Oblivion

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David Brasher

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David Brasher

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69 comments

  1. hodge172
    hodge172
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    Hello, I was wondering if this mod can be safely removed from a save file (if I ever need to), or is there a risk it could damage the save? If I follow the “clean save” procedure on the UESP wiki is that enough?

    I couldn't find uninstall instructions in the readme, so I assume my plan to use wyre bash to uninstall if I need to is sufficient. My current understanding is that I don't need to worry as much with Oblivion saves compared to Skyrim saves, but I wanted to be careful and ask
    too. I'll also make backups of my saves.

    I haven't tried it yet but this mod seems perfect for me too. Thank you!
  2. Headsprouter
    Headsprouter
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    i really like this mod, and agree with the point on the complexity of other mods. when i play oblivion i tend to want it to stay mostly like the game i know i love. but it seems this doesn't unlevel the DLC creatures in the shivering isles, which is a big shame. grummites in particular are a ridiculous slog at levels 25+ and it's hard to accept that this is just how things are gonna be now after the main game was improved so much by this mod.
  3. karry299
    karry299
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    Yeah...no. It's simple. and it works, but the level range is way too large. It's more or less fine if you just apply this mod with a character about 10 or higher, but starting a new game is a bit...dreughs and minotaurs everywhere, and you can barely scratch the bandits. If you suddenly stumble upon a troll or something in a middle of nowhere - there is no real way to escape unwanted encounters in this game, not until you have some guaranteed invisibility.
    1. Vhira
      Vhira
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      I agree.

      Endorsed, but I don't recommend installing this until level 12-15 or so.   This is about when enemies will start carrying Glass items.

      I went to play a new game and, at level 1, went into Vilverin, the introductory Ayleid ruin right in front the tutorial sewer exit.  I encountered Skeleton Champions (300+ health and can summon other Skeleton Minions) and Wraiths (need silver or enchanted weapons).  You will never be able to kill a Dread Zombie at level 1.

      Personal taste, but I think Vanilla Oblivion feels pretty good until level 12-15.  When the bandit gear starts greatly exceeding Leather/Steel is
      when I would activate this mod.
  4. hfffoman
    hfffoman
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    Thanks for this mod. With the proviso that I haven't finished testing it, I like the gently presented description and it sounds like just the overhaul mod which I have been waiting 10 years for.
    1. LenaWolfBravil
      LenaWolfBravil
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      Second that thought. Blessings of the Madgod to you, David Brasher!
  5. Yapadekoi
    Yapadekoi
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    Nice and simple work like a charm.
    However when i tried it with adrenaline oblivion spawn seems to reset to vanilla leveling.
    I guess it's because it conflict even with a bash patch am I correct ?
    1. kallekukhuve
      kallekukhuve
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      Nothing can conflict with a bashed patch. It is there *remove* conflicts. Probably Adrenaline oblivion changes the npcs levels so you need to add the proper bash tags to brashers overhaul or put it later in the load order.
  6. park9
    park9
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    Thanks for the mod David Brasher!
    I have a suggestion..Itis a division fractions monsters as in OOO in a dungeons
    If you visit the Wind Cave, you see:
    Vanilla: Imps, trolls, minotars, spiders, lights, ogres (they are all happy to see only me)
    OOO: only imps (ogre ran for me and die from imps)
    After Morrowind very sad to see vanilla spawn
    On a nature of this does not bother, as in dangeons...
  7. David Brasher
    David Brasher
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    The new version 1.6 is just a minor bugfix to one optional file. The file "BOO 3 of 4 Hostile NPC Edits Only.esp" was corrupted by modcleaning and had to have three leveled lists repaired. If you do not use that file, then you don't really need to download and install this update.
  8. SomeGuyNamedLex
    SomeGuyNamedLex
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    So, I decided to do Kvatch at Level 2 with my Breton "Battlemage" (Custom Class). Just Stunted Scamps until I walk into the tower.

    First enemy: Dremora Valkynaz Warrior. Actual Daedric Armor and Warhammer.
    Manage to kill it by luring it outside and pelting it with fireballs while hiding on top of a rock. Takes forever. Loots Daedric Armor, I have to drop almost everything.

    Next enemy: Dremora Kynmarcher Mage. Summons Flame Atronach and has Dremora Claymore with Burden Enchantment.
    After dying multiple times, I do the smart thing and run for my life. I do the same until the Sigil Stone, with varying degrees of (usually higher level) dremora.

    First group of enemies in Kvatch itself: ~5 Clannfear Runts
    They almost instantly kill everyone but Me and Savlian Matius. He's knocked unconscious about 4 times.
    I manage to kill them by, guess what, hiding on top of a rock and pelting them with fireballs.

    Everything else inside Kvatch, until the castle, is just Stunted Scamps. Kill everyone but me.

    Make it to the castle, where it's just the normal Scamps.

    Except they have fireballs.

    At this point I decided to just stop trying to do Kvatch and rethink my life.

    tl;dr: Don't do Kvatch at low levels. You will probably fail.
  9. leonelevespanola
    leonelevespanola
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    Thank you brasher for making this, i was looking for a simple level scaling overhaul without all that bullshit, endorsed
  10. xenaclone
    xenaclone
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    I love this mod, thanks for making it Mr. Brasher, wherever you are. I like the simplicity of it. As you say, I also did not want to install an overhaul which affects the entire game; I've always had just a few issues with the way the game introduces new content as our characters level upwards. This mod (and its selectable esps) make the process very easy.