Oblivion

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Lord_Gallant

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LG\'s Unscaled Enemies v1.1 INSTALLATION: Simply place the \"LG\'s Unscaled Enemies.esp\" into your Oblivion/Data folder and check the box in the Oblivion launcher Data Files. It is recommended that you start a new character for Unscaled Enemies, but if this is just unthinkable for you, it might still work if you wait for three

Permissions and credits
LG's Unscaled Enemies
v1.1


INSTALLATION:

Simply place the "LG's Unscaled Enemies.esp" into your Oblivion/Data folder and check the box in the Oblivion launcher Data Files.

It is recommended that you start a new character for Unscaled Enemies, but if this is just unthinkable for you, it might still work
if you wait for three in-game days for the world to respawn.

NOTE: This mod is intended to be used in conjunction with an unscaled loot mod. I would highly recommend "G's Unscaled Loot Mod".
Otherwise, you'll end up finding daedric armor on all your level 2-4 bandits in the late game and other anomalies.



Version 1.1 Changes from v1.0:
-Minotaurs have been made more rare in general
-Minotaur Lords are now only found in the Snowy Mountain areas and dungeons (only as bosses)
-Swamp lists have had boars replaced by trolls, and the area has been made a little more challenging in general
-The roads are now generally safer than the wilderness areas, and the percentages for road enemies is found in (*) below



DESCRIPTION:

The purpose behind this mod is to get rid of the unrealistic "scaling" of enemies in Oblivion to your character's level. Creatures
and NPC's now have fixed levels at particular values based on certain assumptions (ie., vampires are stronger than bandits, etc.)

While outdoors, the kind of monsters found in the wilderness will depend on which environment you are in and the individual rarity
of the monster.

The following is a list of all the different outdoor environments and the odds of finding a creature within them (v1.1):

Farmlands (roads no change)
-Deer 60%
-Rat 30%
-Wolf 10%

Forest (roads)
-Deer 30% (50%)
-Rat 20% (20%)
-Wolf 20% (20%)
-Imp 10% (20%)
-Black Bear 10% (0%)
-Troll 10% (0%)

Foresty Mountains (roads)
-Deer 25% (30%)
-Rat 10% (30%)
-Wolf 10% (15%)
-Timber Wolf 20% (10%)
-Boar 10% (10%)
-Mountain Lion 10% (0%)
-Black Bear 10% (5%)
-Spriggan 5% (0%)

Highlands (roads)
-Deer 15% (30%)
-Rat 15% (35%)
-Timber Wolf 35% (20%)
-Mountain Lion 20% (10%)
-Brown Bear 15% (5%)

Hills (roads)
-Deer 15% (25%)
-Rat 10% (20%)
-Timber Wolf 25% (25%)
-Boar 25% (20%)
-Troll 20% (10%)
-Minotaur 5% (0%)

Mountains (roads no change)
-Deer 25%
-Mountain Lion 25%
-Brown Bear 20%
-Minotaur 15%
-Ogre 15%

Snowy Mountains (roads no change)
-Mountain Lion 30%
-Brown Bear 25%
-Minotaur 20%
-Ogre 20%
-Minotaur Lord 5%

Plains (roads no change)
-Deer 50%
-Rat 30%
-Wolf 20%

Rainforest (roads)
-Deer 50% (50%)
-Troll 20% (30%)
-Spriggan 20% (20%)
-Land Dreugh 10% (0%)

Swamp (roads)
-Mudcrab 25% (0%)
-Rat 15% (70%)
-Imp 15% (20%)
-Troll 20% (10%)
-Will-o-Wisp 15% (0%)
-Land Dreugh 10% (0%)

Valley (roads no change)
-Deer 60%
-Rat 30%
-Wolf 10%

So, if you are low level and want to avoid Minotaurs and Land Dreugh, stay out of the mountains and swamps. If you are high-level,
the more dangerous areas would be more suitable.

In dungeons, how difficult a dungeon is can be determined by the kind of enemies within it, not by your location or your level. The
following is a list of the fixed levels that NPC's will be:

Bandits: Level 2-4

Bandit Bosses: Level 8

Black Bow Bandit: Level 5

Black Bow Bosses: Level 10

Marauders: Level 5-7

Marauder Bosses: Level 12

Vampires: Level 16-18

Vampire Bosses: Level 28

Necromancers: Level 7-9

Necromancer Bosses: Level 16

Conjurers: Level 5-7

Conjurer Bosses: Level 12

You can see that beginning characters would probably want to stick to the bandit hideouts, whereas higher-level characters would be able
to find a challenge in the bosses and eventually vampire covens. If you wander into a vampire coven as a lowly beginning character, your
life will be in serious peril! In vanilla Oblivion, all those vampires would have been as wimpy as you.

In dungeons without NPC's, the leveled lists have included all the monsters of a particular type at level 1, separating them by rarity just
as in the outdoor areas (though the location of the dungeon is NOT taken into consideration here) The following is a list of the rarities of
monster types in dungeon areas:

Mythic Creatures:
Imp 30%
Troll 20%
Spriggan 20%
Will-o-wisp 15%
Minotaur 5%
Ogre 5%
Land Dreugh 5%

Goblins:
Goblin 45%
Goblin Skirmisher 25%
Goblin Berzerker 15%
Goblin Witch 10%
Goblin Warlord 5%

Undead:
Bone Type- 50%
Zombie Type- 40%
Ethreal Type- 10%

Bone-
Skeleton 40%
Skeleton Warrior 30%
Skeleton Hero 20%
Skeleton Champion 10%

Ethreal-
Ghost 30%
Ancient Ghost 25%
Wraith 20%
Faded Wraith 10%
Nether Lich 5%
Gloom Wraith 5%

Zombie-
Zombie 60%
Headless Zombie 30%
Dread Zombie 10%

Daedra:
Scamp 20%
Dremora 20%
Clannfear 15%
Daedroth 15%
Flame Atro 10%
Frost Atro 10%
Storm Atro 5%
Spider Daedra 5%
Xivilai 5%

Dremora:
D. Churl 35%
D. Caitiff 20%
D. Kynval 15%
D. Kynreeve 10%
D. Kynmarcher 5%
D. Markynaz 5%
D. Valkynaz 5%

Now, with all this being said, this mod DOES NOT touch the quest-related monsters. The reason for this is that a) it is planned as a
separate esp. and b) always having a quest that provides monsters of your level will be helpful for extremely high or extremely low
level characters. So, for now, the quests are still leveled.


And again, I highly recommend using an unscaled loot mod, like "G's Unscaled Loot Mod" along with this since you are not going to end up
with the proper equipment for the challenges you will face using this mod otherwise.

I hope you enjoy!
-Lord_Gallant