Oblivion

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Rhorin

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a_macca

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About this mod

A alternative to OOO, frans etc...A more realistic vanilla Oblivion.

Permissions and credits
NEW VERSION: version 1.1

Changes

-Removed static gem spawns and bear pelt from tutorial area. This stops the player from walking out of the tutorial with about 500g worth of loot

-A few changes to bandits. First of all, the now are generally level 4-8 (Bosses exempt((they are harder))) instead of 1-8, and therefore a little more difficult. I also removed thier chance to drop enchanted leather or fur armors. (Only bosses have this feature)

-Chest Loot: Chest loot is now based on the type of dungeon the chest is located in, and the type of enemy that must be defeated to get to the chest. ( Bandit Boss chests should NOT have the chance to drop elven armors when the bandits themselves only carry leather and fur, where as Vampire chests have the possibility to drop daedric, however it is rare etc) E.g Bandit boss chests only will ever drop a chainmail loot or silver weapon as the highest level item, as well as lower lvl items.
Every area is still attainable at level one, but to get the chance for the best loot to drop you must face the toughest enemy.
-A small change to Undead lists making lich's rarer (they are prolly the rarest of the undead, but you will have to run when you see them )

These changes were due to suggestions from other players, so many thanks to them. I believe this is now a little more realistic than before, and if anyone has any suggestions feel free to post and i will put them into the mod .
It is still downloadable from tesnexus with the old link, just download the new file and overwrite the existing in your data folder.




ABOUT THIS MOD:
Do you remember when you first started oblvion and the entire world was unexplored and mysterious. Just before you were about to venture deep into the rainforests that lie between Chorrol and Kvatch you decided to speak to a local farmer about current rumors, when he told you "if you happen to run into a troll in the forest......you run!". Both the fear and excitement of this statement compelling you to continue, only to trek the entire forest only to find lowly imps and rats!!! Do you remember bandits suddenly sporting Mithril and Elven armors as if they all raided some ancient alied ruin overnight? Or the fact that when you were level 25, all the goblins and skirmishers seemed to vanish, only to be replaced with shamans and warlords, creatures you would think would be rare? All of these experiences taking the excitement out of the game?........No more.

Oblivion World Balance seeks to create a much more realistic world environment without subtracting from Oblvion as bethesda intended it, just vanilla!

In this mod you will find yourself a low level archer sneaking through the forests hunting wolf for thier pelts only to suddenly come accross a troll or even worse a pack of trolls in full flight down a hill towards you....Or your a 34 warrior class bashing your way through hordes of goblins and beserkers only to suddenly find yourself face to face with a warlord savagely guarding a treasure chest.
You will find yourself tyring through countless vampires in full suits of iron and steel, only to eventually find that ruin you were looking for...that ruin that is home to a fierce and ancient patriarch in full ebony armor swinging his claymore in your direction. Excitement still exists with this mod.

The Finer Details:

For those of you who need to know exatcly what they are getting into....

Leveled Creatures: (Daedra exempt)
Every creature (both wilderness and dungeon mobs etc) can spawn at level one.This does not mean that i just went through the lists changing every value to level 1. Instead i created a system where you are more likely to find the lesser spectrum of a certain creature creating fewer boss fights....However this is not neccessarily easier. Lets say for example you are level 12 and currently knee deep in a goblin infested cave. Vanilla oblvion would have you only see beserkers and skirmishers with the occasional goblin at this point. Every fight is long and tiresome, nothing exciting nor fast paced. INSTEAD, this mod would have spawned say 4 skirmishers all at once rushing you into a fight for your life. Or maybe a small cluster of regular golbins providing an easy field to mow through. Perhaps all of a sudden your will turn the wrong corner and come across a shaman or warlord fiercly protecting his cavern from outsiders like yourself.
Maybe you will be going it easy ( or so you think) causing havok on an alied ruin home to a local group of pesky bandits. You over hear thier rumors as you stalk them safley behind a curtain of shadow about a creature that lurks in the deeper parts of the ruin. NORMALLY vanilla oblivion wouldnt have you fussed to explore the depths of this ruin, you would know watever spawns would be of your level. Instead this time you would walk into the lair of a dread zombie waiting to devour more flesh. (Believe me this happened, it wasnt cool i forgot to save ).
Basically everything can and will spawn, but you will find yourself fighting the low to mid level monsters most, however this time its not just one on one. I altered the lists so that if a skeleton champion was ment to spawn at any given spot but didnt, it would be replaced by say 2 skele hero's, or 6 regular fighters. I believe i created a system that still kept difficulty and excitement in the game at higher levels as well as providing a level one character the chance to out smart a goblin boss to see just wat he was gaurding.
DAEDRA EXEMPT????
As you know "vanilla" oblivion's daedra (as all creatures) level with you and spawn only higher daedra as you level up. Originally i was going to change this into my system. However i decided to leave this lovely feature for the following reasons....... My mods attempts to make the world around you more realistic and in a way more static. E.g The rainforests a particulary tough....you can find a range of creatures lurking there, but say the farmlands of Anvil and much more suited to a lowly eplorer, only really spawning wolfs, timberwolfs, and mayb the occasional mountain lion that has strolled into the farmlands to feed on a nice fat sheep. This provided a unique but some what limited expierience for the player. You can still explorer all parts of the game at lvl 1...but chances are you will get owned, therefore a cautious player is confined to certain areas, or hunting not far from the roads. Therefore leaving original deadra lists intact i give an alternative for the player. Also i believe bethesda intended the daedra invasion on tamriel to be a gradual experience. The game should progress as you do, you only save the empire in the nick of time.
NPC's.
I only really changed the reoccuring npcs( bandits marauders etc....)
Bandits are the weakest of the lot, generally ranging from level 1-10, only ever equipped in fur and leather. Some also occasionaly will drop a magic leather or fur item, no doubt rewards from all thier pillaging.
However bosses are tougher aswell as black bow bandits.
Vampires are generally the toughest Npcs to kill and are the only ones (of the reoccuring npcs) that have better gear. Most vampires are pretty tough, however still have good chance to carry leather or iron, chainmail or steel. You will find some that have dwarven or mithril. Its only the bosses that have a chance to equip daedra or glass, however its not always the case.
I believe this give the player a sense of accomplishment when he finally completes his ebony set, or his glass set etc...you will not likely find many other npcs in the game as well equiped as u.
I left a few ordinary npc's untouched level wise....some are static as bethesda intended, some level with you, however i changed every loot list in the game for all npc's and changed the ilevitemmax value from 8 to 30. So pretty much most people have regular, "common loot". Giving the game a more realistic touch...not everyone is an adventurur like u
LOOT:
loot generally has been completley randomised. Everything can spawn at level one in order to balance out the fact that tougher mobs spawn at level one. This however does in no way unblance the game....you will find it is espeically rare to find the really good stuff...but more common to find half decent loot. You will however need to actually get to the chests first, and this is no easy task. Furthermore increasing realism....I dont see why bandits or goblin warlords should be gaurding a chest full of 30 gold and maybe an iron sword. Mobs also generally gaurd loot appropriate to thier level. Eg bandits only gaurd items level 12 or below, vampires can gaurd daedric, but more often just some magic elven shield or something like that. Infact you would have to go into oblvion to find daedric most of the time....
OTHER STUFF:
I have also changed a few other things.....Misc items in general.
Pelts from wolves and bears etc have more value, so hunting is actually profitable...
Gems have greater value....a flawless diamond can fetech up to 1000 septims, if you find one that is.....
Plates, spoons, cups and general misc items have value. Silver fethes a bit more for all you thiefs.....but so does other plates and urn you may steel, although its not really the profitable.....but certainly not worthless.
THINGS I DIDNT CHANGE:
I decied to leave gaurds as is....i dont really like that they still level with you, but there are alot of good gaurd mods out there, and i left them alone in this mod because i wanted it to be compatable with other mods ( and personally i use reneers gaurd overhaul)
Arena...well kinda. Arena combatants still level with you, but dont really have good gear. I thought that it still should be possible that arena combatants are adventurers like yourself, and should be able to put up a fight. Also this is another alternative if you find it to hard to level in the wilderness at low level. And also, good arena mods out there (although i like my idea)
Quests: I left these alone, because i didnt really wanna risk making quests to easy, as u generally get good rewards for them. Therefore quest difficulty and item quality level with you ( i may change in future release) However the npcs in these quests still have the same loot category as any other npc so you wont find overpowered gear.....same with monsters.
VENDORS:
Vendors in vanilla oblivion of coarse only sold you items as you level. I have change this feature so they sell everything at level one. However as they now sell much more goods, you have lesser chance of finding that vendor willing to sell you that mithril helm. (They still wont sell you great gear, mithril and some orcish is the highest stuff you can find)
COMPATABILITY:
This mod wont be compatable with any mod that changes loot lists or leveled lists (like OOO or Frans etc)
It would be compatable with arena mods and gaurd mods....also pretty much any mod that doesnt fiddle with leveled lists.