Oblivion

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AnthropG

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anthropg

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About this mod

Enemy types and difficulty are no longer based on player\'s level.

Permissions and credits
Beta v4 and later require COBL 1.57 or later.
Beta v5 and later require OBSE
Beta v6 and later require Shivering Isles

Many enemies have their difficulty based off of what level the player is. This is why you can normally do any quest in the game or explore any dungeon right from the beginning. As you level up, the game is designed to be mildly challenging all the time.

This mod changes that by setting your player's level depending on how hard it wants enemies to be, but keeping your "true level" internally, and calculating your health and other stats from it.

There are two modes. One allows you to choose a static level for everything. It was the first mode I created, as it was the easiest to design, and I have left it in case that is what you would like to try.

The other mode is by far my favorite. It scales the game based on your character's distance from cities. You will face particularly easy foes near the Imperial Cities, and somewhat easy foes near the other cities. As you move further away from civilization, enemies will appear stronger. Currently most areas are scaled between level 1 and 30. The Shivering Isles are scaled for higher level players, 20 to 40.

This mod works standalone or various difficulty overhauls, but was designed with FCOM in mind. FCOM adds various enemies. Many of them are already static, meaning they're going to be the same difficulty regardless of when you encounter them. This mod will not change any of those enemies.

However, there are still many enemies that will only appear depending on, or will vary in difficulty depending on the player's level. These are the enemies that this mod manages by controlling the player's level as the game sees it.

This mod has a built in retroactive health feature which I recommend enabling. You will have a choice on that as well when the game starts.

If you chose to have Oblivion scale to a static level instead of based on distance, once you reach the level Oblivion is scaling to you have the option to continue without changes, choose a new level for Oblivion to scale to, or disable the mod altogether and continue with the normal scaling.

When you level up, it will tell you what your real level is.

If you prefer the place-based level scaling, consider this mod by Strategy Master as an alternative:
Dynamic Place Centric Scaling
http://www.tesnexus.com/downloads/file.php?id=23993

Compatibility:
This mod can be used stand-alone or with other overhauls such as OOO, Frans, FCOM or T.I.E.

Certain leveling mods may get confused when calculating the player's stats.

Known Compatible:
SPAM http://www.tesnexus.com/downloads/file.php?id=9914

Compatibility Patch included for:
Oblivion XP http://www.tesnexus.com/downloads/file.php?id=15619

With the file included with this mod, Oblivion XP will correctly calculate the player's stats. If you use Oblivion XP, choose to disable More Static Oblivion's health management when you start More Static Oblivion.

Instructions for Oblivion XP compatibility replacement esp:
Requires COBL
Installation:
1. Oblivion XP must already be installed. You can find it here.
http://www.tesnexus.com/downloads/file.php?id=15619
This replacement esp is based off of Oblivion XP v4.1.5
2. Backup Oblivion XP.esp in your data folder.
3. Replace Oblivion XP.esp in your data folder with the one from this zip.

Uninstallation:
1. Delete Oblivion XP.esp
2. Restore your backup of the original Oblivion XP.esp

Known Incompatible:
Retroactive health mods. (You don't need one, as one is built in anyway)


Important Usage Instructions:
When you start your game you will be given a miscellaneous item labeled MSO. Click on it to start the mod. SPAM can get confused if you start MSO before it finishes getting set up.


Changes
v7-1 Includes optional compatibility replacement esp for Oblivion XP. Thanks to SirFrederik for allowing me to include it. Future versions of Oblivion XP will not be compatible with this replacement esp, but we will have some other solution.

v7 Fixed mod not correctly keeping track of player's true level. Thus, it was calculating health incorrectly. If you upgrade to this version instead of starting with it, your level will will still be wrong. Sorry! You can set it from the console with set cobPcX.iTrueLevel to x where x is your desired level. Further tweaked distance-based scaling.

v6 Further tweaked distance-based scaling. Added support for Shivering Isles distance-based scaling.


Compatibility instructions for other modders:
The player's real level is stored in cobPcX.iTrueLevel (Included in COBL). I recommend reading it only and not changing it unless you are writing a mod that performs the same kinds of functions that this one does.
cobPcX.iTrueLevel is incremented automatically when the player's level is higher than what it was last set to, and can handle multiple level-ups at a time.