OBLIVION!

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Lateralus
Dr Zoidberg
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Post by Lateralus »

Yeah - theres normally some kind of similar spell for all the classes. I repeatedly summoned scaps till my alteration level was high enough to let me cast open very hard lock spells. Was very useful!
spoodie
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Post by spoodie »

Lateralus wrote:Bandits are beginning to run around in Daedric armour which is mildly unsettling.
I really don't like this aspect of the game, I'd prefer it if the bandits and stuff remained at the same level not level up with you. You could have harder foes in more distant areas which is more traditional. I understand the logic in that it makes the game more free-roaming and you can go where ever you want and meet challenges that are appropriate to skills but I still don't like it.
Lateralus
Dr Zoidberg
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Post by Lateralus »

I'm not a fan either, which is why I'm probably going to install this mod. It basically scales down the leveling so not every fight with a bandit is an epic one, and accordingly reduces the chances of finding such good loot on them.

Code: Select all

This mod changes nearly all creatures list to make only a part of them leveling up with you. I think that the game has to be challenging but that not every fight has to be an epic one, so even if you will still find lots of very strong stuff at high levels you will sometimes find normal skeletons and zombies in dungeons, wolves and rats in the wilderness and so on.. not every bandit will level up with you but some of them will stop at about level 10-20.. I also changed many leveled items lists, before at say level 20 you used to find only high level armors and weapons, now there's a chance even for low-mid level stuff to spawn.. so when you'll be level 25 not every bandit will have a god-like equipment, making the game more realistic.
Guards also were changed, in the original game all guards used to keep leveling up with you, so no matter how strong you were they were always a bit stronger than you.
Now while many guards still level up with you some of them will stop at about levels 15-25. Stronger guards usually defend more important places/people.
This mod aims to create a more realistic and enjoyable experience, it will not make the game easier, just more credible.
Many other changes were done to item leveling lists, in the normal game you used to find chainmail/dwarven mithril/orcish armors and weapons in the loot of monsters before seeing their apparence in shops, so for exemple by the time you saw an orcish armor in a shop you already had a full set of it found in bandits loot, this made armor/weapons shops nearly useless after reaching level 6-7, now you will find those stuff in shops many levels before but at increased prices, I had to increase prices because if not it would have been too easy to buy certain items at the very first levels, keep in mind that prices were increased ( of about 30-50% depending on the item ) only for dwarven-orcish-chainmail-mithril armors and silver-dwarven-elven weapons in shops, those found in monsters loots will have the original value.

Exemples of this mod in action:
Keep in mind these are just few examples, nearly every item or npc list in the game has been edited!
Where you see npcs/items in bold text it means they are lower level stuff that you couldn't find in the original game at that player level with that particular npc/item list, now with my mod they are spawning!

NPC SPWAN
Here are few examples of npc spawns without and with this mod

Random spawn of goblin with player level of 20 or more
Origianl spawn: 50% goblin warlord 50% goblin shaman
Francesco's spawn: 40% goblin warlord 40% goblin shaman 12%goblin berserker 4% 2 goblin skirmisher, 2 goblin

Random spawn of goblin with player level of 15
Original spawn: 50% goblin shaman 50% goblin berserker
Francesco's spawn: 42% goblin shaman 36% goblin berserker 7.3%goblin skirmisher 7.3% 2 goblin skirmisher 7.3% 2 goblin

Random undead spawn, player level 16
Origianl spawn: 17% skeleton hero 17% wraith faded 17% dread zombie 17%ancient ghost 17%skeleton guardian 17% headles zombie
Francesco's spawn: 16% skeleton hero 16% wraith faded 16% ancient ghost 16% dread zombie 7% skeleton guardian 7% headless zombie 7%ghost, 2 zombie, 2 skeleton

Random undead spawn, player level 23 or more
Origianl spawn: 20% gloom wraith 20% lich 20%wraith 20%skeletal champion 20% dread zombie
Francesco spawn: 17% gloom wraith 17% lich 16% wraith 14% skeletal champion 14% dread zombie 3% ghost, ancient ghost, headless zombie, skeleton hero, skeleton guardian, faded wraith 2% 2 skeleton, 2 zombie,

Random wilderness forest spawn player level 16 or more
Original spawn: 28% deer 14% brown bear 14% spriggan 14% black bear 14% troll
Francesco's spawn: 28% deer 14% brown bear 14%spriggan 14%black bear 7% troll 7% timber wolf 7% imp 7% 2 wolf 7% boar

Random dremora spawn with player level of 20 or more
Origianl spawn: 33% dremora valkynaz 33% dremora markynaz 33% dremora kynmarcher
Francesco's spawn: 30% dremora valkynaz 30% dremora markynaz 20% dremora kynmarcher 10% dremora kynreeve 10% dremora kynval

Random regular mele/missile bandit spawn
Original spawn: 100% bandit leveld to your level no matter which level you are
Francesco's spawn Player level 35: 80% bandit leveled to your level, 14% bandit leveled to your level with a max level 20 6% bandit leveled to your level, max level 12
Francesco's spawn Player level 30: 75% bandit leveled to your level, 17% bandit leveled to your level with a max level 20 8% bandit leveled to your level, max level 12
Francesco's spawn Player level 25: 66% bandit leveled to your level, 23% bandit leveled to your level with a max level 20 11% bandit leveled to your level, max level 12
Francesco's spawn Player level 20: 75% bandit leveled to your level, 25% bandit leveled to your level, max level 12
Same numbers are used for necros, marauders and conjurers, vampires use a slight different perchentage table.

ITEM LOOT
A couple of examples of loot without my mod and with it!
Added to version 1.7: Loot not only is based upon player level, but now also on the strenght of the npc, weaker level capped bandits, marauders and so on will have lower percentages of good loot compared to stronger ones. See the example below:

heavy armor bandit loot, player level 30
origianl loot: in the original game loot was not related to the strenght of the npc, every bandit and outlaw shared the same percentages of loot, also every bandit was nearly the same in strenght as they all scaled with you so there was no point to have different loots.
Francesco's loot: - Daedric - Ebony - Oricish - Dwarven - Steel - Iron
Bandit leveled to player level ( 30 in this example ) --- 7.7% 15% 23% 23% 23 % 8%
Bandit level capped at 20 ----------------------------------- 5.5% 11% 17% 22% 27 % 17%
Bandit level capped at 12 ----------------------------------- 2% 5% 14% 28% 32 % 20%

If instead of level 30, the player was level 20, the leveled npc would have been of level 20, and differences between his loot and the one of the level 12 capped npc would have been smaller. As always, same numbers are shared by necros, marauders, conjurers and vampires.
See the last example in the npc spawn section to check percentages of spawn of leveled npcs compared to level capped ones. Considering that a level 12 bandit will spawn about a 6% of times when you will be level 30, and that only a 2% of them will have daedric equipment, chances are that you will have to fight about 800 bandits ( 2% of 100/6 ) before seeing a level 12 one with daedric stuff... in this way if you see a well equipped bandit you will know probably he will be strong.. if you see a bad equipped one... you will know he could be a weaker one.


The percentages you can find below are referred to normal non level capped npcs and chest looting, weaker level capped npcs, as said before, will have lower percentages of higher level loot, for example they will still have a chance to have daedric if you are level 20, but this will be smaller compared to the regular 4-6%.

heavy armor loot, player level 20
origianl loot: 33% daedric 33% ebony 33% orcish
Francesco's loot: 5.5% daedric 11% ebony 17% orcish 22% dwarven 27% steel 17% iron

weapon loot, player level 20
origianl loot: 25% daedric 25% ebony 50% glass
Francesco's loot: 4% daedric 8% ebony 12% glass 17% elven 21% dwarven 13% silver 13% steel 12% iron

weapon loot, player level 16
origianl loot: 17% ebony 33% glass 33% elven 17% dwarven
Francesco's loot: 5% ebony 10% glass 15% elven 25% dwarven 20% silver 15% steel 10% iron

boss weapon loot, player level 20
origianl loot: 100% daedric
Francesco's loot: 17% daedric 33% ebony 50% glass

boss heavy armor loot, player level 20
origianl loot: 100% daedric
Francesco's loot: 20% daedric 40% ebony 40% orcish

Perchentage of spawn table for random heavy armor loot, values altered in my mod are in bold text, in ( ) you can see original ones:
Light armor percentages are identical.
It goes on in the linked thread to detail all the percentage changes to chances of finding this that or the other armour or weapons if you care enough.

The mod is available here from gamespy, or ask me on xfire and I'll send it to you.
tandino
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Post by tandino »

Dr. kitteny berk wrote:Right. I'll take bets on this.

which'll be out first.

Duke, Nukem Forever
S.T.A.L.K.E.R
Diskworld oblivion mod.


BET NOW
This has poll of the week written all over it, I'll leave you to start it though.

My bet's on Haxx0r...
spoodie
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Post by spoodie »

I'm beginning to think Duke Nukem Forever is a practical joke out of control.
Dr. kitteny berk
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Post by Dr. kitteny berk »

spoodie wrote:I'm beginning to think Duke Nukem Forever is a practical joke out of control.
Duke Nukem Forever = D.N.F = Did Not Finish
Lateralus
Dr Zoidberg
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Post by Lateralus »

I've not heard of it, someone care to elaborate?

Heard of the original, just not Forever...
spoodie
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Post by spoodie »

Nearly 10 years in development! :shock:
Lateralus
Dr Zoidberg
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Post by Lateralus »

Hehehe - thats a fantastic read.

Game size quoted at 9.6GB, thats Unreal Tournament territory that is!

Edit: Ninja Pirate! Go me!
Dr. kitteny berk
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Post by Dr. kitteny berk »

Lateralus
Dr Zoidberg
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Post by Lateralus »

I'm always a little disturbed by anything 'on topic' on these forums, but then this discussion is happening in an Oblivion thread, so normality has been maintained.
Dr. kitteny berk
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Post by Dr. kitteny berk »

tanget: MAINTAINED
tandino
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Post by tandino »

It is quite unbelievable how long DNF has been in development for. You might even say it's disappeared into OBLIVION...













/sorry
spoodie
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Post by spoodie »

:lol:
FatherJack
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Post by FatherJack »

tandino wrote:I'm a lvl 13 Argonian Bowman/thief/melee/light armour/summoning randomer at the moment and I'm finding the majority of enemies ridiculousy hard. I can pretty much deal with deer, wolf pups and mudcrabs, anything else and I'm necking the restore health potions like tomorrow night's Tequila. I'm unsure if it's me being a bit wank or I'm just picking battles out of my league, anyone else having this problem?
There is a difficulty slider, which I find makes everything ridiculously easy if you put it all the way to the left. Either my fire(2) spell or the 5 fire+5 frost+5 shock "Magic Mace" I made seemed to kill everything in 1 hit.

I hit level 5, largely due to a bit I did find hard - going to the place where you get Garridan's Tears. The frosty-ness kept killing me hard, so I stood in my house and cast Shield until my Alteration went up to 50 (from 35). Then to Cheyindal to buy a Frost Shielding spell, and then to the University to imbue all my blades armour with protection from cold.

Image
What's for dinner, Mummy?
Sticky Label
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Post by Sticky Label »

doing the fighters guild quests, i heard thingummy odrey attacking a mudcrab while shouting "I'm going to crush you like a mud-crab!" which amused me. Huzzah!
Bob47
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Post by Bob47 »

FatherJack wrote: Image
What's for dinner, Mummy?
:lol: :lol: that rocks
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