You recognize that there are many variables responsible for combat-behavior and "feel" in OOO, but in your first post you seem to imply that all there is reduces to "more health, a cheap-trick". Hence, the nature of my reply.
Yes, but that is TRUE.
If I remove the health boosts without touching anything else the combat becomes already much more accessible. So while other changes surely have an impact, this impact pales compared to health boosts and some (imho) overpowered spells.
Enemies in Oblivion had very low HP compared to the PC. Even more so during the first few levels.
Yes, but this is reverted then. The point is the feel of the combat. If a swing does 7 damage and the NPC has 160 HPs then the combat just doesn't feel right. It's endless.
I honestly haven't experienced your mod at the high levels, so I don't know if the problems at low levels are there to rebalance then the rest.
I also noticed this is a limit of the CS. If you give an NPC fixed stats, then you cannot give it variable levels, while if you use variable levels then you cannot modify stats as they are given by the system.
As I mention in my reply above, I am now a reader of this fine site.
You are late, I'm closing down and mostly dealing with MMOs anyway ;)
And, finally, glad to be around. I've had to disappear for a while, not just from here but also from the ESF boards.
I don't expect you to be HERE. But I do have bookmarked your ESF profile to check for updates about your work. That's why I thought you had disappeared.
So, hopefully next time you get a chance to review them you'll notice small nuggets of your ramblings implemented in there.
I could tell you what I would do.
Take the full map of the game. Divide it into zones based on the main and side quests to use them as the "intended progression". Then give each of these zones an ideal level range and rebalance the spawn points and types of creatures so that they fit in narrower level offsets (and geography and realism).
For example I'd take the bandit types and "chunk" them further into three groups. So that you can redistribute the spawn points using the three groups and make them more location-dependent and well scaled.
Re: Found the problem with Oblivion CS/Oscuro
You recognize that there are many variables responsible for combat-behavior and "feel" in OOO, but in your first post you seem to imply that all there is reduces to "more health, a cheap-trick". Hence, the nature of my reply.
Yes, but that is TRUE.
If I remove the health boosts without touching anything else the combat becomes already much more accessible. So while other changes surely have an impact, this impact pales compared to health boosts and some (imho) overpowered spells.
Enemies in Oblivion had very low HP compared to the PC. Even more so during the first few levels.
Yes, but this is reverted then. The point is the feel of the combat. If a swing does 7 damage and the NPC has 160 HPs then the combat just doesn't feel right. It's endless.
I honestly haven't experienced your mod at the high levels, so I don't know if the problems at low levels are there to rebalance then the rest.
I also noticed this is a limit of the CS. If you give an NPC fixed stats, then you cannot give it variable levels, while if you use variable levels then you cannot modify stats as they are given by the system.
As I mention in my reply above, I am now a reader of this fine site.
You are late, I'm closing down and mostly dealing with MMOs anyway ;)
And, finally, glad to be around. I've had to disappear for a while, not just from here but also from the ESF boards.
I don't expect you to be HERE. But I do have bookmarked your ESF profile to check for updates about your work. That's why I thought you had disappeared.
So, hopefully next time you get a chance to review them you'll notice small nuggets of your ramblings implemented in there.
I could tell you what I would do.
Take the full map of the game. Divide it into zones based on the main and side quests to use them as the "intended progression". Then give each of these zones an ideal level range and rebalance the spawn points and types of creatures so that they fit in narrower level offsets (and geography and realism).
For example I'd take the bandit types and "chunk" them further into three groups. So that you can redistribute the spawn points using the three groups and make them more location-dependent and well scaled.