Skyrim Special Edition
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Gamma Lead

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23 comments

  1. Gibo23
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    I wish this could work for me.. The mod sounds very interesting and it reminds me of World of warcraft, I would definitely like to try this one out but it doesn't work for me.
    What is your suggestion on load order and are there any incompatibilities with other mods? Is the author still active? Is the mod dead?
    I don't understand why this mod isn't more popular, it looks very unique!
    1. GammaLead
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      Load order: Bashed Patch. If you don't bash, load it later than any other mod that makes changes to leveled areas (lower on the list is better). If instaling mid-game, as mentioned in the descript I'm pretty sure, you need to go to an interior and wait (depeinding on your cell reset values) up to 1 month in-game before the changes will take effect. Also, if you don't use some of the recommended mods (AAE, HLE, etc.) this mod will not do that much to your game (vanilla game enemy diversity is kind of lacking. Finally, I recommend trying my Advanced Organized High Level SkyTweak Encounters Patch if you end up using the mentioned mods! It'll improve the difficulty of this mod as well!
    2. Gibo23
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      Hey thx for the reply. I tried different approaches with load order and it still didn't work. I even suggested it to a youtuber Thyworm and he did a Video-stream about it and unfortunately it didn't work for him as well.
      I think that this mod in combination with this Mod would give a player a truly unique experience, a similar game system approach that we can find in todays MMORPG games such as World of warcraft and etc.
    3. GammaLead
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      I've watched most of the beginning 45 minutes of the stream, and if by this mod not working for you you mean it's too difficult, I have a couple of recommendations. Hunting and/or killing smaller animals to train. Kite enemies. Make, buy or steal potions. Use a bow or poisons to soften up a target. Hire a follower to help you in the beginning. Also, the "overworld," for lack of a better term, can only be scaled based on player level, so that's safer to train/hunt in than the actual forts/caves/etc. As a reminder, Falkreath MINIMUM level is 10, so if you go into a cave or a house, it can be level-ranged from 10-20 with Base 10.

      If you come out as a weak prisoner or bar patron and decide to start adventuring, you're not going to be able to kill tougher enemies solo or without any training. Most of my mods are difficulty mods as much as realism. At around 35 minutes in the stream, when the streamer is saying he's not sure that he can take on those enemies yet, that is exactly what I made the Sectors series of mods for. That feeling that anything can kill me, and that running in against multiple enemies wearing fur and non-upgraded equipment will probably get me killed. I should level up in safer areas, train against wild animals at first, before I take on a bandit whose been killing for years (most likely).

      When the bandit followed the streamer out (caused by the mod), and was attacked by an 'overworld' bystander (leveled to his Player Character level), the PC leveled NPC died, because the bandit is at least level 10 (the streamer's PC was much lower, so the overworld friendly was scaled lower). From all that I am seeing now, the mod is working exactly as intended.

      As a side note, I play on master/legendary with most of my mods making things more difficult, so it is do-able, you just can't Rambo everything and expect to live. I have also leveled up to 50-70 PC level and was able to 1-shot enemies in Falkreath after, so at least from my experience, it works.

      Edit: copy-pasted part of my "Sectors" mod's description over to this description. I re-read the description and realized I forgot to add that bit. "This mod is for those who like to work to level up, to manage quests in a new sector. This mod encourages exploring the current hold that you have the level for, and finally doing all of those little mini side-quests as you wait for your character to level up."
    4. Gibo23
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      Hey man sorry for the late reply. I wasn't thinking it was too hard for me its actually what I wanted to achieve thanks to this mod. I've posted the comments because I have a mod "Display Enemy Level" which shows enemy level and when I've tried to go in the zones you mentioned (Falkreath for example) I couldn't find npc's that were capped, there were no enemies leveled between 10-20. I've tried different loactions, and have been testing it twice x2 hours. I have a lot of mods in my load order so it could be a conflict or something but at the end of the stream Thyworm wasn't sure himself if the mod actually worked, he said it as well and he hadn't a lot of mods installed at that moment. Shame it didn't worked for me, I really like the idea of it and I was searching for something like that for quite some time. Thx for the nice reply tho, I respect the time and effot you have put to help me. Cheers!
    5. GammaLead
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      Thanks for the reply again as well! For your testing, were you testing on a level 30+ character and in an interior cell (i.e. a cave?) the "Overworld" as mentioned above cannot have a set level for NPC's; the only option is a scale-able difficulty for enemy spawns. as mentioned above as well, I've had some experiences with 1-shotting an enemy once I leveled sufficiently (upgraded weapon + skill level). While I do not have anything that would display enemy level, I did notice that enemies in Falkreath seemed much weaker than the sector that I was in prior. The other test that I would recommend is going to an interior location at Dawnstar, for example, and seeing if enemies are well above your own level.

      As a final note, as mentioned in the descript, Skyrim vanilla enemies are limited, so for this to work as expected, you might have to download enemy improvement mods, or mods that add additional enemies. As an example: some enemies have a level minimum and maximum set for the enemy type. If Skyrim calls in a vanilla wolf to spawn in any sector, it will always be level 2, since in the base Skyrim game, all regular wolves are level 2, with no scaling. Other mods (notably some of my other works) change it so that the wolf will scale to a point (or in some cases, indefinitely).
  2. Unedjis
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    You keep doing (almost) all the work for me, that's really nice of you.
    1. GammaLead
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      *almost* all the work? please. Haha!
    2. Unedjis
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      Well, *almost* because I'm still gonna tweak it for my next playthrough.
    3. Unedjis
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      The time has come. I am compiling a new load order from scratch, and this is in it (and one of the mods I'll tweak according to the Alternate Start I choose.)
    4. GammaLead
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      Awesome. I've been on an Andromeda kick for a while. So, basically, the 2-4 hours I have free every 2 days or so. I've played through with both setups in a limited capacity. This one, you will never outlevel enemies and be able to 1-shot them. Granted I only play legendary, but This makes things nice and difficult. That aside, I highly recommend my Advanced Organized High Level SkyTweak Encounters Patch--It, and the mods it mods, work perfectly for this one.
    5. Unedjis
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      Great idea on the other mod! However, I'm not going to use some of the required mods (e.g. SkyTest won't make it into my new load order even though it was in the old one), so I'll have to find another way to mitigate the problems described.
  3. prugalo
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    One small question: are the level caps only for dungeons or the outside world as well?
    1. GammaLead
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      Level caps are per dungeon. I believe the outside will solely be affected by your level and the game's random difficulty modifier (where very easy= 1x your level, very difficult = 1.75x your level).
  4. Lykann
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    This is gonna pair really, really well with Wayshrines of Tamriel http://www.nexusmods.com/skyrimspecialedition/mods/3045/? and MLU. Given that wayshrines' quest is totally radiant, I can see the location pointing to some super endgame location, or a dwemer ruin, or, conversely, some bandit den near riverwood. Either way it's gonna be pulse-pounding to unlock zones (with actually varied loot) in such a cool new way.
    1. GammaLead
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      That does sound like a good setup. I was hoping for a second that the oldrim wayshrines mod was converted. While the debuffs would have to be either static or non-existant without SKSSE, I liked the "out in the wilderness and you have to find them to activate," etc. I like the idea of this one, but I once tried a teleport mod (all major cities, etc) and found the game boring after... Then again I'm the guy who never fast-travels and get half my enjoyment from random encounters and meetings.

      Let me know how it goes--I really want to try MLU with this right now but that would require a restart... and I'll need to possibly re-edit my economy enhancer, which fixes the problem of getting too much cash from the more common "rares". Probably come SKSSE when I restart again?
    2. Lyss
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      Actually, Wayshrines of Tamriel requires you to complete a radiant quest to get the spell to unlock the wayshrines, some of which aren't actually all that close to the city or town they are for (the one for Ivarstead is off in the woods beyond the bridge, if I remember correctly) and do not have map markers on them to get there faster. Also, it is set up on a network system so that each wayshrine can only connect to certain other wayshrines. If you manage to only activate the one in Falkreath and the one in Winterhold, for example, you are stuck walking or fast travelling because they don't directly connect to each other.

      Although, I don't like that it leaves your horse behind unless you use something like the horse whistle to call it back to you.
  5. prugalo
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    Absolutely love the idea, just a few questions though. If I understand this thing correctly Falkreath Hold is now in level range between 10 and 20? Isn't it a bit harsh that the lowest region starts at level 10? Same goes for Winterhold region, level 90 is cruel. Mods that make leveling faster are probably necessary. How would this work with mods that add new creatures, like immersive creatures for instance? Does this mod also affect loot? Please continue working on this mod, this leveled thing bothered me the most with vanilla skyrim.
    1. GammaLead
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      A bit harsh, possibly. Let me know what you think of it AFTER you have tried it. I myself (even on legendary and chock full of difficulty mods) am able to survive relatively well with a conjured familiar and/or follower in the encounter zones. Also, my main min/max level caps are for the zones only. To my knowledge (and from play experience), random spawns outside will still be at or a bit above your level (at level 1, the highest level wolf spawn in the main world area will be 2). I was able to kill a wolf in 3-4 bow hits, even though with all of my difficulty mods, if he reached me with no distractions, I died in 1 hit. I also leveled up to level 9 relatively quickly using just archery, light armor and a bit of restoration and am able to clear dungeons, even those who have been enhanced by Genesis.

      Based on my personal play with this, I recommend not adding a mod which sets dragons to spawn naturally in the world, however. I forget which dragon mod it is, but they can be rather... deadly with the new changes.

      With regards to the leveling scheme, I currently do not have a plan to change it. This is for players who want to progress in levels over time (yes, sometimes a long time), and who are tired of out-leveling most things by level 43. If that is what you prefer, vanilla Skyrim encounter zones is the way to go. I would like to point out, however, that just because it is level 90, doesn't mean you cannot access it and beat the enemies inside before that level. If you max out smiting, an armor type, and a weapon type, you will be a low level, but you will likely be able to clear out quite a few areas by yourself with a potion or two. Low health compared to your enemies will be your only downfall, you will deal a lot of damage and damage reduction will be capped if done correctly. Perks will only be a problem if you install enemy enhancing mods, as not a lot of enemies are chock full of perks, and many have none in vanilla Skyrim.

      There is a "Sectors - Legendary Unleveled Skyrim" link in the description which it more based on character leveling, and starts Winterhold at 83, which, while high, is still more manageable, as the higher areas are only a few levels apiece, versus 10 for all areas. It also makes the jump from Falkreath to Whiterun a bit longer (as leveling is faster at earlier levels).

      This mod will spawn in enemies that fit the level. I have not used immersive creatures, and currently do not intend to. However, if the mod makes an npc that can be:
      1) Scaled to the level range --or--
      2) Fits in the level range of the sector
      Then, the enemy *CAN* spawn there, unless the mod also has specific area requirements (e.g. must be level 10 and in Winterhold region--for obvious reasons, that will not work). Also, mods that spawn a certain enemy in at coordinates (make a level 2 bear spawn in a Falkreath cave encounter zone) will likely not be affected (it will spawn in a level 2 bear, not the range 10-20 normal enemy), but I have not tested this.

      By itself, this mod does not affect loot tables. As stated in the comments and discussion, this is intended as a lightweight overhaul. It does a lot, if you have other mods that change/enhance gameplay. It doesn't' do much by itself, except exactly what is on the tin (change encounter zones and enemy spawn levels).
  6. peterjbarban
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    Thanks so much GammaLead! This is exactly what I was asking for. I hope others will enjoy this mod as well.
    1. GammaLead
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      Not a problem--this idea really reminded me of when I used to play Golden Sun. Training in an area first that was higher than the intended progression, then returning to earlier areas and 1-hitting everything. Good memories. It honestly just didn't cross my mind to use the max level cap, since I'm always looking for more difficulty. I can always play with this and swap to a non-level capped version later. Since my respawn timers are 36 hours and 5 days for uncleared/cleared, even if I played normally it wouldn't take that long. Genesis would even start spitting out higher leveled enemies right away.
  7. maddbomber83
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    Off topic... Too sleepy to type straight. Your Sectors are the order you would/do play the game in?
    1. GammaLead
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      Answered better in my original sectors post, but no. I chose Falkreath as the first sector because that's where Helgen is. I personally play with alt start mods, but this fits better for most and I can easily edit things as I wish if I want to start somewhere else--which, when I do, will become optional files I upload here.

      The rest of the areas were chosen based on two factors:
      1) I wanted to avoid consecutive sectors being next to each other (if you accidentally cross a boarder, I wanted to feel it)
      2) Areas are loosely based on Frostfall progression of difficulty--Colder areas are more difficult. So you'd again build up to it, or have another negative factor when crossing a boarder. While I did it with this in mind, Frostfall is not required.