Sebiale Posted June 8, 2012 Share Posted June 8, 2012 (edited) I'm not sure just from looking at the mod.Does this mod's system prevent characters from becoming weaker as they level up like in vanilla? Edited June 8, 2012 by Sebiale Link to comment Share on other sites More sharing options...
XrRydr Posted June 8, 2012 Share Posted June 8, 2012 (edited) That mod solves player leveling, not npc leveling. You'd want something like Oscuro's or Francesco's or TIE. The issue was never that players became weaker as they leveled up, it was that the npcs leveled up with you, creating bandits with deadric armor in the extreme. Edited June 8, 2012 by XrRydr Link to comment Share on other sites More sharing options...
Lanceor Posted June 9, 2012 Share Posted June 9, 2012 The "weaker as you level up" problem actually stems from the default levelling system. Monsters and NPCs level up at the same rate as the player character. Each time the player levels up, attributes can be increased by 1 to 5 points depeding on how the character is played. If the character levels up "inefficiently", then attributes might only be raised 1 or 2 points per level. When this happens, NPCs and monsters will increase in power faster than the player character will. To level up "efficiently" and get 4 to 5 point attribute increases requires an odd, nonsensical playing style and the keeping of notes to record what skills have improved - something that many players abhor. Since the need for efficient levelling was the #1 complaint of Oblivion's levelling system, I'm pretty sure that Oblivion XP addresses it, even though I don't have any first hand experience with the mod. (Common bandits wearing ultra-rare daedric and glass armour are a separate problem. It has more to do with immersion that their strength relative to the player.) Link to comment Share on other sites More sharing options...
Sebiale Posted June 9, 2012 Author Share Posted June 9, 2012 I plan to run OOO. Link to comment Share on other sites More sharing options...
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