Oblivion

File information

Last updated

Original upload

Created by

Slashandz

Uploaded by

slashandz

Virus scan

Safe to use

13 comments

  1. Zeoz20
    Zeoz20
    • member
    • 54 kudos
    It's weird when playing with Oblivion XP, some monsters look too strong but they're lv1 and give less than 3 XP, and some monsters look too weak but they're lv15 (you can still kill them at lv3) and it gives you 100+XP. I turned it off coz of this desbalance with Oblivion XP, but I liked the monsters a lot.
  2. Carmelpoptart
    Carmelpoptart
    • member
    • 4 kudos
    I want to like this mod, but i just cant. and that's because you almost removed bandits from the game. everywhere you find bandits, you find minotaurs instead. this is not fun, and makes finding equipment very difficult. maybe you could change it up a bit? like, remove most of the minotaurs and add bandits instead. and the orrery DLC doesnt make sense with this mod either, as the note that you get said that bandits stole the dwarven artifacts, not 50 minotaurs.

    So, if you would remove these little things, than i would happily recommend it to others, download, give my endorsement, and have a blast playing oblivion with this.
  3. Xenavire
    Xenavire
    • member
    • 5 kudos
    Sounds promising!

    I did end up turning it off just for now, I had no issues with the giga creatures, although they WERE very large, didn't see any tiny ones (maybe they were there and I didn't see them? Hahaha)

    The main reason I turned it for now is simply the fact I left the sewers, bow in hand, walked rowards Vilverin, and sneak attack 1-shot a pair of minotaur. I think they were far too weak, and didn't seem to fit there, so I will wait patiently for an update and try again then.

    Was loving the mod up until I left the training zone (the Assasins were nice and strong, while the goblins fell like wheat chaff, felt a little more realistic than vanilla where the assasins fell in a couple of punches). After the sewers I met the minotaurs, so I didn't test long after that (had fun going toe to toe with a giga mudcrab).

    Hope to soon be using this along with your damage mod.
  4. slashandz
    slashandz
    • member
    • 0 kudos
    @Xenavire

    Thank you for the excellent feedback!

    All of the ideas you've submitted for the mod are definitely noted. I'm not going to revamp the mod just yet though - I'd like some more time to test it and receive feedback... and maybe finally get an endorsement lol.

    I'd encourage you to not be too overwhelmed by the Giga and Mini monsters - the screenshots contain some of the most extreme examples. I also know a few people find the sudden rush on encountering a giant goblin to be exhilarating.

    The damage formula affects hand to hand, melee, and ranged. It does NOT yet affect spells - simply because I never really played a mage and don't know what to tweak yet. It's on the to do list.
  5. Xenavire
    Xenavire
    • member
    • 5 kudos
    This mod has me so interested that it has made me post for the first time EVER here.

    If you could scale it well so level 20 was the "cap"for normal monsters, depending where you roamed, so it didn't mess you up too much with quests or whatever, and make the giga and mini ones a little less extreme (I haven't yet downloaded, but that scamp looks mighty hard to see in long grass.)

    I just came to check new mods and saw yours, usually I only test old mods (well tested in case of conflicts) but this might just make me dust off oblivion for a whole new run, if it isn't too easy to level (I find the classic settings to be frustrating, I use damage increasing mods just to feel like I was getting stronger rather than weaker.)

    Has your damage mod that you also released affect spell damage, and did you scale caster monsters too with this mod? I don't want to focus on a melee fist fighter only to find I get oneshot by the first caster I meet.
  6. slashandz
    slashandz
    • member
    • 0 kudos
    @dork1x

    I'm glad you like it!
    Sure that's possible. It'd take some time though.
    If there's a good amount of demand, I'll do it.
  7. dork1x
    dork1x
    • member
    • 0 kudos
    thank you for making this; i agree with most of your points. especially #1 and #2.

    it is just stupid that after i gain a few levels, creature that used to take two fireballs now needs four to die. like i'm getting weaker...

    but... would you consider making a lore-friendly version? those giants and tiny things really break immersion.

    you can still keep it interesting - instead of that lame goblin king, edit the spawn point(s) so that i encounter 5 or 8 goblins.
  8. lemonman131
    lemonman131
    • member
    • 3 kudos
    good mod i like the idea, keep up the good work
  9. TheGuy33
    TheGuy33
    • member
    • 5 kudos
    Now this looks promising.


    If you could make those "Ultra big bosses" a bit smaller and those very small creatures a bit bigger it would be much better.


    I like your ideas aswell, I might keep an eye on this mod.
  10. slashandz
    slashandz
    • member
    • 0 kudos
    @ethylalcohol
    It's tough to give an exact level as people level differently. I personally don't level at all.
    If it's too easy, perhaps you could start with a higher difficulty slider? Or you could try a mod that slows leveling.

    @petermsi
    I only edited the Creatures and Leveled Lists. So if you put this mod last in the loader, I think the rest of Francesco's mod would be in tact.