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#141 | ||
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Posts: 227
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![]() It's number 9 on this list: http://planetelderscrolls.gamespy.com/View...es.Detail&id=41
I think with this plug-in, the bandits and goblins themselves still scale, but much slower, and they don't get daedric weapons. I could be wrong, though. Also, there's a mod there to add variety to wilderness monsters. No more just goblins and bandits. I think it's incompatibile with the no-scaling mod, however. |
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#142 | ||
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Location: Medina, United States
Posts: 978
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![]() The mod I use to de-scale loot leveling is G_'s Oblivion Loot mod. He offers two versions, one that rescales more reasonably, and one that descales it. I've got the second one running. It offers a Morrowind-like system where you stand an increasingly slim chance of finding anything considerably above your level every time you check for loot. So while you won't end up getting that World Killer Sword, you could potentially get a nice mace that's magicked to destroy armor, or an ebony dagger, or a pair of mithril boots even at level 5. There's reason to keep on hunting, in other words--though repopulating the dungeons every few days with creatures leveled to you is still a big turn off.
I have to say I agree with MasterGrazzt's disgust at leveled items. It's implemented so unrealistically that even merchants sell only goods at your level, and the random goods you find in respawning barrels, chests, etc, do this, as well. These really draw attention to themselves everytime you make a level. Could anything be less subtle than every arms merchant in the land suddenly selling you Dwarven items, or one out of five chests you find containing a gold nugget where they never did, before? |
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#143 | ||
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Posts: 227
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![]() Yeah, Francesco's mod actually extends the respawn time from 3 days to 30. I get the repopulation idea, that eventually, bandits would come back to a good ambush spot, but 3 days is a bit ridiculous.
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#144 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: Medina, United States
Posts: 978
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![]() Quote:
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#145 | ||
![]() ![]() ![]() ![]() Join Date: Jan 2005
Location: Wilmington, United States
Posts: 2,660
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![]() Where was that cave Borodin?
Was it the one really early near Seyda Neen? I've gotten around a bit in Oblivion, and since I owned it before most people (:P) I've been able to get my character's lock-picking skill really high. Of course, when I found the Skeleton Key, it made it all useless, but I still like the satisfaction of knowing the timing of how to pick a lock.
__________________
Youtube Channel - http://youtube.com/user/BloodPigggy My Site - http://sites.google.com/site/eyenixon |
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#146 | ||
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Posts: 201
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![]() Cor im so sick of this game already. :ranting: I hired an xbox 360 from the video shop with this game, but the stupid video shop didnt include a way of saving the game. I always thought all xboxs had inbult harddrives, but the 360 didnt, so i couldnt actually save the damn thing :angry: So every time i died I had to back to the bloody start. And im absolutely sick to the teeth of having to go through those caves under the city with the stupid king. Grrr sorry this is kinda
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#147 | ||
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Posts: 957
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![]() All that what?
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#148 | ||
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Location: Leeds, England
Posts: 2,166
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![]() Well, yes, it's kind of important to the plot. The main difference would be that you CAN save it after that...
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#149 | ||
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Posts: 227
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And yes, you do have to go through that, but you can save during it and after. |
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#150 | ||
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Posts: 201
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