Work as intended with OpenMW. No problem so far. I used it with the Morrowind Hardcore Mod and it was still doable, you just have to stay a bit in the south west region to get a few levels. Honestly the Morrowind experience as it should have been :p. Now several cliff racers are waiting for you outside of Seyda Neen. Getting to the dead tax men was a challenge on its own. If you want some dark soul in your bethesda game, I recommend this set up. Anyway, thanks a lot, I think that's the best alternative for OpenMW users. Not sure if it will make the end game easier though, we'll see.
How did you get it to work with OpenMW? Did you simply copy it in Data Files? When I click on the delev file I get an error but the multipatch seems to work as expected.
This is brilliant! And may be customized for your needs:
Spoiler:
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For example if you only want to delevel only few specific mods instead of the whole load order just modify line 10: L10: for my $plugin (reverse $T3->load_order) { -> for my $plugin (reverse ("Morrowind.esm", "RP_Bandits.esp", "multipatch.esp")) {
My example: 1. I want to delevel Creature Leveled Lists and don't touch Item Leveled Lists(LEVI) 2. I don't want to delevel Bloodmoon(bm_) or Starfire's NPC(sf_) leveled lists 3. I want to delevel most creatures(level 1-20 lists) to random number(1/2 delevel on average) 4. Creatures level 20+ should appear randomly earlier, but after level 10 because I don't want to meet Ascended Sleepers(23) at level 1.
1. I only want to delevel creature lists and don't touch Item Leveled Lists(LEVI) L14: next unless ( ($type eq 'LEVC') or ($type eq 'LEVI') ); -> next unless ($type eq 'LEVC');
2. I don't want to delevel Bloodmoon(bm_) or Starfire's NPC(sf_) leveled lists L16: next if exists $done{$id}; -> next if exists $done{$id}; next if (($id =~ /bm_.*/) or ($id =~ /sf_.*/));
3. I want to delevel level 1-20 lists to random number from 1 to 20 4. Creatures level 20+ should appear a bit later in game(don't want to meet Ascended Sleepers at level 1) L26: $tsr->{level} = 1; -> my $random_number; if ($level <= 20) {$random_number = int(rand($level)) + 1;} elsif ($level <=30) {$random_number = int(rand($level - 10)) + 11;} elsif ($level <=40) {$random_number = int(rand($level - 15)) + 16;} else {$random_number = int(rand($level - 20)) + 21;}; $tsr->{level} = $random_number;
I know this mod was made a while back, but have a question: Will it affect where creatures are found, or are creatures still location specific? (Would be weird fighting atronarchs in Seyda Neen for example.)
Easily the best mod in my mod list. Havaing actual opponents instead of scamps spawn near daeadric ruins on low level characters makes exploration so much more exciting.
Loving seeing all the possible monsters early on and having to use my invisibility potions, I made the mistake of adding Morrowind Advanced which includes many 100% spawn chance uber enemies to the world which if they get deleveled make it horrifying
Morrowind Releveled just affects vanilla leveled lists via plugin, while this mod can relevel modded leveled lists (such as those in Morrowind Rebirth) through TES3cmd.
As for merging leveled lists with the former mod, this just results in lists with a mix of leveled and unleveled entries, while this mod can delevel every entry in every list from every mod in your active mod list.
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Now several cliff racers are waiting for you outside of Seyda Neen. Getting to the dead tax men was a challenge on its own.
If you want some dark soul in your bethesda game, I recommend this set up.
Anyway, thanks a lot, I think that's the best alternative for OpenMW users.
Not sure if it will make the end game easier though, we'll see.
tes3cmd modify -program "delev.pl"
I've just uploaded updated Jobasha that allows deleveling(more or less cusmizable). I hope it'd be easier to use.
For example if you only want to delevel only few specific mods instead of the whole load order just modify line 10:
L10:
for my $plugin (reverse $T3->load_order) {
->
for my $plugin (reverse ("Morrowind.esm", "RP_Bandits.esp", "multipatch.esp")) {
My example:
1. I want to delevel Creature Leveled Lists and don't touch Item Leveled Lists(LEVI)
2. I don't want to delevel Bloodmoon(bm_) or Starfire's NPC(sf_) leveled lists
3. I want to delevel most creatures(level 1-20 lists) to random number(1/2 delevel on average)
4. Creatures level 20+ should appear randomly earlier, but after level 10 because I don't want to meet Ascended Sleepers(23) at level 1.
1. I only want to delevel creature lists and don't touch Item Leveled Lists(LEVI)
L14:
next unless ( ($type eq 'LEVC') or ($type eq 'LEVI') );
->
next unless ($type eq 'LEVC');
2. I don't want to delevel Bloodmoon(bm_) or Starfire's NPC(sf_) leveled lists
L16:
next if exists $done{$id};
->
next if exists $done{$id}; next if (($id =~ /bm_.*/) or ($id =~ /sf_.*/));
3. I want to delevel level 1-20 lists to random number from 1 to 20
4. Creatures level 20+ should appear a bit later in game(don't want to meet Ascended Sleepers at level 1)
L26:
$tsr->{level} = 1;
->
my $random_number;
if ($level <= 20) {$random_number = int(rand($level)) + 1;}
elsif ($level <=30) {$random_number = int(rand($level - 10)) + 11;}
elsif ($level <=40) {$random_number = int(rand($level - 15)) + 16;}
else {$random_number = int(rand($level - 20)) + 21;};
$tsr->{level} = $random_number;
As for merging leveled lists with the former mod, this just results in lists with a mix of leveled and unleveled entries, while this mod can delevel every entry in every list from every mod in your active mod list.
Just checking if I understand it correctly -> I don't need Mashed Lists at all in this case?