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Have you always wondered why Bethesda made all the creatures level up with you?

Wish their was a mod that only changed the creature scaling, and nothing else? Then
this mod might be for you.

You're probably thinking: "Why are you releasing this mod? Francesco's already
change the creature levels.... Ah, yes it does, however, Francesco's also changes
many other things, which people might not like. Yes, I realize Francesco's is
modular, but the mod itself is very complicated, and it's hard to understand the
readme. Also, I can't confirm, but I've been told that Francesco's also reduces the
spawn numbers.

Before you read on, read this carefully: This is not my mod. This is an exact copy
from a mod at the Mod Wiki. This mod was made months ago by somebody, and
unfortunately it was only hosted at FileFront, so those who frequent TESSource or
Planetelderscrolls wouldn't have the opportunity to even get this mod. I take 0
credit for this mod, all I did was simply host it at TESSource, and change/add a
few things to the Readme. The author's name is Iyachtu.

What this mod does

* Provides static levels for unique NPCs (NPC's that have specific names, such as
Thoronir) who populate the towns and outposts in the game.
* Provides level caps for generic NPCs (NPC's with no specific name, such as
"Bandit") and Monsters (Goblins, Ogres etc) at appropriate levels (Bandits, for
example stop scaling at around level 18). This is to provide with a longer more
satisfing gaming experience where things don't get too easy to fast, and yet still
give you eventual satisfaction with your characters development, without feeling
like the world is becoming a god along with you.

What this mod doesn't do

* This mod does not change the main quest much, you should still be able to start
the main quest at level 1 for example, I don't personally like this but not having
much experience with the main quest I didn't want to start chopping it to pieces
with the editor quite yet.
* This mod does not change leveled loot tables, so mods such as G's Loot Mod will
work excellent in conjunction with this mod.
* This mod does not change when more difficult mobs will spawn as you advance in
level. It will still scale from Imps - Trolls - Minos etc. The change with this mod
is now the indivdual monsters have a level cap.
* This mod does provide "Oh, holy crap!" moments for example walking into a dungeon
that is poplated with minotaurs when you're level one. You'd still see Goblins, as
normal when you are level one, however, those Goblins will have a level cap. And,
those goblins will also be replaced by different monsters as you gain levels, just
as before.

Some examples of static NPC changes. (All unique NPCs now have static levels.)

* Guards are level 20 permanently


* Typically leaders of the various mage/fighter guild factions are now levels 20-30
* The Arena combatants are now levels 15-21 and the Grey Prince is level 30.

Some examples of level caps on monsters and generic NPCs (All monsters and generic
NPCs (such as Bandits) now have level caps based on their 'power level'.)

* Bandits scale cap at anywhere from 18-25, leaders at 25 weaker ones at 18.
* Vampires scale cap from 20-28 (there are unique vampires in the game who are much
more powerful)
* Ogres scale cap from 30-38
Note that just because Bandits (for example) scale at level 18-25, doesn't mean
that they will start out at level 18, they will still scale according to your
level, until you reach a certain level that would make them level 18, at which time
they would stop at the cap.

Here's the link to the original mod:


http://www.tescreens.be/oblivionmodwiki/index.php/NPC_Static_Level

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