Kind of a bummer that all DLC are required so that means it won't fit right now. But I will find space somehow. I like the scopes and ideas you are going for with these, but the all DLC required is kinda harsh. Most of those are jank as it is. I realize this is compilation, still modularity goes a long way.
Thanks for the mod. Looks like good base for vanilla-flavored Oblivion installation. Found couple issues with it: 1) TES4Edit finds 6 identical to master records. 2) Masters order is not fitting to LOOT mod order.
That's great news! Thank you so much! Could you maybe update or add also optional file (the one that has not any changes to weapons and hand to hand damage)?
Many of the changes in this mod originated from Reformed Oblivion, so some of them are already in it in some form. Reformed Oblivion still lacks schedules for bandits though.
I have some plans for these mods, but right now I'm busy with other things, so I won't be able to work on them in the near future.
Hi, Can I use the Enemy Spell Variety mod if I dont have the Spell Tome DLC? Will regular spells be used by default, or will it cause crashes/issues? Thanks, I like your mods!
Yes, they apply to DLCs too. Additionally, the level scaling in DLCs seem to be closer to Skyrim, with different variants of enemies with varying levels, and there should now be a greater range in the types you encounter. Similar to how Skyrim had Bandits, Bandit Outlaws and Thugs.
Going into way too much boring detail, in case someone wants to do some reading:
Spoiler:
Show
Low level enemies are about level 3 now, which was their max level previously. Max levels for higher level enemies are around 20-30, depending on the creature and it's health gains. Some had their stats toned down.
Previously in vanilla, creatures could be level 1 and have a health value of 15, which is less than a wolf with their 20 health. With the way level scaling works, a couple levels later that health of 15 would already triple to 45. It's a drastic change. By level ten, enemies will often have ten times that starting health, around 150. Some had more, like Skeleton Heroes having a whopping 280 health. Weirdly, generic Goblin Warlords had bigger health gains than most other enemies, while Warlords belonging to a tribe had more sensible stats.
By default, level 1 NPCs like bandits too had health values around 15, less than wolves. This has been raised to roughly 30-40 HP.
In the original game, NPC health varies based on their class and Endurance. Marauder grunts could be a bit damage spongy with their combat focused class, Endurance as a primary attribute, and daedric armor. Meanwhile, even high level mage types would have health values comparable to typical level 10 creatures. It can be seen with many unique bosses being surprisingly quick to deal with, and it's partly because they were a magic focused class. Azani Blackheart from the FG quests is surprisingly about twenty levels higher than the player, but it doesn't really show because his health is still low due to being a Nightblade with magic as a specialization.
The health bonus from Endurance was reduced on NPCs, since the bonus from having a combat class was enough to produce a difference. The overall health gain was then increased to balance things out. In short, the balance is roughly the same, but level 1-4 and mage/thief type NPCs are less squishy. Less drastic differences. Lower tier equipment also helps reducing the damage sponginess of bandit and marauder grunts. Marauder class had Endurance removed to bring down their health a bit more.
awesome, thanks for the reply! i've seen mods do similar changes enemy stat wise, but usually separated from humanoid npc's and creatures. i'm guessing this is an all in one package
Yeah, I'm hoping it's a quick package fix, to mend the most common issues. Fairly basic and barebones.
I imagine a player wanting to really sit down and customize their game with mods will be better off using another overhaul, and building their setup on top of that.
There it is already, huh? That was quicker than I thought. BUT: I have actually already finished my current character's story, so this comes in just in time. I'll give this a goooood look after work. :)
The work was mostly done, and I only needed to check that things were in order. No need to rush into another playthrough by the way, if you'd rather have a break. This mod will be here later on, too!
You know what? A break after playthroughs is usually what I need to not burn myself out. However, from what I have read so far about this mod, it will probably be something I will enjoy. :)
28 comments
But I will find space somehow.
I like the scopes and ideas you are going for with these, but the all DLC required is kinda harsh. Most of those are jank as it is.
I realize this is compilation, still modularity goes a long way.
Found couple issues with it:
1) TES4Edit finds 6 identical to master records.
2) Masters order is not fitting to LOOT mod order.
Is there any easy way to keep it like in vanilla game?
I have some plans for these mods, but right now I'm busy with other things, so I won't be able to work on them in the near future.
Going into way too much boring detail, in case someone wants to do some reading:
Low level enemies are about level 3 now, which was their max level previously. Max levels for higher level enemies are around 20-30, depending on the creature and it's health gains. Some had their stats toned down.
Previously in vanilla, creatures could be level 1 and have a health value of 15, which is less than a wolf with their 20 health. With the way level scaling works, a couple levels later that health of 15 would already triple to 45. It's a drastic change. By level ten, enemies will often have ten times that starting health, around 150. Some had more, like Skeleton Heroes having a whopping 280 health. Weirdly, generic Goblin Warlords had bigger health gains than most other enemies, while Warlords belonging to a tribe had more sensible stats.
By default, level 1 NPCs like bandits too had health values around 15, less than wolves. This has been raised to roughly 30-40 HP.
In the original game, NPC health varies based on their class and Endurance. Marauder grunts could be a bit damage spongy with their combat focused class, Endurance as a primary attribute, and daedric armor. Meanwhile, even high level mage types would have health values comparable to typical level 10 creatures. It can be seen with many unique bosses being surprisingly quick to deal with, and it's partly because they were a magic focused class. Azani Blackheart from the FG quests is surprisingly about twenty levels higher than the player, but it doesn't really show because his health is still low due to being a Nightblade with magic as a specialization.
The health bonus from Endurance was reduced on NPCs, since the bonus from having a combat class was enough to produce a difference. The overall health gain was then increased to balance things out. In short, the balance is roughly the same, but level 1-4 and mage/thief type NPCs are less squishy. Less drastic differences. Lower tier equipment also helps reducing the damage sponginess of bandit and marauder grunts. Marauder class had Endurance removed to bring down their health a bit more.
I imagine a player wanting to really sit down and customize their game with mods will be better off using another overhaul, and building their setup on top of that.
BUT: I have actually already finished my current character's story, so this comes in just in time. I'll give this a goooood look after work. :)
However, from what I have read so far about this mod, it will probably be something I will enjoy. :)
Thanks again!