Oblivion

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Created by

Mentalor

Uploaded by

Mentalor

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About this mod

This mod allows you to restore damaged stats to their original values. It will work on Attributes, Skills, Health, Magicka, Fatigue and Encumbrance. When you first enable the mod a Statistical Restoration Ring will be added to you inventory...equiping this will start the restoration process.

Requirements
Permissions and credits
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1. REQUIREMENTS
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Oblivion v1.0.228 original release or higher


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2. INSTALLATION
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*** BACKUP YOUR GAMESAVE BEFORE MAKING ANY CHANGES TO IT ***

1. Extract the files into your Oblivion\Data folder.
2. Start Oblivion.
3. Select the 'Stat Restore' plugin in the Data Files section.
4. Start Oblivion.


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3. SAVED GAMES
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The mod should be fully compatible with old save games.


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4. DESCRIPTION
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This mod allows you to restore damaged stats to their original values. It will work on Attributes, Skills, Health, Magicka, Fatigue and Encumbrance. When you first enable the mod a Statistical Restoration Ring will be added to you inventory...equiping this will start the restoration process.

Before restoring your stats you will need to ensure that you have removed as many enchantments / drains / curses etc as you can...remove any enchanted armour...pray at the alter in a chapel...heal all wounds and cure all diseases. ..drop all items such as the Scales of Pitiless Justice. Also if you need to reset your encumbrance, you MUST drop EVERY droppable item that you are carrying.

When ready, equip the Statistical Restoration Ring (it will unequip itself) and exit your inventory. A message will then appear asking what you would like to restore. Make your choice and any incorrect stats found will be corrected. The Fatigue and Magicka fixes can take a minute or two to complete, but once the mod has finished working on the fix it will pop up a messagebox to tell you so. If you need to make more than one adjustment, simply re-equip the ring.

You can leave this mod enabled and access the restore menu at any time, or you can only enable the mod when required...either way will work fine. Leaving the mod enabled won't have any impact on the game at all (apart from being able to restore your broken stats, obviously).


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5. Change Log
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v1.2
- Added the Statistical Restoration Ring to make access easier.

v1.1
- Updated Fatigue and Magicka code to account for over-values. If the character had had either stat ModAV'ed to a value greater than their baseactorvalue and then they 'used up' the extra, the stat would regenerate to baseactorvalue correctly, but not beyond (to the now script modified maximum). Other scripts modifying the stat would still need to 'use up' the 'extra' (because it is stored in the script modifier for the stat)...this would obviously cause problems.

v1.0
- Initial version


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6. Future Plans
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- If someone gives me good ideas on how to balance this or otherwise make it even better, I'll be glad to improve it.

- Let me know at: http://www.bethsoft.com/bgsforums/index.php?showtopic=706626


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7. CONFLICTS / KNOWN ERRORS
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None that I know of. Please let me know if you find any.

Report problems here: http://www.bethsoft.com/bgsforums/index.php?showtopic=706626