Oblivion No Level Scaling Mod

Oblivion

  1. Oblivion No Level Scaling Mod 1.12.2
  2. Oblivion No Level Scaling Mod
  3. Oblivion No Level Scaling Mod 1.12.2
  4. Oblivion No Level Scaling Mod Apk
  5. Oblivion No Level Scaling Mod Pack

Feb 22, 2015 If you want the simplest possible fix (and therefore the one with the smallest chance of bugs or mod conflicts), get the mod Plus 5 Always. You will be able to select a +5 bonus at level up if you've earned even a single point towards that stat. Ex: Raising heavy armor once during a level is enough to get you +5 endurance with this mod. I got tired of vanilla oblivion mostly due to the way the level scaling works. It wasn't too bad for me at first. I didn't hate it nearly as much as many others, but overtime it grew tiring and the game became stale and uninteresting when everything is leveled. No level scaling mod. Posted by 4 years ago. No level scaling mod. I know Oscuro's does this, but it adds a lot of other stuff.

  • 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!

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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]

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

Oblivion No Level Scaling Mod 1.12.2

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%

Oblivion No Level Scaling Mod

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.
Oblivion

Items[edit]

Oblivion No Level Scaling Mod 1.12.2

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.

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.

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.

Oblivion No Level Scaling Mod

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.

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.

Oblivion No Level Scaling Mod Apk

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 Pack

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