I really like the way your mod eliminates the annoying way that areas "level up" with you. Before trying your mod, I started the Kvatch quest, left for a while to power level, and returned to find the scamps replaced with astronachs!
I think your mod is the closest to what I've been looking for, but I'd like to see a few options added:
1. Make the randomized chests an option until a way is found to still have OOO's bashable locks work with it.
2. Have an optional version with fewer high-level baddie spawns in the wilderness. It's not the difficulty, it's just that it makes the game feel a bit like I have to engage in a running epic battle every time I walk to my mailbox from my front door, if you get my meaning. in other words, I feel like I encounter high-level baddies way too often.
3. Just a suggestion: More randomness in the level of spawned big baddies i.e. Could spawn at level 20, could spawn at level 100, with the high-level baddies much more common deep in the wilderness and near areas of known trouble (i.e. the road to Leyawiin).
Being attacked by packs of high-level minotaur lords twice (!) on my initial journey from IC to Chorrol seems a bit much for me. I feel like high-level baddies should be commonly found much farther from the roads and cities than they are currently, in the deep wilderness or known dangerous areas, with only the rarest high-level baddie spawning close to the roads and cities.
What I'm after, in addition to no longer having areas level up with me, is the feeling that certain areas are more "dangerous" than others. As it is in your mod, the whole wilderness just feels a bit too crowded with high-level baddies. I can often see (very high level) trolls and minotaurs wandering not far from the road.
I think some areas should be more dangerous in accordance with the game's lore (the road to leyawin, the wilderness far away from roads and cities, etc.), while others should feel more benign (200 - 300 meters to either side of the road to Chorrol, for instance).
I'd be willing to assist with the gruntwork of modifying the spawns if any of this sounds attractive to you.
Installed it. Took quite a while to bring down a bandit with an iron warhammer (in Vilverin) right after coming out of the Imperial Prison. Lots of darting around and slicing with my steel shortsword.
Yeah, after looking into it further I agree that I just have corrupted save-files which probably don't have anything to do with this mod. I hope my earlier concern didn't dissuade anyone from trying out this excellent mod.
Hi Leemonski, it's exciting to see a new version of the mod released!
I have recently noticed a couple of bugs which may or may not be tied to this mod. Rather than fill this comment page with a very lengthy description, I'll send you a PM. However, I felt that I should also provide a brief summary here in case any other users have any input they would like to add. The short of it is, there appears to be a conflict between this mod and "Unique Landscapes, Imperial Isle", manifesting itself as a missing water mesh. There may also be another bug in which some, but not all, save-game files will crash if they are attempted to be loaded. However I do not know if this mod is involved in that bug or not, so this may be a false alarm.
The leveling in OOO can be incredibly annoying. I felt so disappointed when I cheat-leveled a character to level 46 with max attributes and skills (via console commands) to find that leather-wearing Bandits still took 10-20 hits. Then again, it might have been that the advskill command doesn't really work.
But I did power level (+5 to attributes each level-up) another character up to level 18 legitimately (jumping in place for acrobatics, training, etc...), and I found that, even with Strength 100, Blade 79, and Blunt 80, bandits still took too many hits to go down.
OK, OOO tackled the leveling issue but did not remove it. The leveling was simply made less obvious, but still very much a part of the gameplay. Such as bandits wearing Fur armor will eventualy be wearing Mithril when you get to 20+, and the same for creature spawn lists. Also the health level etc of enemies increases with levels as in Vanilla.
What I have done is to COMPLETELY remove leveling, so a Fur wearing bandit with little health at level 1 will still be a Fur wearing bandit with little health at level 40.
What I find is this creates a world where as you get stronger you can access new areas of the land and new dungeons that suit your level, and only at the highest level will you be able to march into oblivion and complete the main quest and also the highest quests in the guilds.
I will hopefully be releasing a new version soon with bug fixes and a few other things.
Thanks for your input! Not having any experience with vanilla Oblivion is a plus! That means you 'tells it like you sees it', rather than relative to vanilla Oblivion, which was BLATANTLY leveled.
24 comments
I think your mod is the closest to what I've been looking for, but I'd like to see a few options added:
1. Make the randomized chests an option until a way is found to still have OOO's bashable locks work with it.
2. Have an optional version with fewer high-level baddie spawns in the wilderness. It's not the difficulty, it's just that it makes the game feel a bit like I have to engage in a running epic battle every time I walk to my mailbox from my front door, if you get my meaning.
3. Just a suggestion: More randomness in the level of spawned big baddies i.e. Could spawn at level 20, could spawn at level 100, with the high-level baddies much more common deep in the wilderness and near areas of known trouble (i.e. the road to Leyawiin).
Being attacked by packs of high-level minotaur lords twice (!) on my initial journey from IC to Chorrol seems a bit much for me. I feel like high-level baddies should be commonly found much farther from the roads and cities than they are currently, in the deep wilderness or known dangerous areas, with only the rarest high-level baddie spawning close to the roads and cities.
What I'm after, in addition to no longer having areas level up with me, is the feeling that certain areas are more "dangerous" than others. As it is in your mod, the whole wilderness just feels a bit too crowded with high-level baddies. I can often see (very high level) trolls and minotaurs wandering not far from the road.
I think some areas should be more dangerous in accordance with the game's lore (the road to leyawin, the wilderness far away from roads and cities, etc.), while others should feel more benign (200 - 300 meters to either side of the road to Chorrol, for instance).
I'd be willing to assist with the gruntwork of modifying the spawns if any of this sounds attractive to you.
The other files are addons for OOO and do not contain all the changes from FULL 3_0
Yeah, after looking into it further I agree that I just have corrupted save-files which probably don't have anything to do with this mod. I hope my earlier concern didn't dissuade anyone from trying out this excellent mod.
I have tried Unique Landscapes and it does indeed cause a missing water mesh.
I tried loading it after my mod and waiting 3 days and all my changes are in tact, so I think it is safe to just load ULII last after my mod.
I am at a loss to explain the saves problem. I have not experienced any such problem myself.
All I can suggest is to make sure you do not overwrite saves and do not use Quicksave, as both of these can cause corrupted saves in Vanilla Oblivion.
I have recently noticed a couple of bugs which may or may not be tied to this mod. Rather than fill this comment page with a very lengthy description, I'll send you a PM. However, I felt that I should also provide a brief summary here in case any other users have any input they would like to add.
The short of it is, there appears to be a conflict between this mod and "Unique Landscapes, Imperial Isle", manifesting itself as a missing water mesh.
There may also be another bug in which some, but not all, save-game files will crash if they are attempted to be loaded. However I do not know if this mod is involved in that bug or not, so this may be a false alarm.
More details are on their way to your in-box...
The leveling in OOO can be incredibly annoying. I felt so disappointed when I cheat-leveled a character to level 46 with max attributes and skills (via console commands) to find that leather-wearing Bandits still took 10-20 hits. Then again, it might have been that the advskill command doesn't really work.
But I did power level (+5 to attributes each level-up) another character up to level 18 legitimately (jumping in place for acrobatics, training, etc...), and I found that, even with Strength 100, Blade 79, and Blunt 80, bandits still took too many hits to go down.
What I have done is to COMPLETELY remove leveling, so a Fur wearing bandit with little health at level 1 will still be a Fur wearing bandit with little health at level 40.
What I find is this creates a world where as you get stronger you can access new areas of the land and new dungeons that suit your level, and only at the highest level will you be able to march into oblivion and complete the main quest and also the highest quests in the guilds.
I will hopefully be releasing a new version soon with bug fixes and a few other things.
Thanks for your input! Not having any experience with vanilla Oblivion is a plus! That means you 'tells it like you sees it', rather than relative to vanilla Oblivion, which was BLATANTLY leveled.