OSCURO'S OBLIVION OVERHAUL
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1- Daedra remain unchanged except for capped levels. Also, their spawn lists were changed to give a more random chance of
encountering weaker daedra at higher levels. For example, Fire atronarchs, clannfears and scamps can appear in oblivion
areas, gates, special dungeons, etc, regardless of the level of the player. The higher level daedra have a slightly
higher chance of spawning, to keep the player on guard.
2- Dremoras are now significantly more powerful. Markynaz and Valkynaz have their levels capped but with a range where they
keep up with the player. Every leveled list that included dremoras is now updated, even quest ones. This means that some
quests, specially the main quest, will be more difficult and the player will not be able to complete them at low levels.
Roughly, a level 20-25 will stand a chance, anything below that and it will be a world of hurt. At a player level of 40+
almost all dremoras will be lower than the player, with the exception of some special cases. At lvl 50 the player should
be able to mop the floor with just about every creature in Cyrodiil. (Example: Kynval are lvl 12, in most cases they will
not spawn unless the player is level 13--the intervals of Dremora reach near lvl 40)
3- Vampires are very different now. There are four different types of vampires: regular, fearsome, deadly and ancient.
They all have an interval where they will appear in the usual vampire havens and dungeons. The space between the intervals
allows the player to experience both challenge and a good ol-fashioned vampire-killing spree. For example, at lvl 16 there
is a good chance that you can clean up a vampire nest with ease (except if patriarchs or matriarchs are around) Anything
below level 8 will have a very tough time against the regular vampires. Deadly and ancient vampires carry specially good
loot, but they will not show up until level 25 or so. Again, some surprises are in store for the daring adventurer. The
most powerful vampires are the ancient patriarchs and matriarchs. These will appear in the late stages of the game provided
that you have not cleaned every other regular patriarch or matriarch in Cyrodiil, something hard to do unless you reach mid
twenties. Some dungeons will become "re-occupied" if you clean them early on. Rumor has it that a very powerful vampire lord
has brought to Cyrodiil a feared relic in order to cleanse it of its power with the aid of other elder buddies of his kin.
4- Goblins of different tribes vary now in power. Some are rather scrawny, others are now very strong in comparison. All
of their levels and loot tables are capped and adjusted accordingly, plus a new item here and there if you can find them.
regular, run-of-the-mill gobbies are also capped and tweaked, the warlords will give you a good beating unless you are a
seasoned adventurer.
5- Mythic creature leveled lists are modified so that there is a chance that lower level critters will spawn even at high
levels. This is specially prevalent in wilderness areas, where now there is also the chance that powerful creatures may
surprise the wandering player. That is, there is now the slight possibility that you will run into very tough fights while
exploring the wild. The more remote and inaccessible the area, the higher the likelihood of an untimely encounter. The
strongest of mythic creatures, the Minotaurs, are capped but can put up a fight even against the experienced player.
6- Undead are mostly untouched, except for level caps on their strongest versions: wraiths/Lichs. Some skeletons are a bit
stronger but they remain among the weakest of the undead, alongside zombies. Leveled lists for undead are modified so that
there is now the chance that they will spawn weak undead regardless of the level of the player. Again, higher level undead
have a greater chance of appearing in these situations.
8- Bandits, Marauders, Conjurers and Necromancers are capped, their loot lists adjusted and spread at variety of level ranges
so that some difference between them is apparent. Bandits can be very low level and reach early twenties. Some exceptions
are the bandit bosses and the infamous Black Bow Bandit crew. Marauders tend to be slightly more powerful. Necromancers
and Conjurers will give some trouble to the inexperienced adventurer, but later on they will easily become cannon-fodder.
However, the boss versions are rather powerful. The expulsion of necromancers from the Mages Guild has bred resentment.
Necromancers of Tamriel, under the guide of the experienced Fayth Noor, gather in Cyrodiil to plot against the Archmage.
9- Every guard in game is now level-capped. They are not lowly beginners, but you will not get the feeling that they are so
powerful that your presence in Cyrodiil is a nuisance. At high levels you will be able to school most guards. Some towns have
stronger regiments, others are weaker. Guards in the stages of the main quest are leveled appropriately, stocked with some
healing potions and ready to rumble. Still, powerful enemies will take them down more easily than they can do the same to
you. This also applies to the blades and the imperial guards.
10- Every citizen of Cyrodiil, friendly or not, is level capped, when possible, in-synch with the difficulty of the quests
with which they are associated. I have tried to give them a generous level range so as not to stiffle or demean the quest
progression. With that said, a lot of npcs involved in quests have minimum level caps which means that you may not be able
to finish the hard guild quests early on. A great feature of this change is that you will no longer get your ass handed
down to you by a hoe wielding punk of a farmer after you pilfer his house clean or take his daughter to the "barn."
11- The levels of the Arena fights are completely changed. They do not simply scale according to your level. Now, each
batch of fighters has its own level range, increasing up until a much more epic fight with the Grandchampion. You will
not be able to beat the Arena unless you are highly experienced and decked out. This is a significant change from the
original, where the Grandchampion of Cyrodiil, capital of Tamriel, was a fearsome level 10 warrior! Morituri te salutan!
12- Finally, every loot table and NPC-gear table has been adjusted to match their occupation and status. You will not find
hardly any npcs with Elven, Ebony or above, except in some cases to flesh out the mysteries of Tamriel. The same applies to
monsters, except powerful ones, and Bandits, Highwaymen and Marauders. Also, even at higher levels they will not constantly
sport chainmail, mithril, dwarven and orcish. They will still appear in leather, iron, fur and steel on a regular basis.
Those changes addressed some of the problems that I found with the "leveled" system. I believe that the game's atmosphere
and gameplay improve greatly with them. I added a few more changes for the sake of rounding the mod, also with the aim of
improving realism, tweaking lackluster skills, birthsigns and a few other issues. The changes are: