Oblivion No Level Scaling Mod

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  1. Oblivion No Level Scaling Mod 1.12.2
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No more 100% chameleon, otherwise known as god mode. Download and extract to the appropriate directory. OOO-Rebalanced: Weakens aspects of OOO that are too overpowered and makes some skills and items more useful. Download and extract to the appropriate directory. Unleveled Quest Rewards: Removes level scaling from quest rewards. Oblivion Scaling Unclusterfucked is an ambitious project that tries to, as the name suggests, uncluster the mess that is Oblivion's encounter and loot scaling. Put simply, the vanilla game does a horrible job. You start out fighting mud crabs, rats and goblins and by the end of the game you're still fighting mud crabs, but the rats and goblins. Page 117 of 1602 - Maskars Oblivion Overhaul - posted in File topics: In response to post #8066790. #8067076 is also a reply to the same post.Disabling options like darker nights/dungeons and npcs taking sun damage does indeed mean that these things remain untouched. Concerning level scaling, disabling creature level scaling only affects vanilla and MOO creatures. This because these creatures. Additionally, there is an 'exploit' of the jail system, which can allow players to level beyond level 50. The Long Answer: In Oblivion, a level is gained once you have raised a major skill by 10 (and then slept for at least an hour). The game has 21 different skills, and a player's class defines 7 of the 21 to be 'major skills'.

< Mod / Oblivion: Oblivion Mod: Oscuro's Oblivion Overhaul
  • 2Player Character Changes
  • 4Creature Changes

This is comprehensive readme/changelog/general information section for OOO. Due to its size, it's been divided into sections; just click on the link to the section you want to read.

Intro[edit]

Oscuro's Oblivion Overhaul changes the ways in which the core gameplay elements of TES IV: Oblivion relate to each other. The aim of these changes is to create a more immersive, rewarding, believable and enriching experience as you adventure in the world of Tamriel.

The structures responsible for gameplay could be divided into several areas. The lines separating them are somewhat arbitrary, and we could be more specific and nuanced, but first it is important to define these areas in general terms. OOO considers them in the following blocks:

  • Gameplay meta-rules
    • Immersion
    • Risk
    • Reward
  • Gameplay mechanics
    • Player Character (PC) abilities and Non-Player Character (NPC) abilities
    • Quests
    • Economy
  • Gameplay resources
    • Environment
    • Inhabitants
    • Objects

Each of these areas has subclasses, and each subclass can appear as the sum of lower rank classes. For example, the PC abilities include the statistics system, the skill system, the combat system, the magic system, and the faction system. Likewise, Environment is built by smaller resources, like sounds, music, architecture, flora, weather, etc.

OOO does not change every single variable responsible for gameplay, but it does affect many of those listed above. Each of these changes has been carefully measured against every other change to the gameplay structures in order to enhance the ultimate goal of gameplay: to absorb you into an exciting experience that entices you to overcome the many challenges you will face in Cyrodiil through rewarding your skill, ingenuity, and exploration.

The following sections will give you a summary of how OOO sets out to accomplish this goal in each of the general areas of gameplay. It will also be mentioned (mainly in the detailed section) how each change relates to other facets of the game and why the connection is important for your best game experience.

The information in these sections is presented with as little explicit revelations of the underlying mechanics of the mod's design for a reason: I do not wish to reveal the inner workings of every single change here documented because that, in my mind, simply detracts from the degree of immersion after which I designed this work. My intention has been, all along, to help this excellent game become as immersive, rewarding, deeper, and exciting as I could. To me, focusing too much on boring and repetitive statistics is a sure recipe to detract from this goal. To be sure, these statistics may clearly represent what one can expect of the mod's changes, but often this detracts from becoming immersed in the game and instead prompts you to keep an eye out for things that 'should not be there'. My design philosophy aims at bracketing the author of the mod and the authors of the game itself as far away as possible when you adventure within the world.

Some may say that I am less focused, or less rigorous, or less complex, because I am not providing you with statistics for every single thing here developed. That is, I think, a rather hasty judgment. I assure you that I have put extreme care in balancing all the elements of this work. Everything here changed has been carefully balanced with every other gameplay structure in mind. If things are sometimes not symmetrical, that is a purposeful design choice (despite what some may say, or try to create, life is everything but symmetrical and constant).

This mod has been an immense task. More than a year in the making, plus the almost one month of prior work in the first versions of OOO, have given me time to change the way TES IV: Oblivion plays and enhance its gameplay, in my opinion, to great degree. I hope that you understand my reasons, and can tolerate my fastidiousness, in presenting the information below with certain reservation from me.

Thank you very much for your interest and for choosing Oscuro's Oblivion Overhaul.

Oscuro


Player Character Changes[edit]

Described in detail here.

Oscuro's Oblivion Overhaul is not a character leveling mod like KCAS or nGCD - it does not change the way you level (like how many skills are needed for a level-up, or which skills are governed by which attributes, etc.). However, it does change several aspects of the player character's statistics, as noted below.


Derived Attributes[edit]

  • Special attacks cost less Fatigue to use, while ranged attacks have a higher Fatigue cost.
  • Player characters have lower starting Health.
  • Magicka has a slower rate of regeneration from the beginning, but higher Willpower will have Magicka regenerate quicker than before. In addition, players have a larger Magicka pool. Most spells are changed to better suit these changes.


Skills and Combat[edit]

  • The Master perk in Heavy Armor does not completely negate the armor's weight. The Expert perk has also had its bonus reduced.
  • Light Armor has had its Master perk bonus of 50% extra protection reduced.
  • Hand to Hand is generally stronger. It has increased damage to enemies' Fatigue and Health, the block rate is better (though still lower than that of weapons), and the reach is slightly longer.
  • The chance of a successful bonus effect of power attacks (e.g. disarm, knockdown, paralyze) is increased, both for PCs and NPCs.
  • Damage for the backwards power attack is increased.
  • The range and speed of arrows is increased.
  • The chance of finding used arrows in fallen bodies is increased, as is the maximum number of arrows allowed to remain on the ground.
  • Sneak attacks are more powerful.
  • The number of potions you can use at once has been changed, and the progression follows your Alchemy skill.
  • The skill perk descriptions have been re-written to reflect a higher sense of pride and accomplishment, and to fit the new skill perks.
  • The descriptions of Birthsigns are updated to include the new changes and additions.
  • Weapons and creatures now do higher damage across the board – combat is in general a bit deadlier.
  • Weapons and armor only wear down at 30% of the default rate.
  • The cost of armor and weapon repairs at shops is much higher.
  • The cost of skill training at specialized trainers is higher.
  • Messages pertinent to in-game actions are changed to a first person point of view (e.g. “My skill increased” instead of “your skill increased”).
  • The maximum jump height threshold is slightly higher than in default Oblivion.
  • The option to fast-travel to all cities at the start of the game is removed.


Magic Abilities[edit]

  • Spells generally require less Magicka, especially offensive ranged spells with area-of-effect.
  • The spell projectile speed is much higher.
  • Some spells effects, like Drain Health, cannot any longer be made into custom spells or enchantments due to being highly prone to exploitation.
  • Enchanting with Chameleon, as well as spells with Chameleon and Invisibility, have a much higher price due to the ease of abuse.
  • Every default spell has been made stronger, in accordance to the reduced Magicka cost.
  • Enchanting is much more expensive.
  • Many defensive enchantments have been toned down.
  • The enchanting capacity of Grand Soul Gems and Grand Souls are much higher.
  • Health, Fatigue, and Magicka restoration potions are now based on regeneration rather than instant effects. To compensate for this, potion effects are generally stronger.


Other Changes[edit]

  • All of the Birthsigns have been overhauled.


Nonplayer Character Changes[edit]

Described in detail here.

Oscuro's Oblivion Overhaul aims for a more static world. The features of 'level scaling' are not completely taken away, but are tweaked to enhance the believability, immersion, and unpredictability of the Cyrodiil's inhabitants. Most default NPCs are more static than default, but not completely static. The changes here are too extensive to sum up quickly, so it is recommended that you read through the detailed changes.

  • Most NPCs have been revamped to be much more unique than in default Oblivion. With thousands of new armor and item types, the variety of looks and possessions that NPCs boast increases immensely.
  • NPCs' status reflects the items that may be found in their homes.
  • Lots of books and notes are added that gives depth to new and old NPCs, factions, and quests.
  • The fleeing script (that which controls when NPCs and creatures flee in combat) has been made very advanced; taking into account remaining Health, level difference and player fame/infamy.
  • Bandits, Marauders, Conjurers and Necromancers have been tweaked for added diversity and uniqueness.
  • Vampires have been divided into four types and degrees of difficulty. They have equipment and powers suiting their rank.
  • Dremoras are now significantly more powerful. This also makes the main quest harder.
  • Guards are now level-capped – no longer will they mop the floor with you no matter your level. In addition, female guards are added.
  • Citizens are now level capped. You will not easily be smashed to bits by anyone and his dog, though some NPCs, especially quest-related ones, will prove to be a more difficult challenge than before.
  • Arena combatants are completely overhauled; the difficulty is much higher the greater the rank.


Creature Changes[edit]

Described in detail here.

These are the changes to the creature system.

  • New animals, mythic creatures, and Daedra added.
  • Many new creature factions have been introduced, which opens up for very varying creature-to-creature behavior, as well as creature-to-player-behavior. This cannot be explained in detail here, please see page 43 for more information.
  • Now, dungeons typically house a single type of animal faction, and not every animal in the game stuffed together.
  • Animals will respond to events, that being from the player, from another NPC or from another creature, much more realistically than before.
  • Every creature has different behavior types that suit their nature. For example, wolves will hunt for preys, like boars, deer and so on, while herbivores will graze and eat plants. In addition, all animals will seek out water, especially at dawn and dusk.
  • It is possible to gain faction with animals. This will allow the player to befriend most animals.
  • There are now many types of creatures within each species, varying in size and with different items and statistics. In addition, every creature type has a magical weakness matching their specific nature.
  • An optional setting adds fish swimming around in the water, living out their own carefree lives.


Changes to Creature & NPC Spawns[edit]

Oscuro's Oblivion Overhaul makes the game overall much harder, but also provides great rewards when you have really earned it.

Oblivion No Level Scaling Mod
  • Almost every dungeon in Cyrodiil has new hand-placed content. The difficulty increases the further into the dungeon you venture, but so does the rewards.
  • Dungeons are generally more unpredictable – no more can you guess, and always be right, about exactly where in dungeons you will find creatures.
  • You may now see several creatures/NPCs per spawn point, instead of only one, as often seen in default Oblivion. Weaker creatures will be more frequent than stronger ones.
  • Most dungeons have a fairly static degree of difficulty. If you cannot beat a dungeon now, come back later when you have grown stronger.
  • Guild quests now get more difficult the higher up in the guild's quest line they are.
  • The minimum level required to be able to receive quests at Daedra Lord Shrines is 2, for all quests.
  • Many creatures have new versions specific to their homes. For example, the northern lands of Cyrodiil are home to the “arctic” variety of creatures.
  • Creature types differ greatly between regions – for example, you will not find snow leopards in the marshes of Blackwood.
  • The difficulty of wilderness areas is proportional to their climate's harshness and their distance to urban centers.
  • Roads are much safer to travel.
  • There are several bosses for both NPCs and creatures. They are more difficult than their underlings are, but also have great treasures.


Item Changes[edit]

Described in detail here. Oscuro's Oblivion Overhaul makes extensive changes to the occurrence, type, and quality of items found in the game.

  • Containers around the world have items appropriate to the status or difficulty of their locations.
  • Vendors have mid-end items in stock at any given point.
  • All 'Dwarven' items are renamed to the more lore-appropriate 'Dwemer'.
  • Thousands of new weapons, armors, ingredients, pelts, house-wares, scrolls, and books are added.
  • Items are placed both in loot lists and as a part of the world, so you might find powerful items lying out in the open, if you have a clever eye.
  • Several thousand containers have been hand-placed to the world, containing items that are designed for the difficulty and status of the locations where they are found.
  • Weapons generally have shorter range and are slower.
  • Item values and service prices (repair, training, etc.) are higher across the board.
  • Many new texts are added, ranging in length from a few lines to several pages.


Merged Mods[edit]

Described in detail here. These are mods that have been merged into Oscuro's Oblivion Overhaul:

  • Bashing containers: LockBash 1.1 is merged into OOO. This mod enables you to bash open containers, which enables fighter characters to open locks without specializing in Security.
  • Drop Lit Torches: This mod allows you to drop lit torches on the ground.
  • Gems and geomancy: Tamriel's Glittering Geology and Geomancy/Gem Dust has been merged into OOO. This greatly increases the usefulness of gems.
  • Guild Item Ownership: This mod by Tandem changes some guild items to be unavailable until later ranks.
  • Inebriation: This mod by Lap allows you do drink alcoholic beverages to get drunk.
  • Harvest [Containers]: This mod animates opening and closing of containers, from sacks to chests.
  • Trapped containers: Containers you encounter during your adventures may now be trapped.


Patches and Add-ons[edit]

A list of patches and add-ons, and mods that are made compatible with OOO.


Credits[edit]

A list of credits can be found here.

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Leveling is a fundamental aspect of gameplay in Oblivion: as the player's character grows stronger, the rest of the game world also becomes more powerful. This page describes the leveled lists that are used to implement changes in the world. Details of the character's level are provided on the Leveling page.

  • 2Creatures
  • 3Items

Overview[edit]

The leveling system used in Oblivion undoubtedly has both pros and cons. Whatever your opinion of the system, it is an inescapable part of gameplay (at least without installing major overhaul mods). There are multiple ways used to implement leveling, most of which can overlap or otherwise integrate with each other. This page documents most of the features of the leveling system.

The actual leveled lists used in the game are not listed here. For creatures, the leveled lists specific to each creature category are listed on the appropriate page (i.e., on Animals, Daedra, Goblins, Monsters, and Undead); leveled lists used outdoors are listed at Outdoors Creatures. For items, the various item pages all document the level at which a given item appears in leveled lists. The standard leveled lists used for non-magical Armor and Weapons are provided on each of those pages.

Creatures[edit]

Individual Leveled Creatures and NPCs[edit]

Mod

Some creatures and most NPCs have statistics that are variable depending upon the player character's level. The identical creature/NPC encountered at a later level will have better statistics (for example, if you choose to sleep for an hour in the Fighters Guild in order to level up, when you awaken the other Fighters Guild members will also have increased in level).

All creatures and NPCs have a level; for many creatures the level is fixed. For individually leveled actors (creatures or NPCs), the level is set to be a fixed offset relative to the player character's level. The actor's level is then used to determine its statistics. Some actors have an upper or lower limit on their level. The lower limit for an actor's level is always at least one.

In the case of creatures, the statistics that vary with level are:

  • Health = HealthMultiplier * CreatureLevel
  • Magicka = SpellPtsMultiplier * CreatureLevel
  • Fatigue = FatigueMultiplier*CreatureLevel
  • CombatSkill = Combat + 2*CreatureLevel
  • MagicSkill = Magic + 2*CreatureLevel
  • StealthSkill = Stealth + 2*CreatureLevel
  • Attack Damage = AttackMultiplier + 0.5*CreatureLevel
  • Soul is determined from the CreatureLevel, as discussed at Souls

Leveled creatures are generally used for the most powerful creatures in the game. This ensures that even for high level characters (i.e., characters higher than the maximum level of any lists) the creatures continue to get more difficult.

In the case of NPCs, a much larger range of statistics vary with level. NPC Statistics summarizes these statistics and how they are calculated.

Leveling of NPCs is almost always accomplished using this mechanism, so 'leveled lists' for NPCs are strictly speaking not used. However, there are many lists that are used to generate a random NPC. For example, there are multiple different bandits that can appear at a given spot; which one appears is determined by randomly selecting from a specified list. These lists are labeled as leveled lists, but character level does not have any effect on the outcome; it is purely random.

Fixed Creature Lists[edit]

In some cases, there is a single fixed creature that will be generated by a list depending upon the character's level. In other words, at any given level there is one (and only one) creature that will be encountered. These types of lists are often used for quest-specific or boss creatures. Sometimes the name of the creature is the same at all levels; other times, the name varies to reflect the different creature.

Some examples of such lists are:

  • Minotaur of the Grove: always generates a minotaur identified as Minotaur of the Grove, but the statistics are different at different levels
  • Pale Pass Ogres: always generates an ogre, but the names vary (Pale Pass Ogre Groundling, Pale Pass Ogre Stonewrecker, etc) and the statistics vary.
  • Llathasa's Spirit: generates a different ethereal undead (ghost, wraith) that is always identified as Llathasa's Spirit
  • Sanctified Dead: generates different ethereal undead with different names (Sanctified Dead, Ancient Sanctified Dead, Sanctified Ancient Spectre).

Random Creature Lists[edit]

These are the most common type of creature leveled lists, and are used to generate a random creature depending upon the character's level. So at any given level there will be multiple creatures that can possibly be generated; the exact one that appears is determined randomly.

Each creature in a leveled list has an assigned level. That level is lowest character level at which a creature will be encountered. As the character's level increases, more difficult creatures will start to appear. At the same time, lower level creatures may drop off the list of possible creatures. The parameter ILevCreaLevelDifferenceMax determines when low-level creatures disappear; this parameter is by default set to 8 (but could be altered by mods). It provides the maximum difference in level between the highest level and lowest level creature that can appear. Once the list of possible creatures is determined, there is an equal chance for any of those creatures to appear.

To demonstrate how this works, the following table shows the probability of any monster appearing based on the standard monster leveled lists (specifically, LL1MythicEnemy100).

Leveled ListProbabilities at each Character Level
CreatureLvl1-78-1011-121314-161718+
Imp1100%50%
Troll850%50%33%25%
Will-o-the-Wisp1150%33%25%25%20%
Spriggan1333%25%25%20%
Minotaur1425%25%20%
Land Dreugh1725%20%
Ogre1820%

For this particular list the total chance of encountering a creature is 100%; there are other versions of the list with 75% (LL1MythicEnemy75), 50% (LL1MythicEnemy50), or 25% (LL1MythicEnemy25) chances of a creature existing. So, for example, if a location specifies that a LL1MythicEnemy25 creature exists at that spot, a level 8 character will have a 75% chance of finding nothing, a 12.5% chance of finding an imp, and a 12.5% chance of finding a troll.

The minotaur entry in the LL1MythicEnemy100 list has a couple extra layers of complication. First, there are actually four different varieties of minotaurs that can appear whenever a minotaur is generated. Second, there is a one in three chance that the minotaur will carry a weapon. These options do not increase the likelihood of minotaurs appearing relative to other monsters because they are accomplished by nested leveled lists. So the LL1MythicEnemy100 list shown above does not directly include minotaurs in the list but instead includes a reference to the list LL1Minotaur100, which contains 2 entries for an unarmed minotaur (LL0Minotaur100DUPLICATE000)and one for an armed minotaur (LL0MinotaurWeapon100). The LL0 lists then list the four different minotaur varieties.

The pages on this site provide information on each creature's standard level. This is the level at which that creature is first encountered in the standard leveled lists (i.e., the most commonly used lists); the pages detailing each creature has a section on 'Leveled Lists' that provides specifics on the standard leveled lists. However, there are hundreds of variations on the standard leveled lists that can be used in specific situations. For example, even though Daedroths are normally not encountered until level 16, they can be encountered at level 10 in the count's quarters of Kvatch Castle where a specialized list is used.

The maximum 8-level difference means that level 1 creatures, such as Imps, Deer, and Rats, are less common for level 20 characters than level 1 characters. However, it does not mean that such creatures are never encountered, because of several twists in the leveling system:

  • Some lists only include relatively weak creatures. For example, on the Outdoors lists used in valleys, the most dangerous creature is a Timber Wolf (level 6). Since the 8-level difference is applied relative to the creature of the highest level on the list, this implies that imps are always possible using this list.
  • Weak creatures are sometimes duplicated on lists at higher levels in order to ensure that they can always be generated. For example, Deer are included multiple times in all of the outdoors lists. On LL1WildernessPlains, Deer are listed at level 1, 8, and 17.
  • Weak creatures are sometimes added by nesting lists within another list. For example, the LL1MythicEnemy100 list is nested within the LL2MythicEnemyLair100 list, which specifies that there is a 1 in 5 chance of a Rat appearing instead of a leveled monster. Any given cave will generally include a mix of different types of lists, some nested and some not.

Items[edit]

Leveled lists are used to generate most items in containers and NPC inventories, although some items are fixed. Most of the features available with creature leveled lists are also available for item leveled lists. In particular, item lists can also be nested in many different ways, resulting in a complex system.

Oblivion No Level Scaling Mod 1.12.2

Leveled lists cannot be used to generate items that sit out in the open, so anything on a bookshelf or table is a non-random item.

The contents of an area's containers are determined when you enter that area (i.e., when you open the door and a load screen appears). While you wait and stare at the load screen, the computer goes through everything in that zone and determines its contents. If you have never visited the area, a set of contents will be generated. If you had visited the area previously but the conditions for respawning are met, a new set of contents will be generated. Otherwise, the game loads the previously-determined contents from your save file.

The equipment carried by NPCs is determined by the lowest level between the NPC in question and the player, as detailed in this article. In other words, boss-level NPCs will not carry better equipment than otherwise available, but very weak NPCs will carry unusually poor quality equipment.

Oblivion No Level Scaling Mod 1.12.2

Although the level of any specific item does not vary with time, the skill system imposes a similar variability. A character's proficiency with using an item, as described by skill and attribute statistics, determines the actual usefulness of the item. For example, the amount of damage done by a sword is determined by the character's Blade skill and Strength attribute. A sword first acquired at low levels may only do 5 points of damage; the exact same sword later in the game could do 15 points of damage.

Fixed Item Lists[edit]

For some items, there is a single specific item that will appear depending on the character's level; at any given character level there is one and only one item that will appear. Many of these items are listed at Leveled Items. The item is determined at the time you receive it; a leveled item received at level one continues to be the low-level item for the rest of the game, and will not be updated when your character levels up. The only exception to this is the Crusader's Armor in the Knights of the Nine official mod, which can be updated using the armor stand. There are also unofficial mods such as the Quest Award Leveler mod that allow leveled items to change each time a character levels up.

Random Item Lists[edit]

Random item leveled lists are used when there are multiple possible items that could appear for any given character level. The list of possible items is determined based upon the character level, and then one is randomly picked.

Oblivion No Level Scaling Mod Download

As with creatures, there is a parameter (in this case ILevItemLevelDifferenceMax) that sets the maximum difference between the highest level and lowest level items that can appear. By default, this parameter is set to 8.

The following table demonstrates the probability of any particular type of weapon appearing according to the standard weapon leveled list, LL1LootWeapon100. Note that elven weapons actually appear twice in this list, at level 9 and again at level 18. This ensures that elven weapons continue to appear even for the highest level characters.

Leveled ListProbabilities at each Character Level
WeaponLvl12-34-56-89-1112-1516-1920+
Iron1100%50%33%25%20%
Steel250%33%25%20%
Silver433%25%20%25%
Dwarven625%20%25%
Elven9, 1820%25%33%25%
Glass1225%33%25%
Ebony1633%25%
Daedric2025%

Oblivion No Level Scaling Mod Menu

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