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AFAIK it's moddable and the multiplication factor that it applies to damage can be changed, but I don't think either of those mods change it... or at least, I'm sure OOO doesn't change it... not totally sure about MOO, but I never heard/read that it changes it.
So it'd still work as in vanilla, but I don't recommend changing it as most mods are balanced with a factor 1 to 1 which is exactly the middle point of the slider.
You can tweak from that if you find the game to easy at high levels or too hard, but try to not deviate much from the center point.
Also, at least in the case of MOO it has a separate damage factor multiplication which is configurable in its INI, and also has a difficulty setup that is also configurable in its INI, which are much preferable to be changed (IMO) over the slider (yeah, I hate the slider myself :P)
Both OOO and MOO provide content scaling way past the highest level to which content used to scale in the vanilla game... OOO to about L50, IIRC... and MOO probably up to L90 or more, also IIRC.
Some questions regarding your last comment:
Did you install the mods over a vanilla game that was already started? Or did you start your game with them already installed? That changes everything that follows!
Do you have any specific enemies in mind that weren't giving you trouble? In which areas? Might they be coming from some other mod?
Are you using any weapons mods that could be messing with weapon stats?
Did you start from L1 or with an already leveled character?
IIRC both overhauls don't do much to tutorial enemies, and instead focuses on rebalancing the game world according to a set of rules... and you will encounter much more different enemies as you go farther from the IC and into the wilderness, and also, some specific dungeons near the IC have WAY higher level enemies (OOO's doing) than you might expect.
I'd recommend going into Vilverin and try to go past first level, and you'll find some OOO's new additions there... and probably some of Maskar's too, but they're more random in nature, so I can't predict where you'll find them!
It was a new game. I was fighting some goblins, bandits and rats lvls 1-4 around chorrol. I was lvl 2/3.
I just added the enhanced vanilla combat mod I think it's called. I also adjusted the damage ini that bevlix said for that mod since I'm running moo. I also just added rebalance archery mod. So needless to say I am going to start a new game again.
I did go into the MOO ini and bumped the difficulty up to nightmare and going to test that out. I assumed much like you said about the difficulty slider in that it likely was balanced around the default by these mods. I have left it alone and will be testing out my new game with the increased difficulty and new mods.
I am also using LAME which mag have made it easier to kill. Let's see if nightmare difficulty balances things out
EDIT: in the case of Maskar's, is "distance away from any city equals difficulty," IIRC.
So, if you really want to gauge the highest difficult of your installation, you'd need to go to some place away from IC or into some cave and try to reach the deepest level of it.
Good places to test are Vilverin (as I said) past the second level it becomes nighmare-ish as OOO should be adding Phantom Warriors there... I have some recollections of getting down there, once upon a time near the first time I was playing with OOO installed, only to find ~12 to 15 phantom warriors in my way... they're something ridiculous OP at earlier game... if you're able to deal with them easily, then your game is broken, I'd say :P
Another one is Dzonot Cave which should be full of OOO's enemies too.
If you take the road to Chorrol, for example, a nice place to visit is the Fort Ash... also should contain OOO enemies too, and pretty sure there should be some nasty ones in there too.
If you go towards Skingrad, there's a mine near the city that's part one of the OOO's quests, don't recall the name... also there's a cave too near that's full of OOO's enemies.
All of that not taking into account MOO at all, that also should be adding enemies to the spawn lists so you should be able to encounter some of the enemies from MOO too, anywhere you go.
Base rats and globlins are easy and mostly remain easy, but there should be new enemies sharing those spawns too, now.
Keep in mind that in order for MOO to work correctly, it needs to load AFTER the Bashed Patch if you're using one, contrary to what BOSS/LOOT does... (or used to do in the past, not sure now) because Wrye Bash removes empty leveled list from the game when it builds the BP, and MOO has many of those that are used for filling them at run time, by scripts... so if you load BP after MOO all those lists would be removed and MOO won't be able to function correctly... AFAIK, at least, haven't been keeping up-to date on Maskar's new developments... could be the case the he solved that issue somehow :)
But even then, that shouldn't be affecting OOO and its specific place-dependent enemies, as they're added irregardless of vanilla LLs, IIRC.
EDIT: In any case, perhaps is best if you let your current;y active spawns refresh?
Have you tried waiting for 3+ days in the Testing Hall and see if that changes anything?
I am starting my new game and so far have come across 2 companions not in vanilla walking along road to chorrol. Plus have fought a faction with 2 tough guys that I had to get guards involved with. All along path to chorrol
I seem to be getting more stuttering as well seemingly from a hard working script? Had one CTD. But things fine for now. Heading back to ash.