Jarol's NPC Leveled Equipment Mod

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Author: Jarol
Thread(s): Official Forums
Version: 1.0
Last Updated: March 31, 2006
Download(s): TES Nexus, PlanetElderScrolls

[edit] Description

Oblivion's original concept of NPC spawns was flawed. At higher levels, the only equipment you got to see were the best of the best. Glass and Daedric armor became common in order to provide a challenge. What most people wanted was something that reflected reality. NPCs that carried normal equipment (Iron and Steel / Fur and Leather) while having a low chance of using higherend equipment.

Chances for equipment in this mod is determinded through nested lists. The old way of generating equipment were through lists that evenly distrubuted equipment, allowing all armor and weapons have an equal oppertunity to spawn. What this mod does is distrubute the chances so as to reflect what a real fictional world would have.

NPCs will weild Iron and Steel more often. As you grow in level, Iron becomes less of a standard but is still quite common. No matter how far you are in level, the chances will generally remain the same. But for mods that change the maximum level gained, it will become noticable that some harder to get equipment will become more common.

Below are the chances of NPCs obtaining equipment based at Lv 20. For Magical equipment, the same tables are applied for the given type of equipment, only the levels stay the same, 22 being the level at which the highest value of equipment begins appearing.

[edit] General Chances

Armor

  • Steel/Leather - 36%
  • Dwarven/Chain - 23%
  • Iron/Fur - 20%
  • Orcish/Mithril - 13%
  • Ebony/Elven - 5%
  • Daedric/Glass - 3%

Weapons

  • Steel - 27%
  • Dwarven - 18%
  • Silver - 17%
  • Iron - 15%
  • Elven - 14%
  • Glass - 4%
  • Ebony - 3%
  • Daedric - 2%

What this mod DOES:

  • Reworked normal NPC equipment through nested lists.
  • Reworked magical NPC equipment through nested lists.
  • Changes the value "iLevItemLevelDifferenceMax" from 8 to 30. This effects not only effects what equipment is chosen, but the loot you get in dungeons and quests. Any value higher kills the loot generated ingame.

What this mod DOES NOT do:

  • Does not change the values of named NPCs or NPC bosses. They were made to be a challenge for a reason.
  • Does not change the values of Daedric NPCs.
  • Does not change the values of loot chances. I may work on this later.
  • Does not change the level at which NPCs are able to obtain equipment. It only makes high end equipment rarer.

[edit] Compatibility

As for compatibility, any mods that change NPC weapon lists may not be compatible. This mod can stack with other mods such as level mods however there may be exceptions. If you'd like to use this mod over other mods that change weapon lists, you have to open the mod in the TES Construction Set and save it. Mods with the latest "Modified by" date overrides mods that are older.

Mods that change the value "iLevItemLevelDifferenceMax" to high values other then 8 are exceptions. Even if they are newer, the higher the value the less of a chance NPCs will generate high end equipment. However the higher it is, the worse loot and quest rewards become for high levels. 30 is the value set in this mod, which works fine and does not interfere with the game much.

More information is in my ReadMe. If you guys have any requests or changes, please let me know here!

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