Oblivion No Level Scaling Mod

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If you are clever with your gear there is no leveling problem. If you play on the easiest difficulty the scaling is terrible, you will literally one/two shot every enemy all the way through. All you have to do is put the bar a third, maybe more, full and the game scales more like other RPG's. Feb 24, 2019 About this mod. Fixes Oblivion's creature level scaling by making all creature levels static or enforcing a maximum level for scaling with the player. Also balances and fixes creature stats logically across similar types, without altering the vanilla intention. 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.

The UESPWiki – Your source for The Elder Scrolls since 1995
< 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.

Scaling

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]

Oblivion no level scaling mod minecraft
  • 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.

Oblivion No Level Scaling Mod Menu


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.

Oblivion No Level Scaling Mod Minecraft


Other Changes[edit]

  • All of the Birthsigns have been overhauled.


Nonplayer Character Changes[edit]

Described in detail here.

Scaling

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.


Oblivion No Level Scaling Mod

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.

  • 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.

Retrieved from 'https://en.uesp.net/w/index.php?title=Oblivion_Mod:Oscuro%27s_Oblivion_Overhaul/Readme&oldid=2328889'

Oblivion No Level Scaling Mod 1.12.2

  • UncleLouModerator 28 Mar 2006 18:37:53 40,718 posts
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    Yes, it's another Oblivion thread, but I can't say I am really sorry, the other one is too big and fast-moving if you want to talk about one specific issue.
    So, is the scaling an issue, or not?
    Here's an excerpt of a review that describes the matter:
    A couple of hours into the game is enough to realise Oblivion's design is very much in the Elder Scrolls mentality, however in attempting to create an open-ended experience that appeals to all, Bethesda may have inadvertently ended up pleasing newcomers but at the same time frustrating those who've stuck by them through the years.
    The source of the criticism and contention is the way in which the experience scales to your position within the game. It's easy to see what and why Bethesda have done this; getting killed by Mud Crabs at the start of Morrowind was never much fun and likely to put off all but the most perseverant gamer, it's also important to maintain a challenge across the board despite the open-ended structure.
    So instead Oblivion bases the opponents and the weapons/armour they have equipped on your level within the game, thus killing goblins at level 1 is quite easy but will still provide a challenge as you progress through the game. The problem however is that in the process this concept virtually destroys two crucial elements of an RPG, in the shape of immersion and reward.
    The problem doesn't really begin to appear until you've reached level 10, where bandits, who should be killing just to survive, are all of a sudden wearing Ebony armour and wielding other such supposedly 'rare' items. The process of wandering into an area at the start of a game and quickly realising it's far too difficult for you seems to be completely removed from the game, equally the concept of coming back to 'easy' areas once you've levelled up has been displaced; thus the key RPG area of becoming a hero seems to be sorely lacking.
    This decision leads to a series of strange situations that break the sense of disbelief running through the game; it's entirely possible to become the Grand Champion of the Arena before you're level 5, whilst we've read reports of one person who completed the main game as a level 1 character, refusing to level up and enjoying the weak challenge presented to him (unfortunately we can't substantiate the claim at present, but it certainly seems plausible).
    The decision continues to have an impact on such areas as the economy, with 'rare' items becoming increasingly commons you progress through the game as enemy characters scale up according to you. Without wanting to sound too clichéd it's a decision that has divided fans, it's a feature that has both strengths and weaknesses, it's one that you're either going to appreciate or hate, but ultimately it shouldn't deter too much from the enjoyment that Oblivion's world presents.
    What do you lot think?
    Personally, I do mind it less than I thought I would in one respect, the 'hero' feeling, because I still feel more powerful than I did when I was level 1. What worries me a little however is that the loot is equally scaled, and every bandit is running around in elite shiny armour all of a sudden.
    On the one hand, it's a nearly perfect way to ensure longevity.
    However, I really sometimes miss the feeling of other RPGs where you aggressively try to level just so you can finally access a certain area that has just been to bloody hard so far, and finally give that orc/troll/beast what it deserves. The feeling like in Gothic when you finally, fially feel strong enough to enter that mysterious, scary dark wood, curious what might be in there after you had to avoid it for many, many hours. In Oblivion, you can go pretty much anywhere and know you'll never get in a situation you can't master.
    So, in short, I can't quite make up my mind yet.
    Edited by UncleLou at 18:39:11 28-03-2006
  • Whizzo 28 Mar 2006 18:42:03 44,810 posts
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    I've read the reports of people bumping into fully Daedric armoured bandits as you get higher in level and that just seems a bit daft.
    If this was a table top RPG I'd be changing what you face rather than making the foes more powerful but still having the cannon fodder around, usually in larger numbers. The latter probably can't be done due to hardware requirements.
  • Derblington 28 Mar 2006 18:43:47 35,159 posts
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    It doesn't really bother me, the game is good regardless, but I do think they picked a daft way of doing it.
  • phAge 28 Mar 2006 18:46:02 25,487 posts
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    Hmm... Tough one, this. I'll propably go with saying that it is a negative thing - how much remains to be seen as I level up.
  • lost_soul 28 Mar 2006 18:53:09 9,372 posts
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    frod wrote:
    Sounds retarded.
    I'd agree. Going back to an area where you were previously pwned and being able to really kick arse, after a bit of levelling, is something I enjoy in RPGs.
  • thegamesthething 28 Mar 2006 18:55:38 1,079 posts
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    I think its a nice change to be honest.
    The usual area based method (ala FF, WoW etc) is also pretty daft when you think about it. A level 30 in WoW can find wolves in Dun Morogh that can be killed instantly (if you bother aggroing them atall), but others in Felwood that whilst looking much the same can kill in one swipe of a paw. Same applies in FF.
    Also the area based method tends to break the game up geographically (that forest is lvl 25, this mountain pass is lvl 10 etc). There are no such areas in Oblivion (or at least that I've seen yet), just one big world.
  • It does sound a particularly daft thing to do. No point levelling up if everyone levels up with you.
    Ah well - not got time to play this anyway. Suppose this is as good an excuse as any not to go and buy it
  • BartonFink 28 Mar 2006 18:56:46 35,268 posts
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    Same here I haven't gone far enoght into the game yet to make an informed decision on whether this is a good or bad thing. On the face of it though and what the guys are saying I would say for a RPG it's probably a bad thing.
    One very simple question needs to be answered though:
    If I enter an area early in the game and get murderised by a foe that is a few levels above me fair enough but if I come back to that same area later in the game will that foe scale with me? Or will I be able to go into the area and give it a good beating?
    I can understand a certain level of scaling i.e. the foe will have had time to build up enduance etc in the time you have been away. But if it's a simple bandit then that is really daft.
    Edited by BartonFink at 18:59:34 28-03-2006
  • SP 28 Mar 2006 19:03:22 355 posts
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    BartonFink wrote:
    Same here I haven't gone far enoght into the game yet to make an informed decision on whether this is a good or bad thing. On the face of it though and what the guys are saying I would say for a RPG it's probably a bad thing.
    One very simple question needs to be answered though:
    If I enter an area early in the game and get murderised by a foe that is a few levels above me fair enough but if I come back to that same area later in the game will that foe scale with me? Or will I be able to go into the area and give it a good beating?
    I can understand a certain level of scaling i.e. the foe will have had time to build up enduance etc in the time you have been away. But if it's a simple bandit then that is really daft.
    Edited by BartonFink at 18:59:34 28-03-2006

    The gist of this argument is just that, the mob will scale with you so when you go back to that area you'll probably get murderised again but get better loot.
  • Dynamize 28 Mar 2006 19:03:49 1,672 posts
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    Never liked scaled difficulty myself. I get off on the stuff you mention, like the sense of progression and the triumph of going to a previously off-limits danger-place, all strong and that.
    It stands to reason really. The old 'ooooh, don't ye be going up to the haunted house young lad! Terrible things live there!' is fair warning that, if you're not confident in your skills, power and kit, you probably shouldn't go poking around.
    As it stands (in theory) I'm not really improving or progressing as such. My level dictates what enemies I'll face, so I'll always be in a frustrating middle ground. I won't be able to wade through a goblin horde swinging my sword and laughing at their pathetic attempts to beat me, because they'll have anti-toughguy kit mysteriously available to them.
    Then again, perhaps a quick touch-up of the difficulty slider might deal with the complaint. Though it feels like a cop-out to drop it from 'normal'
    Though I love Oblivion, there seem to be a couple of enormously niggling design decisions, the scaled difficulty and the omnipotent shopkeepers who won't touch dodgy gear.
    Both damage my suspension of disbelief, which is key in pretty much all escapist media, but should be a no-brainer to RPG makers.
    All that said, I'm still loving the hell out of it, and to be honest I'm so wrapped up in my Dark Brotherhood missions that I don't really notice scaling most of the time. There are challenging kills that I can overcome with some proper thought and wily lateral thinking, and there are easy 'just a knife in the back' kills.
  • Rankin 28 Mar 2006 19:05:41 2,931 posts
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    There's a mod already available that goes some way to resolve this iirc. I haven't used it yet, though. No mods on the first play through
    Found it,
  • Dr.Haggard 28 Mar 2006 19:07:18 4,640 posts
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    bandits, who should be killing just to survive, are all of a sudden wearing Ebony armour and wielding other such supposedly 'rare' items.
    Yes this is an unfortunate side effect, but for me it pales into insignificance compared to the huge benefit brought by this:
    The process of wandering into an area at the start of a game and quickly realising it's far too difficult for you seems to be completely removed from the game
    I love Oblivion for this, I always hated that sort of thing. I understand what you're saying about it adding to the player's sense of ambition and accomplishment, Lou, but I think it always makes games feel very artificial, and is the enemy of players who just want to explore.
  • phAge 28 Mar 2006 19:10:39 25,487 posts
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    Also, it has to be said that, at lvl. 8, I am finding goblins, zombies and imps a LOT easier to deal with than at lvl. 3-4.
  • yegon 28 Mar 2006 19:11:55 6,511 posts
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    Hmm, that's an interesting article.
    Again, not far enough in to either notice it, or form a judgement. A big part of me says Nay, as it flies in the face of what I'm accustomed too, but , I dunno, it *might* be a refreshing change (although the sudden appearance of better loot seems a bit crap).
    I'm wondering, how does the difficulty slider affect this?
  • WoodenSpoon 28 Mar 2006 19:14:35 12,360 posts
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    If the problem is as bad as it sounds then what's the point in having levelling at all ?
  • phAge 28 Mar 2006 19:16:42 25,487 posts
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    Ahab wrote:
    Anyone playing a mage? I'm at level 10 and my spells (of which I can cast 5 or 6 with a full magic bar) don't do shit to enemies I can kill with a few swipes. Pretty nice skill levels too...but sometimes it feels a bit silly, having to cast 20-30 lightning/cold/fireball etc spells to kill someone.
    I'm a lvl. 8 mage, and I'm finding it rather easy. I tend to use touch-spells the most, tho - 2 blasts of Touch of Winter (IIRC) is enough to floor most bandits.
  • mal 28 Mar 2006 19:33:54 29,326 posts
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    Whizzo wrote:
    If this was a table top RPG I'd be changing what you face rather than making the foes more powerful but still having the cannon fodder around, usually in larger numbers. The latter probably can't be done due to hardware requirements.
    Agree. The fun of levelling up is being able to wade through masses or previously impossible beasties, and also in being able to tackle the real biggies. You should experience battles early on that you just have to flee from (although I wouldn't argue with a game system that lets to retry the battle the first couple of times until you take the hint)
  • UncleLouModerator 28 Mar 2006 19:45:02 40,718 posts
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    tengu wrote:
    Feanor wrote:
    I can't quite remember, but I think FFVIII also had this type of scaling. Maybe tengu or someone else can say for sure.

    It did, yes.
    It's good that the game has this kind of system to it imo, gives you the freedom to go anywhere right from the off, which is a large part of what makes the game great really, isn't it?

    Now I don't want to talk about Gothic again, really, but it just is a good example. There isn't any scaling, but it's still fairly open from the beginning. You have a huge area you can explore - at first, you have to stick to the safer roads, but after a few levels, you'll be brave and strong enough to leave them. However, there are areas you soo realise you shouldn't be, and it adds a lot. Like the aforementioned forest, which makes you more and more curious, the longer you play, until you finally levelled up enough.
    It really doesn't hinder your exploring, as there are enough other areas where you can do that, but it adds a layer of excitement, curiosity and even fear to the game. Or that bandit camp where everyone is a lot stronger, so you always have to run and sneak past, but then the feeling when you can finally take them out! In fact, it even adds to the exploring fun, in my opinion, as you'll never know if you went too far and will have to run for your life.
    Of course, it's not as open-ended as Oblivion is, but it's brilliantly balanced, giving you a feeling of constant progress while never feeling claustrophobic or too linear.
    Really, I am loving Oblivion, but that's what I miss - fear, danger, and finally revenge!
  • Mashum 28 Mar 2006 19:54:19 156 posts
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    This sounds dissapointing - I'm only lv.4 at the moment but coming back to administer some justice to those goblins who was something I was looking forward to doing in a few level's time and no mods for me on a 360.
  • Dirtbox 28 Mar 2006 20:05:04 92,582 posts
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  • phAge 28 Mar 2006 20:32:57 25,487 posts
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    Dirtbox wrote:
    I'm far enough into the game to have come up against those Daedric armoured bandits and it's become a pointless grind.
    Fair enough if it were once in a while that you stumble across them, but every time? Nothing from a lower level comes at you, they've died out completely and made way for uber-warriors all at around the same level as you so you're never able to wade in and deliver a skull-crushing one hit kill on anything. unless it's a crab or a rat. Even the lower level beasts vanish to make way for bigger, meaner versions of same. you'll never see that lower leveled monster ever again.
    Useless.
    The game was immesurably easier when I was level one, noW it's just ridiculously hard.
    Edit: Come to think of it, I haven't seen a rat for ages. I think they died out in dungeons and made way for Champion skeletons armed with Glass hammers and Elven shields. Fab.
    Edited by Dirtbox at 20:10:43 28-03-2006
    Sounds like a patch waiting to happen... :[
  • Dirtbox 28 Mar 2006 20:36:40 92,582 posts
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  • thegamesthething 28 Mar 2006 20:39:05 1,079 posts
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    Dirtbox it sounds to me like you want to play a different game. I usually find games getting harder rather than easier a good thing.
    Dont get me wrong, I love all the aspects of the usual level approach discussed above (and am highly adept at finding the ease/loot payoff areas, where beasties around 3 levels lower than your character are quick to kill whilst still providing good income/xp), I just think that Oblivion makes a really nice change. If all areas continue to provide a challenge later in the game, I look forward to that.
  • phAge 28 Mar 2006 20:40:54 25,487 posts
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    Dirtbox wrote:
    You can kiss them goodbye once you get to level 10, you'll never see them again.
    I sure should hope so - if I ´never see another Imp, it'll be too soon... I'm actually hoping that playing as a mage will go some way to alleviate this problem, as I'll (hopefully) be able to craft spells that will help me kill specific enemies more easily.
  • Dirtbox 28 Mar 2006 20:55:12 92,582 posts
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  • ProfessorLesser 28 Mar 2006 21:56:03 19,693 posts
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    /random
    Another problem I have is how difficult it is to level up as a mage. You just don't use magic skills as often as non-magical ones, but of course as a mage you pick them as your major skills because... well, you want to start with decent spell ability.
    But by the time you reach level 2 you've already gained 30 levels in sneak, block and athletics. What a waste of multipliers!

Oblivion No Level Scaling Mod Download

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