Oblivion

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IcelandicPsychotic

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IcelandicPsychotic

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About this mod

Edits nearly every leveled list, NPC and creature in Oblivion and the Shivering Isles for a complete removal of the leveling system and rebalances the game for a better deleveled experience without overhauling the entire game.

Permissions and credits
This mod removes all leveling from vanilla Oblivion and the Shivering Isles DLC. I know there are a lot of mods for Oblivion that alter the leveling system but none of them did it quite like I wanted it to be. Most of them only alter it partially or are overhaul mods with a ton of other features in addition to unleveling the game. I created this mod as a all-in-one complete removal of the leveling system without all the bloat of overhaul mods.
Every single leveled item list (including quest rewards), leveled spell list and leveled creature list has been deleveled. Every creature that was leveled has been deleveled. Most creatures that weren't leveled were left alone, although some of them were tweaked, as is stated below. Nearly every single NPC has been deleveled and given a level that reflects their status in the game world.
In addition to this my mod makes a number of changes to rebalance the whole deleveled experience, some of which I have not found in other deleveling mods. A near-complete changelog can be found in the archive.

EDIT: The 1.1 update includes some fixes for stuff that I missed and tweaks in an effort to balance the game further. Certain NPCs have been given higher levels, replica weapons have been replaced with real weapons and the mod now covers the Shivering Isles! All changes have been recorded in the changelog.

What exactly makes my mod different from other unleveling mods?
 After looking at some of the most popular unleveling mods (only looking at purely unleveling mods, not complete overhauls) for Oblivion here on Nexus, I realized that none of them completely remove the leveling system from Oblivion. Most of them only remove it partially or change it around a bit, even if they claim to be total removals. I could also not find any attempts in these mods to make high-level loot rare or to create any sort of balance, even when the mod claimed to do so. In my opinion this is sloppy craftsmanship and a lazy approach to modding. I put a lot of effort into this mod to offer the best unleveling experience possible. A great deal of time was spent tweaking and testing leveled lists until I was satisfied with the outcome. It took a long time because I did not cut any corners and I did it right.

A summary of the changes my mod makes:
Generic Bandits, Conjurers, Marauders and Necromancers will always carry low-level equipment. Their weapons will never be of a higher quality than steel. Bandits will never wear armor of a higher quality than leather and Marauders will never wear armor of a higher quality than steel. Orcish Marauders have a very small chance of sporting Orcish armor. Bandits and Marauders may also carry both blade and blunt weapons and I have edited their classes so they're somewhat proficient at both. Enemy bosses may still carry higher-level equipment, although the chances of this are very small.
I also edited the spell lists of Bandit wizards, Conjurers and Necromancers. They will still use spells found in the vanilla game, I just made the selection more varied and in accordance to their levels. I also gave Conjurers a few custom-made Mysticism spells that fit their level.

Every leveled item list in the vanilla game has been edited to make high level loot rare. Every item can spawn starting at level 1 but high-level items will be a lucky find.
NPC weapon and armor lists have also been edited for rarity, any weapons higher than steel quality will be rarely seen on NPCs. Same goes for armor higher than steel/leather quality. Daedric armor and weapons have been removed from NPC leveled lists. You will never see a generic Cyrodiilic NPC wielding a Daedric longsword for example, or sport a piece of Daedric armor.
Vendor item lists have been deleveled as well, so merchants may sell you high-level equipment even at low levels.

High-level creatures have been made less common than low-level creatures. Higher-level creatures are not exactly rare but you will definitely see more imps than minotaurs on your travels.

Many creatures have been rebalanced along with being deleveled. I found it ridiculous that a brown bear had over 300 points of health and did 44 points of damage. So some creatures, such as bears, have been nerfed. Some have been beefed up, such as lowest-tier skeletons and goblins. In addition to this most quest-specific creatures have been edited to match their standard versions, such as a few unique daedra in Kvatch and the Dreamworld minotaurs. Boss enemies, such as the King of Miscarcand, have been made stronger than their standard counterparts.

Compatibility
This mod edits A LOT of things so it can definitely conflict with other mods.
It should work fine with mods like Creature Diversity that add more creatures to the game but keep in mind those creatures may still only appear at a fixed level. Same applies for Immersive Weapons.

Like I said, this mod edits a lot of stuff so if you notice an NPC, a creature or a leveled list I might have missed please let me know and I'll make sure to check it out.
This mod has been cleaned with TES4EditQuickAutoClean.