Oblivion

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Jarol

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-=Brief=- Changes the equipment lists so that monsters and NPCs carry normal equipment while making high-end equipment rare. =-Full=- Oblivion\'s original concept of NPC spawns is somewhat flawed. At higher levels, the only equipment you got to see were the best of the best. Glass and Daedric armor became common in order to provide a challen

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-=Brief=-
Changes the equipment lists so that monsters and NPCs carry normal equipment while making high-end equipment rare.

=-Full=-
Oblivion's original concept of NPC spawns is somewhat flawed. At higher levels, the only equipment you got to see were the best of the best. Glass and Daedric armor became common in order to provide a challenge. What most people wanted was something that reflected reality. NPCs that carried normal equipment (Iron and Steel / Fur and Leather) while having a low chance of using higherend equipment.

This mod changes the NPC equipment chances, making for only a 2~3% chance of NPCs weilding high end equipment. This is done while keeping the original level tables. No matter if your level 20 or 50-something, the chances stay relatively the same.

What this mod DOES:
- Reworked normal NPC equipment through nested lists.
- Reworked magical NPC equipment through nested lists.
- Reworked leveled NPC equipment through nested lists.
- Changes the value "iLevItemLevelDifferenceMax" from 8 to 30. This effects not only effects what equipment is chosen, but the loot you get in dungeons and quests. Any value higher kills the loot generated ingame.

What this mod DOES NOT do:
- Does not change the AI of NPCs or their values set, only leveled item lists.
- Does not change the values of loot chances. [This is for NPC equipment only]
- Does not change what equips NPCs are able to obtain. It only makes high end equipment rarer.

What I'm planning to do:
- May change the values of Daedric NPC equipment so as to only drop them at % chances.

-=Requirements & Combatability=-

You DO NOT need to restart a character. However, if you start this mod with the best equipment already, you'll have an easier time playing the game. Starting a new character [or starting out at low levels] with this mod implemented would make for a more fairer game. Also it may make an even better experiece with a mod that changes the way you level in the game, but be mindful of what those mods change.

Any NPCs or monsters within your general area may or may not be affected until they respawn. The farther you are from your original position, the more NPCs will change to the new system. The only exceptions are dungeons. Quests NPVs may or may not change to the new system depending if you started the quest are in the middle of a battle.

Any mods that change NPC weapon lists may not be combatable. This mod can stack with other mods such as level mods however there may be exceptions. If you'd like to use this mod over other mods that change weapon lists, you have to open the mod in the TES Construction Set and save it. Mods with the latest "Modified by" date overrides mods that are older.

Mods that change the value "iLevItemLevelDifferenceMax" to high values other then 8 are exceptions. The higher the value the less of a chance NPCs will generate high end equipment. However, the higher it is, the worse loot and quest rewards become for high levels. 30 is the value set in this mod, which does not interfere with the game much.

-=Detailed Information=-

Chances for equipment is determinded through nested lists. The old way of generating equipment were through lists that evenly distrubuted equipment, allowing all armor and weapons have an equal oppertunity to spawn. It also capped out equipment, making seemingly normal equipment obsolete. What this mod does is distrubute the chances so as to reflect what a real fictional world would have.

NPCs will weild Iron and Steel more often. As you grow in level, Iron becomes less of a standard but is still quite common. No matter how far you are in level, the chances will generally remain the same. But for mods that change the maximum level gained, the chances at which high end equipment spawn at will increase slightly.

Magical weapons follow the same idea in chance. The chances of getting a magical weapon, by default, is determinded already by the NPC you fight and the level you are currently at. Like normal equipment, magical equipment is more common with iron and steel. They are the same chances, but because there are so many variations in magic equips, the overall chance to get something good is even rarer.

Leveled and named NPCs were also changed but follow it's own tables. At the third leveled weapon and up, the equipment these NPCs will generate is based on a 50/33/17 chance. They do not factor in all pieces of equipment like normal NPCs, rather they generate the three latest levels of equipment. This is not final, I may decrease the chances. But I like the idea of having these rare NPCs having equipment that can put up a fight. The same tables were used on magical equipment for these NPCs.

Below are the chances of NPCs obtaining equipment based at Lv 20. For Magical equipment, the same tables are applied for the given type of equipment, only the levels stay the same, 22 being the level at which the highest value of equipment begins appearing.

-= General NPC Chances [Lv 20] =-
-Armor-
Steel/Leather - 36%
Dwarven/Chain - 23%
Iron/Fur - 20%
Orcish/Mithril - 13%
Ebony/Elven - 5%
Daedric/Glass - 3%

-Weapons-
Steel - 27%
Dwarven - 18%
Silver - 17%
Iron - 15%
Elven - 14%
Glass - 4%
Ebony - 3%
Daedric - 2%

-= Leveled NPC Chances [Lv 20] =- [Beta]
-Armor-
Orcish/Mithril - 50%
Ebony/Elven - 33%
Daedric/Glass - 17%

-Weapons-
Glass - 50%
Ebony - 33%
Daedric - 17%
[Note - Leveled NPCs have a chance at only the 3 latest levels of equips]