About this mod
This mod aims to implement the vision of basic NPCs without endgame equipment in a dynamic way.
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I Can't Believe It's Not Vanilla!
The features You want... Without the fluff You don't!
Many are aware of Oblivion's infamous 'every bandit has high level equipment' problem.
This mod is THE best solution! It's exactly what you'd imagine!
I originally set out to make a mod that removes Daedric, Glass, Elven or Ebony equipment from NPCs in a dynamic way.
But this mod has expanded to do more than that; providing many fixes and making the game feel more immersive -
without adding/doing anything over-the-top or too extreme.
DETAILS:
⭐ Included 'No Obsolote Loot' functionality!
☛ No matter how high your level, NO items/armor/weapons will become obsolete and disappear!
⤷ This one simple change alone makes the game much more interesting, and is needed to accentuate this mod's effects.
⤷ As you level higher, NPC gear becomes more random, enhancing verisimilitude through variety which thus enhances immersion.
⭐ Basic NPCs such as Bandits and Marauders (Goons) no longer use:
Armors no longer used:Weapons no longer used:
- Elven- Glass
- Glass- Ebony
- Ebony- Daedric
- Daedric
☛ Higher level / unique NPCs such as Ringleaders (Bosses) may still have Elven, Glass, and Ebony equipment.
⭐ Non-Daedric NPCs no longer have Daedric equipment, thus making Daedric equipment less abundant!
☛ A good way to obtain Daedric equipment is by going into an Oblivion Gate or fighting Daedra.
FIXES:
Changes made by the UOP are carried over in this mod, and the few overrides to the UOP are intentional.
Just make sure this mod is loaded AFTER the UOP if you use it.
• LL0NPCArmorHeavyBoots50
Extra 'Iron Boots' entry;
Removed.
• LL0NPCArmor0MagicHeavyHelmet100
Had a 'Steel Helmet of the Deep' (Water Breathing) erroneously set for lvl 22 instead of lvl 5;
Set it to lvl 5.
• LL0NPCArmorLightBoots25
- Missing a Leather Boots entry;
Added it for the appropriate level.
- Had extra Mithril Boots entry;
Removed it.
• LL0NPCArmorLightBoots50
Had an extra leather boots entry for lvl 4 instead of lvl 3;
Set it to lvl 3.
• LL2NPCArmorCombHeavyShield50
Incorrect 'helmet' entry;
Replaced 'helmet' entry with a 'shield' entry.
• LL2NPCArmorCombHeavyBoots75
Two entries erroneously set for abnormally high levels;
Set them to the correct levels.
• VendorArmorLightGreaves
Had an incorrect additional 'VendorArmorLightGauntlets' entry;
Removed.
• Orcish/Elven Shields leveled lists
Orcish shields were erroneously replaced by Elven Shields in several leveled lists;
Fixed this by replacing the Elven with Orcish Shields.
• Removed Longswords from Short Blade leveled lists.
NPC FIXES:
• Some Blackwood Company mercs previously didn't have a chance to equip Blackwood Armor;
Now they do.
• Marauder Archers and Battlemages previously didn't have a chance to wear Greaves;
Now they do.
• Marauder Battlemages previously wore Light Boots instead of Heavy Boots;
Now they wear Heavy Boots.
• Enemies fighting without pants or shoes.
These are vanilla issues which this mod fixes.
No Boots/Shoes
Some NPCs simply weren't given any boots or shoes (that realistically should have them), so I gave them some.
No Pants
Conjurers/Necromancers would sometimes attack without wearing pants because they had a chance to have an enchanted shirt and they would prefer to wear the enchanted shirt instead of their un-enchanted robes. This mod fixes instances like this by altering leveled lists so these NPCs have other enchanted items like rings or necklaces instead of shirts or pants. This was done for a few other NPCs that needed it.
• Female non-Mage Goons no longer wear dresses on the battlefield.
Melee/Archers do not, while other classes/spellcasters/vampires may still wear a dress/long skirt. This clothing is not helpful for someone who needs to be agile. This happens because Goons have a chance to NOT have Greaves, and just wear regular pants. But the female model for some of these pants is a long dress which would likely hinder you in combat.
• Most mage NPCs previously only had one spell they could cast.
This is why fighting spellcasters in Oblivion is sometimes underwhelming, because although their leveled spell gives them a chance to have a bunch of different spells, it is only one leveled spell. This mod fixes this for a bunch of NPCs like Bandit Hedge Wizards, Marauder Battlemages, Conjurers, Necromancers, and etc.
SPECIFIC ITEM FIXES:
• 'Reflecting Helmet'
This item was inappropriately named. It likely should have had a Reflect Spell Enchantment, but it had a Resist Magicka Enchantment instead and it didn't actually 'reflect' anything. I renamed it to 'Resisting Helmet', keeping its Resist Magicka effect.
NEW Added a new helmet called 'Reflecting Helmet'
The Reflecting Helmet has a Grand Reflect Spell Enchantment to match the Grand Resist Magicka Enchantment on the Resisting Helmet.
• RESTORED 'Hood of the Apprentice'
This item was previously unused in the game, and had the incorrect mesh/textures. I gave it the correct meshes/textures, and also corrected its weight. Apprentices at the Arcane University now have a chance to wear one, matching their robes.
ADDITIONS / SENSE:
• Bowmen/Archers/Battlemages are now likely to carry a shortsword instead of a dagger every time.
Due to the above change, a Bowman/Archer may rarely prefer to use their shortsword instead of their bow. I therefore slightly increased the Marksman skills (at most by 10 points) of Bandit Bowmen, Marauder Archers, and Vampire Archers so they are more likely to prefer using a bow until you get into close range, like how they used to behave before these changes. Their Marksman skills were originally low anyway, surprisingly.
• Goons/Bosses now have sensible chances to wear a helmet or a hood.
• Randomized Robe wardrobes.
Conjurers (and a few other NPCs, but NOT Necromancers) now randomly wear different robes.
They do not wear ultra-expensive robes, or robes they shouldn't be wearing.
Many NPCs that wear robes now have chances of differing percentages (depending on who they are) to wear a matching hood.
• Many Goons/Bosses now carry a few more things on them of which they would realistically have.
This is not game/economy-breaking. Many goons now have a 50% chance of carrying 'pocket change' on them, a random amount of gold from 1 to 10. This isn't a big deal, but it makes the world feel more real. Originally, mudcrabs had higher chances of carrying gold than bandits. Ringleaders and Warlords are more likely to be carrying a larger random amount of gold from 20 to 250. Certain NPCs have more than just pocket change, such as items they should sensibly have or items that would help them fight you.
• NPCs are now able to use Potions of Cure Paralysis upon being Paralyzed. (They won't fall down and become an easy target)
Some NPCs are more likely to paralyze you or resist paralysis depending on which potions they have.
ITEM ADDITIONS / SENSE:
• Integrates unused weapons/armors in tasteful ways and perfectly balances them in line with other weapons/armors.
RESTORED Pit Armor Set
Renamed to 'Scaled Leather Armor' because that's literally what it is. This is now the version of Leather Armor that Vendors sell, and higher leveled / tougher warriors wear. You can also find it in loot. This Armor Set is perfectly balanced in between the regular Leather Armor and Chainmail Armor. Slightly heavier, more protective, more durable, and more valuable than regular Leather. Not as heavy, protective, durable, or valuable as Chainmail.
Why did I do this?
As we know, the Pit Armor was cut from the game. More interesting is that Pit Armor was supposed to be the original Leather Armor Set in the game at one point, before or after they renamed it 'Pit' Armor and decided to use it for the Arena, before then scrapping it altogether.
Evidence for this:
- The default Leather Armor is actually in 'Thief Armor' folders, while the Pit Armor is in the 'Leather Armor' folders.
- Scaled Leather is more fit for a warrior or someone with more money than Thief Armor is.
- Thief Armor has a 'Patchwork' appearance; the greaves aren't even greaves they're just leather pants with kneepads.
- The Leather Shield has the same design style as the Pit Armor. Thieves don't use shields but warriors do.
- All the thieves in the game wear Thief Armor; a Leather Armor set for non-thief warriors must have been intended as well.
RESTORED Rusty/Rough Armors & Rusty Weapons
These weapons and armors were previously only seen in the tutorial; now they are likely to be worn/wielded by Goons. They will never be worn/wielded by Bosses.
DISTRIBUTED Leather Bracers
These items were previously very rare for no apparent reason; now you can find them in loot, NPCs wear them, and vendors sell them.
DISTRIBUTED Clubs
These items were previously pretty rare; now Goons wielding blunt weapons have a chance to possess one.
• NEW Potions of Resist Paralysis
This Magic Effect didn't have Potions like the other Magic Effects did in the vanilla game, for some reason. I took the liberty of integrating these potions into the game, named (Strong / Weak) Potion of Nimbleness, matching the way all vanilla potions were integrated into the game.
PERSONAL TOUCHES:
• 2 out of the 6 Black Bow Ringleader types now prefer to use a bow and arrows.
They're now archers instead of typical melee ringleaders.
This makes sense due to the whole 'Black Bow' theme.
Most in this gang know how to use a bow, so it makes sense that at least 2 of their 6 ringleader types would prefer a bow.
• Jalbert has been buffed.
Now has more than one spell. He also has increased Conjuration and Destruction skills.
• Black Brugo has been buffed.
He now wears a full set of leveled Heavy Armor, and wields a leveled Enchanted Warhammer.
His skills have been buffed. Mainly, he now has 50 Blunt skill so he can wield his warhammer effectively.
He has a chance to carry up to 3 paralysis potions, which may be either Cure Paralysis, Resist Paralysis, or a Paralyze Poison.
• Mannimarco has been buffed.
He now has much higher magic skills and wears the previously unobtainable 'King of Worms Hood.' In the future, I plan on doing more with Mannimarco, or adding compatibility for other popular Mannimarco mods.
• Pinarus Inventius is now dressed, equipped, and has skills like an actual hunter.
This quest should be more immersive/sensible now.
• Bandits and Marauders have a small chance (which is greater at lower levels) to wear a Huntsman Vest.
So we can remember the few things Skyrim did right, such as barbarian/viking-like bandits. For the Huntsman Vest, the male model is a vest and the female model is a sort of bra type thing. I understand that the female model for this clothing is not the most practical, but at the same time it's still reminiscent of a female barbarian/viking/amazon. Bandits have a small chance to wear this clothing at higher levels, but at lower levels they will have it more often.
When wearing a Huntsman Vest, bandits will look like this:

ITEMS PERSONAL TOUCHES:
• Renamed 'Fur' Armor to 'Hide' Armor.
• Renamed 'Pit' Armor to 'Scaled Leather' Armor.
• All hoods now weigh 0.5
• Renamed 'Potion of Cure Poison' to 'Antidote.'
• 'Wrist Irons' weight and value slightly increased.
• The 'Rusty Iron Dagger' from the tutorial is now a one-of-a-kind 'Aged Iron Dagger';
It is now even worse than a regular 'Rusty Iron Dagger' that a Goon would have - making it one of the worst weapons in the game.
RECOMMENDED:
⭐ Faction Relations ⭐
This file modifies faction relations, making the different factions and groups (of creatures) more dynamic. You will see different factions and creatures fighting against each other in the wild and in dungeons. No longer will they sit around waiting to gank The Champion of Cyrodil.
⭐ Race Relations ⭐
My definitive Vanilla+ Racial Adjustment mod for Oblivion.
Fine Weapons
This mod retextures all 'Fine' Iron weapons! (Fine Steel weapons already have unique mesh/textures)
This mod does not require patching to work perfectly alongside Leveled List Fixes.
Rusty Items
This mod retextures all 'Rusty' weapons and armor!
I made a patch to make 'Rusty Items' work with Leveled List Fixes and the UOP. The original mod is required.
COMPATIBILITY:
Other mods altering these same leveled lists and NPCs will need a patch.
This mod's latest update makes the following mods redundant:
(Support the authors. Taking inspiration from these mods, Leveled List Fixes includes/expands upon the functionality these mods provide.)
Unused Magic Items Integrated
Hooded Outlaws
Bandits Have Helmets
Randomized Conjurer Wardrobe
Pinarus Inventius - Actual Hunter