[REL] Deleveled Skyrim - An Unscaled Experience

Post » Wed Jun 06, 2012 3:35 am

http://i.imgur.com/OGlQS.png

http://skyrim.nexusmods.com/downloads/file.php?id=18212


Version: 0.1
Date: 6/06/2012
Category: Gameplay Effects and Changes
Author: lifestorock
Requirement: needs at least v. 1.5.24 of the game



Details:
Ever felt the skyrim world evolves parallel to your character level? Everything is focused on it - the enemies you encounter and all the items you are going to find in your adventures. The core module of this changes the enemies and item level list heavily. Nothing will scale focused on the players level. From level 1 to the end of your journey everything can spawn.

I highly recommend to use Wrye Bash and merge your level-lists!
http://skyrim.nexusmods.com/downloads/file.php?id=1840
http://oblivion.nexusmods.com/mods/35230


Core Modules
Deleveled Skyrim - Enemies -> encounter all Skyrim enemies at level 1
Deleveled Skyrim - Items -> find all vanilla Skyrim Items at level 1

Alternative Core Module
Deleveled Skyrim - Enemies (easy start) -> delayed encounter of highest level enemies to allow your hero an easier beginning (start at level 6-10) - still WIP be warned x)

Mod Modules
Deleveled Skyrim - SkyMoMod -> encounter all Skyrim Monster Mod creatures at level 1 | decide between 3 module variants to fit your taste (more alternatives are incoming - let me know what you want!) - use this instead of "SkyMoMod_list.esp"

Deleveled Skyrim - JaySus -> find all Jaysus Weapons at level 1 - use this in addition to the original ESM & ESP combo

Deleveled Skyrim - 3rdEraWeaponsMoS -> find everything out of the 3rd Era Arsenal at level 1- use this instead of "3rdEraWeaponsMoS.esp"

Deleveled Skyrim - TCOSS -> find all Realswords Weapons at level 1 - use this in addition to the original ESM

NOTE: All optional modules need the original mod resources to work!
The weapon and armor modules include tweaks to let all items appear with the same chance. No more cluttering your enemies with a full arsenal of mod weapon.


Install:
-> Install via NMM or download the Bain-ready Archive - install just one file variant of each sort
-> Highly recommend to use Wrye Bash. Creating a "Bashed Patch" solves many compatibly problems


Uninstall:
-> simply deactivate the mod in your Mod-Manager


Credits:
http://skyrim.nexusmods.com/downloads/file.php?id=9694 - dogtown1 for creating so many "wonderful" creatures
http://skyrim.nexusmods.com/downloads/file.php?id=12506 - shingouki2002 and waalx for creating so many awsome weapons for Skyrim
http://skyrim.nexusmods.com/downloads/file.php?id=12892 - masterofshadows and 747823 for nostalgic Morrowind feeling
http://skyrim.nexusmods.com/downloads/file.php?id=1002 - jaysus for real high quality swords

My mod only edits the level-lists. So all credits regarding models & textures goes to the authors mentioned above. Thank you for your great work!
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Tue Jun 05, 2012 8:09 pm

Can you provide more information?
  • How did you manage spawn locations? Where is it logical to travel at level 1? Level 5? Level 30?
  • How did you manage loot lists? Are expensive equipment pieces placed in equally difficult dungeons, or is it possible to stumble upon a set of Ebony at level 6 and get rich rather quickly?
  • How difficult, relatively, are certain monsters now? What is the average level of NPCs such as Imperial and Stormcloak troops? What level would be recommended for engaging in the civil war?
  • What is the recommended level for engaging in the main quest, or guild faction quests?
  • There are plenty of "leveled placeholder items" in dungeons, that basically function as "insert level-appropriate gear here". This includes armor, weapons, potions, etc. Have you changed how these types of items appear in the world? Based on what?
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tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Post » Tue Jun 05, 2012 6:47 pm

Yes I can,
  • Spawn locations are untouched. You can encounter everything at level 1.
  • Nothing is sorted by quality. But I`m working on plugin to change that. It will include new encounter zones (including starter ones), NPC edits regarding of loot and inventory, general overhaul to make rarer stuff more unique.
  • Monsters can be very harsh. At the moment you can encounter all variants at every spot.
  • All levels are fine ...
User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am


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