in the original game.. if you play 1 hour 30 game
hours will pass.. in my mod you can, if you want, rescale the length of
the daymaking it longer, you can choose among 5 different settings..
1-12, 1-16, 1-20, 1-24 and the default 1-30. This is mostly a cosmetic change
but having a longer day can improve both atmosphere and realism. Depending on
what you choose in the respawn time page the installer will hide some of these
choices to prevent unexperienced users to choose something that could mess up
their game, in fact having both a long respawn cycle and a long day can cause
the respawn to not happen often enough. Below you can find a list of choices you
will have with every respwan time setting.
Respawn time
Length
of the day
3
1-12 1-16 1-20 1-24 1-30
7
1-12 1-16 1-20 1-24 1-30
10
1-16 1-20 1-24 1-30
14
1-20
1-241-30
21
1-241-30
Francesco's level up mini mod
Changes the amount of skill gains required to level upfrom 10
to 12. Leveling up will be 20% slower, you will also be 20% stronger in terms of
skills compared to a same level character leveled up with the classic 10 skill/1
level system, also.. those 2 skill gains more per level will help you to have
better stats multiplers, while this will not make a noticable difference at
lower-mid levels, at higher levels (15+) this will help you to become a bit
stronger compared to leveled npcs.
IN-GAME MOD CUSTOMIZABILITY
With the 4.0 release the mod is now fully in game customizable, along with
the new creatures add-on customizability which was in the mod since 3.3.. you
will be able to tweak in game dozens of settings regarding loot.. easily,
quickly, building your own loot type.To open the menu simply open the console, then type "startquest
FranMenu" (without quotes), close the console and wait a couple of
seconds for the menu to show up.
Loot
In this section of the menu you will be able to switch from a loot type to
another.. or build your own custom one.In the first page you will be able to switch from the various default loot
settings (normal, hardcore, extra-hardcore) or enter in the custom loot page.The custom loot page is splitted in two parts.. a basic and an advanced one
NOTE: You can check the loot spreadsheet to see the resulting loot tables
of all the 100 different loot settings.
BASIC CUSTOM LOOT
Basic custom loot will give you the ability to set a value (ranging from 0 to
99) which will controll valuable items rarity in every type of loot (NPCs..
creatures, chests etc.), the higher the value the rarer valuable items will be.
0 equals to normal loot, 50 to hardcore loot and 75 to extra-hardcore loot...
setting it to 25 would give you something in the middle between normal and
hardcore loot.. while setting it to 90 would make valuable items really
extremely rare.. I'm sure you got it.
ADVANCED CUSTOM LOOT
Advanced custom loot gives you the ability to tweak a lot of additional
settings.. here you can really tailor the loot system to match your taste.
You can set
different loot values for every type of NPC and chests.It works like the basic loot page.. but in this case
every NPCs and chests havetheir own separated settings to
give you more control. As in the basic custom loot page you can set a value
ranging from 0 to 99.. where higher values means lower chances to find valuable
items.
MISC SETTINGS
Several miscellanous settings concerning loot can be done here:
- CHESTs
You are given3
buttons to increase chests loot... setting "more gold" to "enabled" would give a
25% chance to find more gold in normal chests and a 100% chance in boss chests,
enabling "more gems/jewelry" gives a +20% chance to find gems/jewelry pieces,
enabling "more weapons/armors" gives a +16% chance to find a weapon or an armor
piece. You can also disable/enable the randomize locks/trapped chest component
(see Dungeons Chests Lock section). In
the dungeons chests locks sub section you are given the ability to adjust the
trapped / key locked chests chances.
- MAGIC ITEMs
Here you can control the frequency with magic items get spawned.. the value
ranges from -100% (which would completely disable magic items) to +100% (which
means magic items all the time!)... you have to be careful with this setting as
a too high value can severely unblance the game.. in fact while values below 0
consists in a relative decreases (so.. if a particular NPC normally has a 10%
chance to have a magic weapon .. setting this value to -50% would lower the
chance to 5%).. values above 0 consists in absolute increases (setting it to
+50% will increase the chance of an npc who normally has 10% chance to have a
magic weapon up to 60%).. for this reason even a +1% is a good increase and I
wouldn't suggest going above +5% if you want a balanced loot.
-
DURABLE WEAPONS - Shivering Isles Only If this is enabled SI new durable weapons will be found in
Tamriel too providing better continuity between the main lands and the
official expansion. Just disable it if you want to
keep these new weapons variants a SI exclusive.
New Items Add-on
Here you can enable/disable the items add-on and change the new items spawn
chance. There are separated ratios for each armor piece (boots, cuirass,
gauntlets, greaves, helm, shield) and weapons. Magic items ratios are separated
from normal ones. Let's do an example to see how it works... boots, by default,
have a ratio of 1/6.. this means that, statistically, a new pair of boots of the
add-on will spawn every 6 pairs of boots you find... so lowering the ratio to
1/5 would actually make new boots more common... 1/1 would completely replace
vanilla boots spawning new boots all the time.
HOW TO ADD NEW CUSTOM ITEMS TO THE LOOT LISTS:
This mod permits to easily
add new items to the loot lists. While this can't obviously done in game.. it's
still quite easy and very fast with at least a very basic knowledge of the CS.
This is what you need to do:
-
Open the CS and load the items add-on.ESM togeter with the third party mod
containing the item(s) you want to add to my loot lists.
-
Go in the items lists page and scroll down till you find the lists starting
with "FranLLA0AddOn" ... as you can see there are separated lists for every type
of item/level range.. find the appropriate lists for your new item.. in case it's
a mace.. FranLLA0AddOnWeapMace1h lists is what you will be aiming for, where
Weap means it's a weapon and mace 1h means it's a one handed mace like weapon,
once you have found them you will need to put the new item inside the
appropriate list level.. there are 7 different levels for armors and 9 for
weapons.. the higher the level the rarer the item will be in the lists, putting
your mace in the level 1 mace1h list would make the item very low lev and
common... while with the lev 20 list the item would be treated like a daedric
item, lev 25 lists are for better than daedric items.
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After putting the item inside the appropriate list, there's still something
left to do. Open the script editing window, click on Open and scroll down untill
you find scripts starting with FranLoot2.. these scripts are used by the 4.0
loot system to tell the NPCs to equip the armors/weapons after the script has
processed their loot. They aren't much more than a list of items... there's a
bunch of different scripts containing different types of items: FranLoot2Armor1
(heavy cuirasses, boots, helms) FranLoot2Armor2 (heavy gauntlets, greaves,
shields) FranLoot2Armor3 (light cuirasses, boots, helms) FranLoot2Armor4 (light
gauntlets, greaves, shields) FranLoot2Blade (blade weapons) FranLoot2Blunt (blunt
weapons) FranLoot2Missile (ranged weapons). Simply open the appropriate script,
in this case, considering it's a mace.. open FranLoot2Blunt.. then scroll down
the script and at the end of it, before the last "endif", type NPC.equipitem
followed by your item editor id, if the mace's editor id is NewMace01 simply
type NPC.equipitem NewMace01.
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Save the script, save the ESP and close the CS, we are done, now you will
be able to find the new mace in every type of loot, at any level, with
appropriate chances related to the list level you placed it into.
New Creatures Add-on
This section deals with the creatures add-on, you can rise/lower the factions
relationships modifier for more/less factions fights, rise/lower the size
rescaling chance and the max/min scale caps, rise/lower the chance for undeads
to rise back from death once you have killed them and the rising timer, tweak
animals behaviors: you are able to adjust the flee on sight, flee if low on
health and passive chances (applies to usually hostile animals.. lions, bears,
wolves and boars) and also the "look for water" chance.
Combat Behavior
Here you are able to customize NPCs fleeing chance, just rise the modifiers
to get higher fleeing chances... lower them to make the chance smaller. Setting
both modifiers to 0 will force the NPCs to never flee.
Manage Settings
Here you are able to store your custom settings or
load them if you have previously saved them. You can also reset everything to
defaults.