Unleveled Mobs
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Re: Unleveled Mobs
Given that werewolves have appeared in basically every main elder scrolls game except oblivion (plus ESO), and wereboars are only in Daggerfall, I'd say that it's probably a typo, particularly given the in-game source and the fact that I've noticed no wereboars in Sentinel, but HAVE noticed werewolves.
- KovuCougar
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Re: Unleveled Mobs
Had a question about the Unleveled Quest if you don't mind.
Was wondering if you did anything other than adjust the gold reward amounts? Out of curiosity I was comparing the Unleveled Quest stuff to the 0.10.27 quests and was trying to figure out if other changes I was seeing was possibly your work, or if they were various other fixes introduced since the fork.
Was wondering if you did anything other than adjust the gold reward amounts? Out of curiosity I was comparing the Unleveled Quest stuff to the 0.10.27 quests and was trying to figure out if other changes I was seeing was possibly your work, or if they were various other fixes introduced since the fork.
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Re: Unleveled Mobs
What is Unlevelled Quests doing? Description is nonexistant.
- John Doom
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Re: Unleveled Mobs
I'd like to have more consistent mobs without making the game harder. Could you split or make optional the two main features?
- Ralzar
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Re: Unleveled Mobs
Seeing as all this does is edit the pre-exisitng spawn tables this would be difficult. Like, a daedra dungeon will be hard no matter what type of daedra you put in it. Same as an animal dungeon will be easy no matter the type of animal.
- Jay_H
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Re: Unleveled Mobs
Yeah, this mod already doesn't work well. Daggerfall's enemy selection is so limited, any sort of grouped spawning already determines its level; animal groups will always be low-level, daedra and undead will always be high-level, etc.
- John Doom
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Re: Unleveled Mobs
I'm not sure how this mod works, I didn't see the source code, but if it's possible to replace enemy selection at run-time, maybe you could mix vanilla and unleveled mobs according to the player's level: low levels see vanilla selections, high levels see unleveled selections, the others see mixing of those
- Jay_H
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Re: Unleveled Mobs
I think you'd be able to unpack the mod data directly from the dfmod, but if not, here's the repository for it: https://github.com/JayH2971/unleveled-mobs. I only alter the monsters' spawn tables, without changing any mechanics. If you feel capable of going further, I look forward to the result
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- John Doom
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Re: Unleveled Mobs
Here you go! I've modded it the way I said, mixing vanilla and unleveled mobs according to player level.
The new "scaling" option tells the mod after which level it has to use only unleveled mobs: 1 for the original behaviour, more for mixing. 8 may be a good value to help low level players before going unleveled only.
I've tested the mod with a low level character and going to a dungeon: with scaling at "25" I got bats, with scaling at "1" I got mummies.
The mob list is update at each transition. This could be further improved to update only at level up, but I couldn't find a matching event to do it.
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