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Date added 05/11/2007 Francesco's Leveled creatures-items The Elder Scrolls IV: Oblivion Mod v4.5b
Summary Francesco's Leveled creatures-items The Elder Scrolls IV: Oblivion Mod v4.5b
Filename FrancescosLeveledCreaturesItemsMod.exe
Size 39.8 MB
Downloads 1672
Last downloaded 23 days ago
MD5 4b2ef238393967fe4c760e922f85f24a
SHA1 47ebd0157fa8b7e64c1a0b9f1e76000be915373a 4 Vote/s
Website http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=268
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Description
Shivering Isles
Since the 4.5 release the mod deals with the official expansion too. Every part of the mod now affects SI with the same approach vanilla Oblivion is dealt with. This doesn't however mean that SI is required, if you don't have the official expansion you can install the non SI version of the mod. Apart from expanding the mod to work in the new lands the SI version has some new unique features too like the Amber/Madness Items Forging System Overhaul (check the Leveled Quests section in the readme for more info). A lev 9-12 char at least is now recommneded to adventure in the Shivering Isles.
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Tired that nearly all creatures level up with you? Bored that at level 25 all bandits of the world are god-like ones with daedric equipment? Than this mod is for you.
I think that the game has to be challenging but that not every fight has to be an epic one. This mod aims to create a more realistic and enjoyable experience, it will not make the game easier, just more credible (actually it can make it harder depending on the parts you decide to install)

This mod changes nearly all creatures lists to provide a more static, non leveled, experience. At higher levs you will still find very strong stuff but you will often (for example) find normal skeletons and zombies in dungeons, common wolves in the wilderness and so on.. not every NPC will level up with you... some of them will have level caps.. others will be completely static... on the other hand.. at lower levs life will be much harder as, depending on where you will adventure, you will be able to meet high level enemies. Items lists were changed with the same goal, in vanilla Oblivion at say level 20 you used to find only high level armors/weapons and low-mid stuff nearly disappeared from the game, now it will be much harder to find high lev equipment, and low-mid lev one will still be common at high levs (you can also decide between 3 loot systems: normal/hardcore/extra-hardcore)

One of the strengths of the mod is it's modular nature.. every part of the mod is optional and you are able to customize it to your taste during the installation. Stunning in-game customizanbility is also provided giving the ability to adjust nearly every aspect of the mod.

The optional parts cover many things like guards (all guards used to keep leveling up with you, so no matter how strong you were they were always a bit stronger than you. Using this part of the mod, while some guards still level up with you, many of them will stop at about levels 15-25. Stronger guards will usually defend more important places/people), vendors (you used to find chainmail/dwarven mithril/orcish armors and weapons in creatures/npcs loot before seeing their appearance in shops, this made armor/weapons vendors nearly useless after reaching level 6-7, now you will find those stuff in shops many levels before but at increased prices), new unique enemies/bosses (a small chance to find stronger unique bosses with names and personalized combat styles/loot), more enemies (more creatures/npcs in dungeons, aviable in three variants) houses/dungeons chests (improved, more interesting, diverse and often more rewarding but still balanced loot), quests (tweaked main and guilds quests to make late quests harder for unexperienced characters, forcing to level up so you can't become master of the fighters guild at lev 8), arena (later ranks will be much harder for weak chars so you can't win it with a low lev character) and much much more (read the full readme for a complete list with detailed info).

There's also an items add-on adding 1.400+ new (carefully balanced) quality items to loot lists and a creatures add-on adding 120+ quality user made creatures of many types/level ranges and dozens of new retextured variants of existing creatures/aniamls.. unmatched variety in all circumstances! This part of the mod is aviable in a few variants.. you can install it with/without size rescaling scripts and with/without additional Ai/Behavior scripts to make creatures/NPCs even more varied and realistic.

Plese read the full readme for complete descriptions with many examples of all the parts of the mod, the full readme can be viewed here: Link

The mod is now splitted into 2 files.. the main file.. which installs everything needed to run the mod.. and an add-on file which adds new quality user made items and creatures to the mod (more info can be found in the readme) Keep in mind that you have to download and install both files if you want to use the new content.
Change log
4.5b Changes:
Changes to the Items Add-on:
- Fixed an issue that caused skeletons to occasionally have two weapons instead of one.

Changes to the Creatures Add-on:
- Zombie Races are now not-playable as they are supposed to be

Misc changes:
- The Chance of More Enemies plug-in is now installed even if installing the SI version of the mod and selecting to not merge the files
- Living Economy is now correctly installed even if installing the SI version of the mod without the items add-on.
- The SI optional, non merged, files don't keep the SI prefix anymore after the installation is completed


4.5 Changes:
Shivering Isles:
- The mod has been updated to deal with the official expansion. Every part of the mod now works in the new lands too. A lev 9-12 char at least is now recommended to adventure in the Shivering Isles.
- The forging Amber/Madness weapons system has been completely redone in the Leveled Quests plug-in for a more realistic and non leveled experience (see the Leveled Quests section for more info)
- Durable weapons now have a chance to be found in Tamriel too, this will ensure better continuity between the main land and the expansion (the feature can be turned off with the in game menu, see the mod customizability section)
NOTE: Shivering Isles is NOT required for the mod to work, you are still able to install the non SI version of the mod

Changes to the core of the mod or to optional plug-ins:
- Fixed an issue in the loot tables that caused magical armors to be rarer than how they are supposed to be in chests.
- Fixed an issue that caused key locked chests to spawn in particular quests dungeons where they weren't supposed to spawn (Dungeons Chests Locks)
- Fixed an issue of the More Wilderness Life plug-in that caused a particular quest to be impossible to complete due to a few wrongly placed spawn points.
- Kvatch has been rebalanced, it is now a little harder at lower levs and easier at higher levs (Leveled Quests)
- Tweaked guards equipment, in previous versions of the mod (and vanilla oblivion) every city guard had both a sword and a bow and always used the bow unless the opponent got too close, now some guards will use the sword, other the bow.. providing a more varied experience.
- Guards have been rebalanced to be a little more competitive at higher levels.
- Fixed an issue that caused road patrolling guards to stay still if the patrol leader was killed (Leveled Guards)
- Fixed an issue that caused the fenced money requests to do the Thives Guild quests to not bet the supposed ones (Leveled Quests)
- The arena champion has received some balance tweaks to make him a little more harder to defeat (Leveled Arena)

Changes to the Items Add-on:
- Armored Circlets have been added (50+ variants). Female NPCs will have a chance to equip one of them, they will also be foundable in chests and buyable at the Red Diamond Jewellery store.
- Added rusted variants of iron and steel weapons, undeads and skeletons will often use them instead of the normal ones
- Illuminate Staves are now buyable at Rindir's Staves
- Fixed a couple of magical weapons that were mising their enchantment.
- Changed the non trasparent background of a couple of shields to the default transparent one.

Changes to the Creatures Add-on:
- Added several variants of race-based zombies. Dead imperials, elves, orcs etc. of both sexes can now be encountered in undead themed dungeons.
- Added a bunch of new creatures and new creatures variants
- Added a few new reagents
- Guars are passive more ofren now

Misc Changes:
- The installer should now able to properly register the BSA files on Windows Vista
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