One of the contentious aspects of Oblivion wasn’t the voice acting glitches or the amusingly awkward moments – these elements are actually endearing and still present in The Elder Scrolls 4: Oblivion Remastered. Instead, the most debated parts of Oblivion were its leveling systems, particularly its level scaling, which is still included in the remastered version. However, don’t fret – modders have already started making improvements to the original game’s quirkiest components.
As a seasoned gamer, I remember vividly my first encounter with The Elder Scrolls IV: Oblivion back in 2006. For those of you who are new to this timeless classic or have hazy memories of it, let me share a key feature that made the game stand out – dynamic quest rewards.
In simpler terms, the quality of the loot I’d receive upon completing a quest would adapt to my character’s level. For instance, if I were a Level 10 character and completed a quest, I’d be rewarded with a Level 10 sword. However, if I were a Level 25 character and completed the same exact quest, the reward would be a Level 25 version of that very same weapon!
This feature allowed for a more personalized gaming experience, ensuring that my journey through Tamriel was both challenging and rewarding at every step.
As your character becomes more powerful, some types of enemies will become less common and be replaced by harder-to-defeat opponents like minotaurs or heavily armored bandits. These adversaries seem to don full sets of extremely rare armor that can make traversing Cyrodiil feel surreal.
Leaving this type of level scaling in place is quite surprising, given that Skyrim found a clever solution for this issue long ago and fans have voiced their displeasure with the current system for years. However, as always, resourceful modders have stepped up to address the situation.
In simpler terms, Trainwiz, the creator of the Unleveled Item Rewards mod, expresses his frustration by stating that this mod makes all items in the game non-scaled (unleveled), a concept he finds infuriating. He questions the reasoning behind it, asking “What kind of madness led someone to believe that this was a good idea?” or more colloquially, “My god, why? WHY?
According to Trainwiz in the mod’s description, he expressed frustration when he discovered that even in modern games, rewards from quests are drawn randomly from a level-based pool, which reminded him of simplistic games designed for less intelligent players. He became incredibly angry, almost to the point of understanding it was impossible. After a momentary loss of consciousness, he regained awareness and found this mod had miraculously appeared. In essence, the mod ensures that any leveled quest reward in both the base game and all DLC (he might have overlooked some, so let him know if he did) will always be the best possible reward you could receive.
For a consistent enemy level scaling, consider using the Balanced NPC Level Cap mod. As its name suggests, it sets level limits on over 1,400 NPCs from the base game and all DLCs, ensuring they are evenly matched with your character. The mod achieves this by imposing maximum levels for enemies, but be aware that since this was created for the original game, there might be a few complications as modding is not yet officially supported.
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2025-04-25 13:11