Dude why am I an expert in alchemy and crafting up potions like I'm a skooma addict with a bowl and random s#*! I picked up off the ground outside? The alchemy nerfs with this mod are beyond ridiculous. The description says it's harder to make potent potions for those not skilled. I'm skilled and making babbies first potion type shit.
Is Mazoga supposed to be in Iron armor when I'm lvl 20? I get putting her down from Deadric, but she deserves better than Iron, in my opinion. Otherwise, I really enjoy the mod overall, thanks!
Question, am i supposed to use the simple NPC level cap or the diverse one? im using the old/simple one rn and run of the mill bandits are tougher than the vast majority of dremora and creatures which seems a little wack ngl. i'd at least imagine some random bandits would be easy to mop the floor with, especially compared to dagons immortal legion
not sure if your patch is compatible with the diverse one since it doesn't really mention it in either post (unless i completetly glossed over it?)
What you mentioned is a side effect of how Bethesda decided to design the bandit and dremora factions. Dremora have static-level NPCs of different difficulties, whereas bandits have only one variant and are leveled. This means that bandits theoretically will always be a constant difficulty level relative to your character, whereas you always have the chance of encountering a weaker-leveled version of a dremora NPC.
If you already have end game armor, it'll make the game boring. So it'd be better for a new save so you can feel the actual progression as you level up. I'm disabling mine for now cuz I installed it too late, until I decide to make a new character which I might not cuz I'm completionist, so when I finish playing I am *done* forever with the game. :)
Well, Boetiahs champions are still using iron and fur equipment, immersion breaking. Cyrodiil is a rich place, make some bandit or marauder lords at least wear orcish or elven gear, or ultra rarely glass/ebony.
This mod really helps with immersion... love seeing bandits actually look like bandits and not charging me in full ebony or something. The only nitpick I have is the weapon leveled lists for NPCs. Seeing a bandit in fur armor charging me with a silver warhammer is a little wild haha! There is also a NPC in Anvil, Pinarus Inventius, that is supposed to be a hunter and has heavy armor leveled lists in his inventory aand a claymore.... I think not! If I put together a small tweak submod to further refine the weapon lists for NPCs, would you give your blessing on uploading that?
I went through all of the weapon level lists in your mod and I can see where you removed the high-level weapons and armor from NPC lists and only have them in loot containers for end of dungeon. What I did with my submod was further remove anything dwarven from those lists as well as anything silver from weapons and only included silver magical weapons.
I did it for lore reasons really. Dwarven armor and weapons are supposed to be exceedingly rare especially in Cyrodiil with the lack of Dwemer ruins. It was killing me to still see dwarven weapons and armor being used by everybody later on. Silver along similar lines... It's not a very common weapon type and usually only among nobility that have it for show or witch hunters etc that have it for vampires and werewolves and other supernatural creatures.
99% of all Dwemer weapons post dwemer collapse are crude replica's, they are made out of the same material but not in the same way, and are drastically inferior to the original product.
Similarly, dwemer 'tonal' magic, which was likely involved in smithing their weapons and armor, has apparently never been successfully replicated, Sotha Sil, a demigod, tried for centuries and failed. This is likely because their magic has more in common with the Thu'um or with Sword Singing but without divine assistance, and instead of following the rules of well... reality, it likely assumed a negative in this regard which is very hard for even the oldest wizards to understand.
The comment above explains the lore more elequently than I could. But yeah, just because the items are made of Dwemer metal doesn't mean that they are Dwemer craft. I removed Dwemer from common NPC leveled lists but left them in common loot leveled lists as I thought that would strike the balance between lore and gameplay for most players. Speaking of gameplay, Dwemer items are also awkwardly placed in the armour and weapon tiers, making it impractical to truly make them rare. They are tier 3 of 6 in heavy armour lists and tier 4 of 8 in weapon lists. Making them too rare would probably just mean that the player ends up skipping that tier entirely.
I understand your reasoning.. Makes sense from a gameplay perspective. You've done a lot of work and it's an amazing overhaul. Makes the gameplay a lot more fun! I would like to upload my personal tweaks for anyone who might want a little more challenge and even less higher level loot from enemies. I've been tweaking it a bit more.
I don't know if this is WAD but the new goblin leveled creature lists you made all point to level 1 goblins who are very easy to kill instead of the lists with leveled goblins based on player level.
LL0Goblin100 [LVLC:00084B2C] vs LL1GoblinMelee100 [LVLC:00084B33] LL0Goblin2Skirmisher100 [LVLC:00084B2D] vs LL1GoblinMissile100 [LVLC:00084B34]
2030 comments
Also, this is clearly an exaggeration.
How do I do that ? The mod isn't working, and I think that might be why.
Ascension.esp
Ascension - Rarer Loot.esp
in your Plugins.txt file (.../OblivionRemastered/Content/Dev/ObvData/Data/...)
This file is your Load Order. So you have the main lines
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarESPLocal.esp
and after that you need to add Ascension
and after that your other mods.
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarESPLocal.esp
Diverse NPC Level Cap.esp
Difficulty Slider Fixed.esp
Ascension.esp
Balanced Unleveled Rewards.esp
StrongerTwoHandedx160.esp
StrongerTwohandedBURx160.esp
Ascension - Rarer Loot.esp
Ascension - Balanced NPC Level Cap Patch.esp
not sure if your patch is compatible with the diverse one since it doesn't really mention it in either post (unless i completetly glossed over it?)
What you mentioned is a side effect of how Bethesda decided to design the bandit and dremora factions. Dremora have static-level NPCs of different difficulties, whereas bandits have only one variant and are leveled. This means that bandits theoretically will always be a constant difficulty level relative to your character, whereas you always have the chance of encountering a weaker-leveled version of a dremora NPC.
I did it for lore reasons really. Dwarven armor and weapons are supposed to be exceedingly rare especially in Cyrodiil with the lack of Dwemer ruins. It was killing me to still see dwarven weapons and armor being used by everybody later on. Silver along similar lines... It's not a very common weapon type and usually only among nobility that have it for show or witch hunters etc that have it for vampires and werewolves and other supernatural creatures.
Similarly, dwemer 'tonal' magic, which was likely involved in smithing their weapons and armor, has apparently never been successfully replicated, Sotha Sil, a demigod, tried for centuries and failed. This is likely because their magic has more in common with the Thu'um or with Sword Singing but without divine assistance, and instead of following the rules of well... reality, it likely assumed a negative in this regard which is very hard for even the oldest wizards to understand.
LL0Goblin100 [LVLC:00084B2C] vs LL1GoblinMelee100 [LVLC:00084B33]
LL0Goblin2Skirmisher100 [LVLC:00084B2D] vs LL1GoblinMissile100 [LVLC:00084B34]