It is with a heavy heart that I announce that I am ceasing further development of this mod. I no longer have the time, energy or emotional commitment to put the required effort into getting this mod to where I originally envisioned. With that said, I hereby give anyone permission to do with this mod what they will and upload modified and/or updated version here on the Nexus, so long as I am credited.
I apologise to anyone and everyone who was waiting for the previously promised update. I did not take this decision lightly but it was time for me to accept the reality that I no longer hold the same interest for this game that I once did. That being said, I will continue to answer questions or provide what support I can for those who choose to use this mod into the future. I believe the mod is in a stable state as is and should work as intended if loaded last or close to last in your load orders.
I would like to thank everyone who provided feedback along the way, and a special thanks to Aelius28, Iyachtu and ilovecarpet, whose work informed and were part of the foundation of this mod.
ahhh yes. with this mod, all my high level vampire enemies and end game bosses are rocking leather armor and iron swords. truly the best mod, if you want to feel like youre a god fighting against pitiful insects. probably the worst mod if you want to actually have fun, and not just 1-shot everything in the game once you hit level 25, and ignore ALL loot because everything from boss chests to DLC bosses drop pure and utter garbage. maybe try just bumping down the rate of that high level gear, instead of just removing it from the list, cause as it is you just sit there scratching your head as to why a bunch of dudes rocking worthless chain mail and iron weapons are trying to take on a guy in full ebony grade gear.
I looked through several deleveling mods until I settled on this one. I can confirm that thankfully you won't find bandits wearing glass or ebony armour etc. Now I just need to search where to actually find glass armour and weapons XD I managed to find some really nice dwemer sets thanks to the orrery dlc, and I've come across some nice glass weapons from marauders or high levels enemies, but so far glass/ebony armour is super elusive. I should keep searching!
Make sure to Rebuild Patch when you install this via Wyre Bash, to incorporate the levelling lists
The mod works and doesn't work. Bandits are stuck with low leveled gear, and the Gray Prince has been bumped from 10 to 30 but bandits still level with you past 18, guards likewise are not static, remaining 10+ your level.
Slight amendment to my comment, it's working now, the guards are now locked to level 20. For some reason they weren't the first time I checked via the console, but after several hours of playing it seems to be working now. Idkw it was taking a while to update the levels.
After looking into it i can confirm that the mod does a somewhat decent job at what is written down on the description page. Well like some others already stated it isn't nearly complete in it's current state for example daedric armor still is worth 4800 gold or dragon armor (reward for kickin mehrunes butt) 9000 double the worth in coin not so in stats?
The bigger problem is that it has some errors though nothing game breaking the knights of the nine esp as master should give you some hints.. This mod needs some cleaning better yet finishing touches. It would be a good alternative and even a really worth the time mod, cause it has high compatibility for mods like economy mods and av latta magicka and so on. So this could/would be good for people that wanna expand on oblivion with mods, but still try to stay in the lore, have a kinda vanilla+ experience.
We all know how it feels to use overhauls like ooo, moo etc.. Like why are those ordinators here and attacking s#*! shouldn't they stay on guard like hmm the imperial legion? I still try to find out how thoughs guars survive in that environment without food native to their homeland?
In it's current state it is not really recommendable.
Say I only wanted to use the loot leveled lists and the hand-placed loot that this mod provides: how would I do that? Can I delete specific records using TES4Edit or will I be forced to use the Construction Set (which I do not know how to use)?
It would be hand placed somewhere, but quest rewards are all max level, so your best bet would be witsplinter or sufferthorn from "the siren's deception" or the Dark Brotherhood questline respectively.
the cringey description is of absolutely no help whatsoever. but, i can say this -
DO NOT BOTHER WITH THIS MOD. it does NOTHING to help fix oblivion's horrendous, game-breaking balance. if you thought oblivion was broken as all hell, which it is, this doesn't do a thing.
Can you elaborate? From what I can tell, the mod: - hand-places high level armor - removes high level armor from npc levelled lists, i.e no daedric bandits - removes quest reward scaling - reduces enemy type scaling by altering the levelled lists How does this not help Oblivion's poor NPC economy? Genuinely asking, as I haven't used the mod yet and am looking for something to bring the experience more in line with Morrowind and Skyrim.
I think he's complaining that more wasn't done on the enemy scaling front, based on the description the changes to that aspect are pretty subtle except with named enemies (deleveled) and a few high level creatures (hand placed). Your run of the mill wildlife, apparition, and bandit encounters won't change much aside from the occasional surprise guest.
What order is this mod supposed to be? It says that all the guards should be level 20 but when I go into the game, they are all level 11... After various tests and checking the construction set block for block, It seems to run into some conflict with the No Respawn or Essential NPC mod. Unfortunate - but I much prefer the changes made with this than having killable npcs.
347 comments
It is with a heavy heart that I announce that I am ceasing further development of this mod. I no longer have the time, energy or emotional commitment to put the required effort into getting this mod to where I originally envisioned. With that said, I hereby give anyone permission to do with this mod what they will and upload modified and/or updated version here on the Nexus, so long as I am credited.
I apologise to anyone and everyone who was waiting for the previously promised update. I did not take this decision lightly but it was time for me to accept the reality that I no longer hold the same interest for this game that I once did. That being said, I will continue to answer questions or provide what support I can for those who choose to use this mod into the future. I believe the mod is in a stable state as is and should work as intended if loaded last or close to last in your load orders.
I would like to thank everyone who provided feedback along the way, and a special thanks to Aelius28, Iyachtu and ilovecarpet, whose work informed and were part of the foundation of this mod.
Make sure to Rebuild Patch when you install this via Wyre Bash, to incorporate the levelling lists
The bigger problem is that it has some errors though nothing game breaking the knights of the nine esp as master should give you some hints.. This mod needs some cleaning better yet finishing touches. It would be a good alternative and even a really worth the time mod, cause it has high compatibility for mods like economy mods and av latta magicka and so on. So this could/would be good for people that wanna expand on oblivion with mods, but still try to stay in the lore, have a kinda vanilla+ experience.
We all know how it feels to use overhauls like ooo, moo etc.. Like why are those ordinators here and attacking s#*! shouldn't they stay on guard like hmm the imperial legion? I still try to find out how thoughs guars survive in that environment without food native to their homeland?
In it's current state it is not really recommendable.
Thank you in advance for the help!
DO NOT BOTHER WITH THIS MOD. it does NOTHING to help fix oblivion's horrendous, game-breaking balance. if you thought oblivion was broken as all hell, which it is, this doesn't do a thing.
From what I can tell, the mod:
- hand-places high level armor
- removes high level armor from npc levelled lists, i.e no daedric bandits
- removes quest reward scaling
- reduces enemy type scaling by altering the levelled lists
How does this not help Oblivion's poor NPC economy? Genuinely asking, as I haven't used the mod yet and am looking for something to bring the experience more in line with Morrowind and Skyrim.
What order is this mod supposed to be? It says that all the guards should be level 20 but when I go into the game, they are all level 11...After various tests and checking the construction set block for block, It seems to run into some conflict with the No Respawn or Essential NPC mod. Unfortunate - but I much prefer the changes made with this than having killable npcs.