Fixes Oblivion's creature level scaling by making all creature levels static or enforcing a maximum level for scaling with the player. Also balances and fixes creature stats logically across similar types, without altering the vanilla intention.
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Skills have been manually scaled for creatures that previously had PC level scaling, but were instead set to static levels. This means they have the same skill values as they would have in the vanilla game at their new static levels. It is unknown what influences creature skills actually have, beyond the 'combat' skill being used in the damage calculation formulas for creatures that wield weapons (Minotaur Lords, Grummite Deathdealers, and Goblin Shamans and Warlords would therefore be the only creatures truly affected). However, it is logical to infer that that the stealth skill might also influence how easy it is to sneak near creatures. The magic skill is likely unused.
Minor additional skill tweaks:
Decreased the Stealth skill of CreatureXivilaiWeaponNOSUMMON to 50 from 90 (with the added scaling) to match other Xivilai.
Increased the scaled Magic skill of the unarmed and Arena Minotaur Lords from 61 to 65 to match the armed Minotaur Lord and the equivalent Minotaur of the Grove.
Locked the skills of all previously leveled dogs to the same as the generic dogs (Combat 35, Magic 50, Stealth 50).
Increased the scaled stealth skill of GoblinTribePatrolA from 28 to 38 to match other tribes.
Increased the scaled magic skill of GoblinTribePatrolC from 38 to 58 to match other tribes.
Increased the scaled stealth skill of GoblinTribePatrolE from 13 to 38 to match other tribes.
Version 1.0.3
Added bash tags.
Version 1.0.2
Removed the new drops from Wraiths, as carrying loot was a bit inconsistent for a non-corporeal entity, especially since no vanilla ghosts do... and also for balance.
Toned down the new drops for Liches for balance. They now also use 'NPC' rather than 'loot' leveled lists.
Version 1.0.1
Summon Skeletons now have fixes carried over from normal Skeletons.
This is one of those essential mods I've been using for so long that I forgot I made it...
Simply put, Balanced Creature Stats is a comprehensive and consistent solution for Oblivion's skewed, inconsistent, and sometimes unfair creature level scaling. If you didn't know, most of Oblivion's creatures will infinitely level with you, increasing their health and damage to no end, even when you have fully maxed your attributes and can't deal any more damage to them. Find yourself fighting invincible Ogres and Minataur Lords after a certain level? Basically, this fixes that.
What does it do specifically? Well, after extensive spread-sheeting and analysis (again, Master's engineering degree well-spent) I resolved to implement the following:
All creatures now either have static level, or a maximum level, at which their stats will cease to increase.
Numerous stat inconsistencies, not fixed by UOP, have been fixed across multiple creature types. These include things such as Skeleton Heroes having more fatigue than Champions and Champion archers having far more magicka than swordsmen for seemingly no reason.
All leveled variants of otherwise non-leveled creatures (e.g. some boss creatures you can encounter prior to the normal versions) have had their stats tweaked so they match their normal counterparts at their intended levels.
Some boss creatures have had their stats tweaked or minimum levels enforced in order to not make them overly easy at low player levels.
Logical loot drops have been added to high-level undead, similar to Better Loot From Undead by RedFurryDemon.
The end result is consistency: when you encounter an Ogre, or Ghost, or Goblin, it will have the same stats as all other similar versions of the same creature at the same level. More importantly, you no longer need to worry about efficient leveling as much, as all creatures will now stop leveling with you at a level where their stats are manageable.
This mod covers all the relevant creatures from the base game, Shivering Isles, and ALL other available DLC. All stat changes are based on vanilla formulae and comparing existing stats across creatures. This mod does not overstep its brief, and is intended as a straight 'patch' for what many consider to be the vanilla scaling problem, without going full overhaul and changing the vanilla intention.
NPCs are not covered by this mod, as I have opted for a different approach in a separate mod due to the much larger quantities of them.
Standard installation procedure: add the file to your data folder and check in the game launcher or your mod manager of choice. Load as low down as possible and after the Unofficial Patches.
The main file supports the base game and Shivering Isles. The optional DLC patch covers all relevant creatures in all the other DLC, which includes edits for Battlehorn Castle, Frostcrag Spire, Thieves' Den, and Knights of the Nine. I won't be creating separate files for each DLC, as the game has been out for over a decade now, so most people will have them all anyway.
Uninstallation
This mod can be uninstalled at any time and will have no permanent effects on your game.
Compatibility
This mod edits a lot of creature records, so will conflict with any other mods that also do so. All relevant changes from the Unofficial Patches are included, which is why the main patch file is required. I recommend loading this mod as low down as possible, checking for conflicts with TESIV Edit, and creating merged patches as required.
My Mods
I spend a lot of time creating and supporting my mods, so any donations are gratefully received.