Buzdofrost Posted January 5, 2013 Share Posted January 5, 2013 Hello everyone, I'm pretty new to the forums so it's all still a bit overwhelming for me. Anyhow I was wondering (after trying a number of keywords in the skyrim nexus and skyrim forum search bar) If anyone was ever bothered by how quickly you encounter the "better" armors ingame. For example, at level 2 you already can find steel weapons on random bandits, making iron weapons (and if you're lucky: armor) effectively useless past Helgen. By the time you reach 20 it's almost weird if the random mobs in skyrim DON'T have a piece of Orcish or superior gear with them. Basically, once you add mods such as Immersive armors to the mix one is left wanting a greater gap between the levels required to encounter gear of a certain quality.I've tried looking for one, but have yet to find a mod such as this. Does anyone know if it exists and I just need to look harder or should I start studying up on how the CK works and make one myself? Link to comment Share on other sites More sharing options...
jack013 Posted January 5, 2013 Share Posted January 5, 2013 you can edit the level you find things at pretty easily, there's literally just lists with each item having the level you can start finding it at for each one. if you have tes5edit you can open just the modded files to make things even simpler. Link to comment Share on other sites More sharing options...
Buzdofrost Posted January 6, 2013 Author Share Posted January 6, 2013 Thank you. Link to comment Share on other sites More sharing options...
ripple Posted January 6, 2013 Share Posted January 6, 2013 (edited) The easiest way to fix the 'level scaling loot' issue is to set static encounter zones or limit the range of scaling. It will allow you to control not only the level of mobs that spawn in a given zone as well as the quality of their gears. A number of mods have use this method to 'de-scale' the game rather than edit armour/weapon leveled lists directly. I also use my own personal mod that removes all ores and ingots except iron from smith merchant inventories (it didn't seem realistic to me that smiths would sell your all the raw materials they need to make the items they want you to buy from them). This has made a -huge- difference in my game in terms of limiting the availability of high end weapons and armour. The issue with 'Immersive Armor' is that there are some really good armour with comparable stats to glass, scale, or elven, but requires mostly just leather or iron to craft even though they might only get unlocked when the player learns the high end smithing perks. So either 1) the recipes for those armours need to change to include high end materials, or 2) their stats need to be edited to reflect a decrease based on the material required, in order to really balance things out. Edited January 6, 2013 by ripple Link to comment Share on other sites More sharing options...
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