However, I think this is some habitual residue left over from our years modding Oblivion.
In my opinion, leave the the current dungeons alone and focus on making great unique dungeons that aren't scaled, that have cool enemies and unique loot and weapons.
The modding community should, this time around, focus on making content-mods, rather than fixing what's already here.
Why am I saying this?
Because unlike Oblivion, Skyrim isn't completely broken.
The only reason changing game mechanics was a huge deal for the past 6 years is because Oblivion had REALLY crappy mechanics.
Since Skyrim doesn't have these problems, and level-scaling is actually pretty well done, then I don't see the need to stay in the modding mindset Oblivion put us in.
Oblivion has forced us into thinking like this: "How could I fix this? How could I fix that? Gosh, this game's so broken."
But we have to break away from that way of thinking, since it isn't needed.
Now we can think like this: "What unique stuff can I add?"
What I'm saying is this: the community can go back to the Morrowind days - where the best of the best modders used to mainly make new content, rather than fix the old content.



, he's simply saying that before we go out and try to decide what needs to be fixed, we simple take a step back first. Oblivion had 100 mods for every little thing because that game needed to be changed so badly. But with Skyrim the reaction so far has been overwhelmingly positive, so before you sit down and start making NPC scaling mod number 35, perhaps thinking about adding more content instead would be better. 