- Oblivion No Level Scaling Mods
- Oblivion No Level Scaling Mod Pack
- Oblivion No Level Scaling Mod
- Oblivion No Level Scaling Mod Minecraft
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. Oblivion Realm HD. Check Out This Mod. There’s no better way to improve an older game’s visuals than taking its textures and upscale them to Oblivion (clever pun, I know). Jokes aside, the Oblivion Realm HD texture pack is a very handy way to make the game look better than it does in vanilla. 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.
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
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 List | Probabilities at each Character Level | |||||||
---|---|---|---|---|---|---|---|---|
Creature | Lvl | 1-7 | 8-10 | 11-12 | 13 | 14-16 | 17 | 18+ |
Imp | 1 | 100% | 50% | |||||
Troll | 8 | 50% | 50% | 33% | 25% | |||
Will-o-the-Wisp | 11 | 50% | 33% | 25% | 25% | 20% | ||
Spriggan | 13 | 33% | 25% | 25% | 20% | |||
Minotaur | 14 | 25% | 25% | 20% | ||||
Land Dreugh | 17 | 25% | 20% | |||||
Ogre | 18 | 20% |
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.
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.
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.
Leveled List | Probabilities at each Character Level | ||||||||
---|---|---|---|---|---|---|---|---|---|
Weapon | Lvl | 1 | 2-3 | 4-5 | 6-8 | 9-11 | 12-15 | 16-19 | 20+ |
Iron | 1 | 100% | 50% | 33% | 25% | 20% | |||
Steel | 2 | 50% | 33% | 25% | 20% | ||||
Silver | 4 | 33% | 25% | 20% | 25% | ||||
Dwarven | 6 | 25% | 20% | 25% | |||||
Elven | 9, 18 | 20% | 25% | 33% | 25% | ||||
Glass | 12 | 25% | 33% | 25% | |||||
Ebony | 16 | 33% | 25% | ||||||
Daedric | 20 | 25% |
Elder Scrolls IV: Oblivion is praised as one of the best role-playing games ever made. And rightly so.
The open world, the freedom, the customization possibilities. And many of these ideas influenced a game called Skyrim that you might have heard of…
Having first released back in 2007, Oblivion just doesn’t look as nice as modern games.
Well, at least in its vanilla iteration. The game’s active modding community has banded together to improve visuals so this game can still look great over a decade after launch.
We’ve already covered some of the better overall mods for Oblivion, but here let’s take a look at some of the best choices for graphics improvements and new textures for the game.
15. 4GB RAM Patcher
Oblivion was released in an age when most computers did not have more than 2GB RAM.
As such, the game is badly optimized for modern systems that have 8-16 times that amount.
The 4GB RAM Patcher was released to let the game use more than 2GB of RAM, allowing for a smoother experience as a whole.
Especially if you’re a compulsive mod lover who needs to have hundreds of mods installed to keep you busy.
Which I’m guessing you’re pretty close to that description, if you’re reading this list.
14. Northern UI
I don’t know about you, but I cannot stand clunky UIs. Especially in RPGs where I spend the majority of time in menus.
While the Oblivion user interface is competent enough, there’s clear room for improvement.
Improvement that’s brought to us by Northern UI, a complete user interface overhaul mod inspired by Skyrim.
The mod also introduces native Xbox controller support, for those console peasants at heart. Just like me!
13. Improved Fruits and Vegetables and Meats
The thing I love the most in RPGs is to sneak inside NPC’s homes and see what’s goin on.
I would love to steal all their food as well, but I give up pretty quickly as soon as I lay my eyes on that thing that looks like a slab of meat. Probably a few weeks old, too…
My days in Oblivion got more exciting with this Improved Fruits and Vegetables and Meats pack. It includes higher quality textures for most stuff found inside houses.
They still look a tad too polygonal for my tastes, but I suppose we can only ask so much of Oblivion!
Oblivion No Level Scaling Mods
12. Enhanced Vegetation
Oblivion shows its age mostly in open areas, as objects in the distance look remarkably bad.
But not anymore, thanks to this mod.
Enhanced Vegetation gives us improved textures for distant trees and shrubs, offering multiple scaling choices that should suit your needs at all times.
And without clogging up your VRAM, since even the highest resolution pack is extremely lightweight.
11. Horses Retexture
The open-world games of the last 5 years have proven how essential horses are, and how beautiful they can be.
And how they have no problem pooping right in the middle of a very important mission. I’m looking at you, RDR2.
The horses in Oblivion do not poop. But they do not look as magnificent as some others.
But the Horse Retexture mod completely overhauls horse models found in the game, making them look almost like they belong in a modern game (Skyrim, anyone?).
And without some of their inconveniences too: you know what I am talking about, right?
10. Lights of Oblivion
Lights of Oblivion sounds like something very ominous.
But apperances are very deceiving.
Lights of Oblivion adds something that’s inexplicably absent in Oblivion: light posts on roads.
Traveling at night in Cyrondiil can be dangerous. But with so much light, you won’t have to fear whatever lurks in the darkness anymore.
9. Oblivion Realm HD
There’s no better way to improve an older game’s visuals than taking its textures and upscale them to Oblivion (clever pun, I know).
Jokes aside, the Oblivion Realm HD texture pack is a very handy way to make the game look better than it does in vanilla.
It brings some upscaled textures into the game at the great price of totally free.
It’s also incredibly easy to use: just install the pack and marvel at all the HD textures the game now features. Beautiful, isn’t it?
8. Oblivion Stutter Remover
Despite still looking decent in its unmodded form, Elder Scrolls IV: Oblivion does come with some issues that haven’t been fixed officially.
When a 2007 game continues to stutter on your shiny new PC, you know there’s something wrong.
Oblivion Stutter Remover only introduces a very small tweak, but it improves the experience a lot. Making it feel smoother and perform better than you’d expect.
I know, I know… performance doesn’t matter as much in a role-playing game. But I can’t help it: high frame rates are what I truly live for.
7. Oblivion Upscaled Textures
4K gaming is all the rage now. But in 2007, it wasn’t ever conceived that a game could display beautiful 3840 horizontal pixels.
As such, are you really surprised that Oblivion doesn’t look all that good at 4K resolution?
Not all hope is lost though. Specifically thanks to modern upscaling techniques that make it possible to increase the resolution of pretty much all of the Oblivion textures.
The results are so impressive that you’ll forget how old the game really is.
Oblivion No Level Scaling Mod Pack
6. Shivering Isles Upscaled Textures
There couldn’t have been a better name than Shivering Isles for a land known as the Realm of Madness.
And if you want to relive all of its thrills, you should get the Shivering Isles Upscaled Textures.
This pack was created by the same amazing modder who created the upscaled textures for the base game, so you know what to expect already.
But if you don’t, I’ll tell you: double and quadruple resolution textures for all your 4K gaming needs.
It does not get more simple than this.
5. Better Cities
Improving the landscape is all well and good. But what about the cities?
With mods, we can improve them too.
The Better Cities mod is a huge overhaul of all the cities found in Oblivion.
Not only do all the cities feel more lively with the addition of extra NPCs, but they also look much better with the overhaul of certain buildings.
This mod is, excuse the pun, totally modular.
So you have complete control over which cities you want to look fancier, and which ones you want to leave in their poor vanilla state.
4. Animated Windows Lightning System
One cannot really blame developers for not adding a dynamic lighting system to Oblivion. Most computers couldn’t handle a massive workload back then.
And besides, we got the Animated Windows Lightning System now, so no complaining on my part.
This is an amazing lighting system that allows you to add illuminated windows to all buildings, and even choose how they should behave.
Do you want them on 24/7? You can!
Oblivion No Level Scaling Mod
Just don’t complain once you receive the electricity bill… you won’t be able to fight your way out of this one, I’m afraid.
3. Weather – All Natural
How do you like your weather in role-playing games?
All natural for me, please.
Weather – All Natural is an amazing mod that adds a customizable weather system to Oblivion.
The new system lets you even use other weather mods to create a realistic system that provides the most diverse experience possible.
And it really can’t get better than this, considering the new system allows weather to even affect interiors. Now that’s impressive!
2. Oblivion Character Overhaul
Let’s see, we’ve improved how the landscape looks. We’ve added light posts.
We even illuminated windows and added a proper weather system.
But what about characters? No worries, modders got you covered.
The Oblivion Character Overhaul mod is a massive revamp of all character heads, introducing new head shapes, skin textures, and hairstyles that cover all races found in the game.
Better yet, this overhaul introduces visual elements that are very close in style to Skyrim and Elder Scrolls Online, effectively letting Oblivion join the big boys club of the series!
1. Oblivion 2020 Retexture Project
The mother of all Oblivion graphics mods is right here.
The Oblivion 2020 Retexture project.
A.K.A how to make a game from 2007 relevant again.
This is an on-going mod that aims to retexture the entirety of the game’s map with support for terrain shaders, which make the final results outright amazing.
The project also improves rocks, roads, tree shadows, and whatever needs a new coat of digital paint.
Which is a lot of stuff, honestly.
But fans of Elder Scrolls don’t know how to give up, so I’m sure this project is going to keep Oblivion looking as relevant as ever as the years pass.
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