Morrowind
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OperatorJack and RedFurryDemon

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OperatorJack

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23 comments

  1. Dario1980
    Dario1980
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    Hello,  thanks for this mod.

    I would like to ask for a feature: any possibility of lucky loot integration? https://www.nexusmods.com/morrowind/mods/49839
    1. SalemMurders
      SalemMurders
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      Would like this too, but would require a rework since lucky loot pulls from levelled lists
  2. Drexus76
    Drexus76
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    • 0 kudos
    Does this work with openmw? Nvm I read the readme :(
  3. Poeskind
    Poeskind
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    I've been using this mod for a while now and find it amazing, well done to the creator. I'm just curious if this mod may cause some creatures not to spawn that would otherwise have at low levels when using together with other mods. I am unsure of the inner workings of creature level lists and if anyone could provide clarity on this topic, I would be very grateful to them.
    1. korootz
      korootz
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      curious if this mod may cause some creatures not to spawn
      Recently I've been tinkering in spawn mechanics myself and can confirm that shouldn't be a case. From my experience, reducing requirements of leveled lists, rather than replacing low lvl spawns, unlocks new high lvl spawns, so you'll still see plenty of low lvl mobs. I.e. instead of finding 2 ghosts in tombs on level 1, with deleveler you'll get 5 ghosts (because 3 extra spawns have been "unlocked"), or 2 ghosts + 3 bonewalkers (or similar). Not only you'll see tougher monsters, you will also see more monsters in general. Modded or not, it doesn't seem to remove low lvl spawns.

      What I'm not sure, is how common for spawns is to use chanceForNothing property, which determines the chance of spawn to happen, because I didn't notice any randomness in my game in this regard. I.e. if I have 5 spawns in a certain spot it always spawns 5 monsters there. Does anyone know how often this chanceForNothing option is used?
  4. Balathustrius
    Balathustrius
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    Wonderful; I'm consistently getting my ass kicked.  Enthusiastically endorsed.
  5. Oxusman
    Oxusman
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    This is the future. Game develeved on the fly, incredible stuff.
  6. SumSineRegno
    SumSineRegno
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    Does this play nicely with Morrowind releveled? Just wondering, because if it works well, I'll use the two together.
    1. RedFurryDemon
      RedFurryDemon
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      • 67 kudos
      There is no point in using both: use one or the other. Both mods delevel the loot entirely, but Morrowind Releveled has a different approach in handling creature leveled lists. This mod completely delevels creature lists, MRlv doesn't.
  7. MelchiorDahrk
    MelchiorDahrk
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    I never used abot's deleveler, but trying this out I can definitely say that I like the idea! Especially since I spend so much time mod-testing, it's nice to finally see Bonelord's in tombs again, lol! And I never liked the idea of loot being leveled in Morrowind (or later games either obviously). This mod might pair well with one that adds level requirements to equip certain equipment or something from a balance perspective (I think something like that already exists as a MWSE mod).
    1. OffworldDevil
      OffworldDevil
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      • 117 kudos
      That would be Equipment Requirements by Remiros.
  8. Necrolesian
    Necrolesian
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    This is so much more convenient that abot's script, especially for someone who changes their load order a lot.

    I'm of two minds about the concept though. On the one hand it's hardcore difficulty, and I like that. Plus it's more realistic, as strong monsters wouldn't wait to appear in real life until you get stronger. On the other hand, the game no longer levels with you, so it starts out terrifying then gets easier and easier as you get stronger. More realistic, but from a game balance perspective it seems pretty unbalanced. Hard to decide whether or not to use it.
    1. OffworldDevil
      OffworldDevil
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      It would definitely be unbalanced for a linear-style game. For an open-world game with a leveling system, having everything grow stronger with you really defeats the purpose of leveling at all (especially in Oblivion). Ideally, the game's strongest enemies should be barely survivable at the highest levels, with distinct hard-zones you'd know to avoid until later (Dwemer ruins, Daedric shrines, Red Mountain Region), but that's what balance mods are for.
    2. OperatorJack
      OperatorJack
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      You're absolutely right. I think the right combination is to use this mod alongside a balancing mod that actually edits the levelled lists.
    3. Necrolesian
      Necrolesian
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      • 109 kudos
      Something like OOO for Oblivion where monster placement is designed with balance in mind and the farther from civilized areas you go the harder things get. As it is some areas (BC, AI) are still easier than others (Grazelands, Molag Amur), but to a significant extent it's still all the same pot of random, so you can go into a nondescript tomb just outside of town and run into skeleton champions.
    4. Necrolesian
      Necrolesian
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      (double post, sorry)
    5. OffworldDevil
      OffworldDevil
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      Sounds like the perfect system. Is there anything like that for Morrowind?
    6. RedFurryDemon
      RedFurryDemon
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      Tamriel Rebuilt uses a system like that.
    7. Ziyr
      Ziyr
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      "alongside a balancing mod that actually edits the levelled lists"

      It doesn't exist
    8. Alxemical
      Alxemical
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      • 3 kudos
      A small step in that direction is to use mods that make healthy wildlife less aggressive. That makes "beginner" areas less dangerous, whereas the more remote areas typically have more enemies that are not affected by this.
  9. Luj1
    Luj1
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    • 5 kudos
    This is great, many thanks!
  10. TheNeoLoneWolf
    TheNeoLoneWolf
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    • 1 kudos
    I never really understood leveled lists. Does this make it so you never have to merge level list's, and everythings available anytime?
    1. RedFurryDemon
      RedFurryDemon
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      • 67 kudos
      These are two different things. This mod addresses the second one.