Zitat Zitat

@Maximus glaube das hatte ich schonmal benutzt und nichts gemerkt. Sicher dass da sowas wie "lvl stopper bei mobs" drinne ist?
also absolut sicher bin icht nicht, ich benutze diese mod nicht, habe nur davor gehört. Du musst aber wie gesagt einen neuen character starten um die veränderungen zu bemerken, da im Spiel sich die leveled Lists nicht mehr ändern lassen. vielleicht hast du daher keinen Unterschied gemerkt.


Zitat Zitat von [URL="http://www.tessource.net/files/file.php?id=3063"
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The first major issue is that of linearity of challenge. In Oblivion, quests and combat encounters are "leveled" relative to the level of the player's character. This concept, while offering some good gameplay elements (freedom of choice, gentle learning curve, etc.) was implemented too indiscriminately. The sense of accomplishment in improving one's avatar suffers because the world is constantly changing to meet a pre-designed level of challenge. Also, "realism" and "immersion" disappear when the player notices glitches in the continuity of the world (Town guards so high in level that one wonders why they need a "hero" after all; lowly creatures that can suddenly give High-Chancellor Ocato a senseless beating, etc.)

The goal of this mod is to increase the overall challenge of the game, to increase the chances of the unexpected to happen, to reduce the flaws that hurt the "realism-factor" of the "leveled" system, to tweak item rarity and presence in the world, to add some new content and, lastly, to change some of the variables of the game system to balance its gameplay.
ausserdem gibts da noch Francesco's leveled creatures/items mod, der wohl ähnliches machen soll

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