Ok, tentative thoughts about this:
This is the distribution of dungeons from lowest to highest frequencies.
Split into 6 groups of three which could work as difficulty levels. (I simply chose 6 because there were 18 dungeon types, so it worked out.)
- DngNrDiff.PNG (12.48 KiB) Viewed 2381 times
I haven't taken a closer look at the types of dungeons. There might be some that naturally fit for a type of enemy that naturally fits lower or higher. For example, Deadra will always be hard and animals will always be easy.
This can be fixed by simply moving some dungeon types up or down.
However, note that as far as I know there is nothing ingame that actually says straight out what type of dungeon it is. Instead you get some more or less vague text descriptions.
For example Dragons Den gives text like: "Scorched bones are everywhere."
It never actually mentions dragons. So Dragons Den could simply have fire based enemies without thinking about the dragon theme.
Another way to fix this is if we edit some enemy stats.
For example:
Mine and Natural Cave is generally animal based. Should bears and/or sabertooth tigers be more difficult enemies? I mean, fighting a bear in melee? Is that really a newbie fight? What about wereboars/wolves? They would be the bosses of animal-based dungeons. But they are really weak (particularly if you compare them to a player character with lycantrophy).
But the whole enemy stat edit CAN be done as a separate companion mod. Where either can be used by itself but are designed with eachother in mind.