Governing Attributes
⚪ Last updated 2010⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
🔍 Analysis
- 👍 3.4% endorsement rate — high engagement, a strong quality signal
- 🏆 #6 of 327 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Governing Attributes 2. 0 -by Skycaptain !!! REQUIRES OBLIVION SCRIPT EXTENDER v19b OR LATER!!! Changes in v2. 0 --------------- -CONFIGURE YOURSELF which attributes govern which skill! -three INI multipliers for overall effect strength, bonus strength and penalty strength -effects no longer fill up the active effects menu -see the governing attribute(s) of a skill and the magnitude of the effect in the skills menu --------------- - The aim of this mod is to make attributes actually something that govern your skills, in both good and bad. - **************************************************************************************************************** The system couldn´t be more simple: -If the supporting attribute(s on average) exceed the skill it/they govern, the strong supporting attributes fortify the skill. -If the supporting attribute(s on average) are weaker than the skill it/they govern, the weak supporting attributes drag down the skill through draining it. Example (using the defaults): ----------------------------- The player has 50 agility and 50 speed, but only 40 blade. The difference here, ((50 + 50) / 2) - 40 = 10, results to +10% fortify blade -> the blade skill shows as 44 instead of 40. Should the numbers be the other way around (Blade 50 but Governing Attributes only 40), it would result to -10% drain on the blade skill. -> the blade skill shows as 45 instead of 50. The system actively monitors changes in stats, this way any outside drains or buffs are taken into account. Skills are not monitored for changes, only changes in stats cause a recount. This is to make the system very light weight, and the script even checks for updates only once every second. (NEW!!) What´s best, you can now set your very own governing attributes system! You want Agility and Personality to Govern Illusion? Well type the attributes in the INI, after Illusion! In practice you would edit this line: set skycaptainsGA.illusionString to sv_construct \"personality\" to read: set skycaptainsGA.illusionString to sv_construct \"agility,personality\" Simple, isn´t it? :) List of DEFAULT Governing Attributes and their skills (remember, you can change all of this!) ---------------------------------------------------------------------------------------------- My defaults use a system where as many governing attributes as possible are paired up, and the system is somewhat different from what Bethesda used, which I didn´t find that good to be honest. Strenght + Endurance: Block, Blunt, Armorer, Heavy Armor Endurance + Speed: Athletics Agility + Speed: Acrobatics, Light Armor, Blade, HtH Agility + Luck: Security Speed + Luck: Sneak Strength + Luck: Marksman Personality + Luck: Speechcraft, Mercantile Personality: Illusion Intelligence: Mysticism, Alchemy, Conjuration Willpower: Destructio
📊 Mod Details
- Game
- Oblivion Mods
- Author
- Skycaptain
- Version
- 2.0
- Downloads
- 650
- Endorsements
- 22
- Category
- Gameplay Effects and Changes
- Created
- 5/7/2009
- Updated
- 12/1/2010
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