- an attempt to replace level-scaling with handplaced loot and limited non-player-dependent randomization
(Scope of mod has changed from dungeons alone to points of interest in general, as working on mapping out the dungeons made me (or us) realize that the rest of the game needs to be balanced as well for any actual effect. New thread once this reaches 200 posts will reflect this better, but ideas are still the same as stated below.)
(Check out the section "where do I sign up" if you're interested in helping. Not much commitment is needed! Any help is valued greatly.)
Preface
In Morrowind, the problem with leveling was that the player soon became too powerful and could kill anything in one blow, since all dungeons (except Daedric ones) had static, hand-placed enemies and loot that you quickly out-leveled.
In Oblivion, they tried to solve Morrowind's issues by scaling everything to your level. The problem with this was that no dungeon felt unique.
In Skyrim, they fixed Morrowind's problems by making the player's leveling grind to a halt naturally at (correct me if I'm wrong) somewhere around 50+ - but they still kept Oblivion's level scaling! Why? Surely Morrowind's issues were solved by restricting how far the player could progress?
Skyrim's scaling system is a more restricted version of Oblivion's (though not much; tests, courtesy of Phitt, indicate that (at least) some dungeons are scaled as widely as levels 1-25), but the drawbacks are still obvious:
No uniquely named items in 90% of the dungeons, and some of the unique items you do find are adjusted to your level. Daedric artefacts are outshone by that "Dwemer Sword of Blah" you found in an earlier dungeon, making the artefact hardly worthy of its title, and robbing you of a sense of fulfilment.
Regular items, such as non-magical weapons, spawn depending on your level. The higher the level, the better the weapons that start spawning; this means that taking risks and going in to dungeons that are difficult is detrimental to you, as going in later at a higher level would have yielded better loot. Taking risks is punished while being comfortable is rewarded.
Enemies, even bosses, are in 90% of the cases named "bandit" or some similar generic name (as opposed to Morrowind where even bandits had real names), and bosses drop loot generated upon entry into the dungeon, adjusted to your level in, for example, an "X of Y" format (example: "Orcish Dagger of Smiting").
...and more, but I hope you get the point: scaling affects the difficulty of the game, but it has a huge impact on immersion and variation as well! Fighting through a dungeon only to realize the end is nothing unique, the reward is simply an item that was chosen and placed on the fly by the game (and is usually complete vendor trash) and the boss is a generic "Bandit Chief" is an immersion and joy killer for me.
Static worlds like Morrowind give me the feeling of a dangerous and mystical world that exists with or without the player. The player is simply part of the world and everything else is the product of thousands of years of history. When we introduce level-scaling, however, this is suddenly lost as the world starts adjusting itself after you, the player, as if you were Neo and everything revolves around you. That ancient burial site suddenly doesn't feel so ancient and mystical any more when you know that the game is generating stuff in there to adapt itself to you. And even worse, shops change their inventory to match your level.
I have played plenty of hours of Skyrim, but I have always felt like I already know what lies within the dungeon as the scaling is so predictable. The scaling is simply an attempt to keep the player on a certain upgrade path, such as iron to steel, steel to Orcish and so on, and Skyrim makes sure you follow that path quite rigidly.
Mods like OOO had hundreds of hours invested in them to make the scaling more sensible; so this time around, couldn't we just do away with the scaling and do it properly from the beginning?
What I want to accomplish
This mod aims to remove scaling, but note that this doesn't necessarily mean removing randomization. Some randomization is good and provides better replayability, but what must be done away with is randomization based on the player's level, a.k.a. level scaling.
The game has around 350 points of interest. What I propose is that we gather information about all the POI and when we have an exhaustive list, we go through them and replace the scaled items and enemies with static/de-scaled ones, with levels based on the information we gathered and loot appropriate to the situation/location.
What quests take place here?
Where is it located?
Does it contain a boss or an artefact?
What's the backstory?
...and so on. This work can obviously begin before the Creation Kit is released! This project will be a democratic one, and decisions regarding full conversion to static or leaving certain elements of randomness will be addressed when the time has come for implementation. Depending on how many are interested, extra artefacts such as Chrysamere and Ice-blade of the Monarch from Morrowind may be added as rewards. The mod will always aim at being lore-friendly, as lightweight as possible and favouring quality over quantity.
Planned workflow (though subject to change):
1. Surveying POI, collecting information (current stage)
2. Discussing design choices based upon information gathered in phase 1
3. Implementing design derived from phase 2
4. Testing -> beta -> release
Where do I sign up?
I have created a google-docs spreadsheet and filled in the information of a few dungeons.
https://docs.google.com/spreadsheet/ccc?key=0Ai_PZ3oVoL9BdHlUX2RSQjk4alpnSXk3WFdOV2ZBWXc
What you need to do is simply to PM me your google-connected email address, and I will add you to the list of contributors who can edit the spreadsheet. Then (after reading the guidelines below), you simply type in information about POI you encounter!
When coming upon/clearing a POI, simply tab out and fill in the relevant information about it. If information already exists, check it out so that it is proper and add whatever additional/corrected information you may have gathered.
This is obviously not some kind of contract where you are expected to grind through stuff for the sake of the mod, but rather a casual thing to help out with after, for example, clearing a dungeon when playing the game as you normally would. Agreeing to help out doesn't force you to enter any information at all.
If enough people join in, it should be filled in no-time!
When all POI are accounted for, we move on to the next phase - but for now, this is all we need to do.
Phase one (surveying
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44% (155 of 334 points of interest surveyed)
Guidelines for helping out
- Dungeons that have sub-dungeons are only listed once, no sub-parts (for example in the case of "Geirmund's Hall" and "Geirmund's Hall Crypts", only the former dungeon is to be listed).
- Please use proper grammar and explain things properly! Everyone has to know what you are talking about.
- POI that contain legendary artefacts should be ~50+ in level, whereas a bandit camp close to a city should be a low level unless it's involved in a difficult quest.
- The column "new suggested player level" refers to what level you think the POI deserves to be. Is it a really long dungeon? Has an awesome boss-fight? Contains an artefact? Then mark it down as a high-level POI, no matter the vanilla level you may estimate it to be. Generally, awesome dungeon equals high level and vice-versa. This column is the reference for what level we should implement the dungeon as when we start working on the mod.
- Be wary of quests! If the POI is the first stage in a major quest chain (Companions etc.) the POI will need to be adjusted so that the chain gets more and more difficult as it goes on and doesn't skip around level-wise.
- The column "boss fight" refers to any enemy at the POI who is a lot stronger than the rest of the enemies there; not necessarily a uniquely named or scripted one. For example a large dwemer golem in the last room of a dungeon when there has been no other golem before it qualifies as a boss.
- The column "remoteness" should take into account how far the POI is from civilization and how difficult it is to get to it. 1 means right next to a city and 10 means on a remote mountaintop in who-knows-where.
- Use common sense, please

- Ethulien
- Mortimer
- AmauriPavao
- peace_main
- Ninjasofii
- Damachi
- Fearless Hero
- logi13
- J.Corvus
- MinotaurWarrior
As I said in the title, this is both a WIP and an interest check. If it becomes obvious that I'm the only one who tries to work on this, I will simply scrap it since I don't have infinite amounts of spare time to work on this. It is obviously not 100% sure that this will work flawlessly since we don't have the creation kit yet, and we don't know all details regarding radiant story; but beginning to work on the spreadsheet now will give us a great advantage in correcting any flaw that can be fixed in the future.
Now, what say ye? I'm quite confident this should be doable.

