I do not like what I'm hearing about the scaling. Hopefully mods will sort this lameness out by the time I get to it.
I don't mind some of the handholding in quests, honestly. Fishing for gorefish, for example, it was nice to have a pointer showing me where the next was. When I can only see about two feet in front of my face and detect life only extends 20 (I was low level at the time), searching an entire lake would get tedious fast.
On the other hand, it does get pretty silly when the map pointer goes from the person I'm talking to over to another guy 10 feet away.
James
I do not like what I'm hearing about the scaling. Hopefully mods will sort this lameness out by the time I get to it.
For those worried about the level scaling - TES.com thread.
Sounds like a workaround. There is a loot scaling mod in development aswell.What this mod does?
-Provide static levels for unique NPCs who populate the towns and outposts in oblivion
-Provide level caps for generic NPCs and Monsters at appropreate levels (weakest type stops scaling at around level 18) This is to provide with a longer more satisfing gaming experience where things don't get to easy to fast, yet still give you eventual satisfaction with your character development.
What this mod doesn't do.
-This mod DOES not change the main quest much, you should still be able to start the main quest at level 1 for example, I don't personally like this but not having much experience with the main quest I didn't want to start chopping it to pieces with the editor quite yet.
-This mod unfortunetly doesn't change leveled loot tables, so good loot will still be rare at low levels and more and more common as you level, I don't particularly like this ether but the loot tables are not something I've looked at much as of yet.
-This mod does NOT change when more difficult mobs will spawn in one particular dungeon as you advance in level. It will still scale from imps - trolls - minos etc. The change with this mod is now the indivdual monsters who would scale with you to infinity no longer do and have a level scaling cap.
-This mod DOES not provide for more "oh crap" moments for example walking into a dungeon that is poplated with minotaurs when your lvl one. I just haven't changed any of the leveled spawns yet.
Some examples of static npc changes. (ALL unique NPCs now have static levels)
-Guards are level 20 permanently
-Typically leaders of the various mage/fighter guild factions are now levels 20-30
-The Arena combatants are now levels 15-21 and the grey prince is level 30.
Some examples of non-static scaling caps on monsters and generic NPCs (All monsters and generic NPCs who scaled now have CAPs based on their power level)
-Bandits scale cap at anywhere from 18-25, leaders at 25 weaker ones at 18
-Vampires scale cap from 20-28 (there are unique vampires in the game who are much more powerful)
-Ogres scale cap from 30-38
Note: Scale caping ranges are NOT the levels of the mob at any level but the level ranges of the mob only AFTER you have advanced your character past that point. You will still come across lower level bandits when your character is lower level.
ABOUT ME.
"Underground music should have its back turned, it needs to be gone, untrackable, unreadable"
Holy shit, I just found Umbra.
I found that chick tonight too, isn't that the name of that badass sword that suicidal warrior had in morrowind?
JM
yep, and if you look closely, she has the same sword. Good luck beating her.
Even though Oblivion's HDR support is gimpy (while it only uses shader 2.0/2.0b it's only compatible with cards that have 3.0) there's a no-performance-hit workaround with bloom lighting.
[BlurShader]
fAlphaAddExterior=0.3400
fAlphaAddInterior=0.9000
That makes the lighting look a fuckton better. I like it as high as 0.400 and 1.100 respectively, but that might be too "glowy" for some.
Also, for those of us with ATi cards, try disabling Catalyst AI for a possible framerate improvement.
I have to run away from enemies all the time, it's a good thing that they only chase you through half of the world >=/Originally Posted by Jetman
After this broderhood stuff I'm probably gonna go mage because the hack'n slash sucks ass so far.
Your lucky, I think that quest is glitched for me. I got about 5 of the scales, but there are no more of the fish to be seen. I go to where the green arrow is, but there is only one of the dead fish that I killed. I've searched other parts of the lake but you only find the normal fish.Originally Posted by James
I really need to work on my mage skills, particularly my intelligence, because I just don't have enough magicka to do any of good spells or only pull them off once in battle.
Paralysis is such a good spell to have. When I've been spotted I cast it on whomever it is who caught me and ghostwalk away slowly. It's also useful when you're murdering someone in the Dark Brotherhood quests (or shopkeeps in general) and don't want them to run away and call the guards. Not only that but it looks hilarious to watch them slowly tilt over off balance.Originally Posted by ElCapitan
I did the Recommendation quests for the Mage's guild and obtained my staff. I'm an Assassin so it's not really that useful, but now I can recharge it and paralyze people without wasting valuable mana that I can use for things like Ghostwalk or open lock.
Originally Posted by rezo
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