Francesco's Leveled creatures-items mod 4.5b
Changelog:
4.5b
changes:
Changes to the
Items Add-on:
-
Fixed an issue that caused skeletons to
occasionally have two weapons instead of one.
Changes to the
Creatures Add-on:
-
Zombie Races are now not-playable as they are supposed to be
Misc Changes:
-
The Chance of More Enemies plug-in is now installed even if installing the SI
version of the mod and selecting to not merge the files
-
Living Economy is now correctly installed
even if installing the SI version of the mod without the items add-on.
-
The SI optional, non merged,
files don't keep the SI prefix anymore after the installation is completed
4.5
changes:
Shivering Isles:
-
The mod has been updated to deal with the official expansion. Every part of
the mod now works in the new lands too. A lev 9-12 char at least is now recommended
to adventure in the Shivering Isles.
-
The forging Amber/Madness weapons system has been completely redone in the
Leveled Quests plug-in for a more realistic and non leveled experience (see the
Leveled Quests section for more info)
-
Durable weapons now have a chance to be found in Tamriel too, this will ensure
better continuity between the main land and the expansion (the feature can be
turned off with the in game menu, see the mod customizability section)
NOTE: Shivering Isles is NOT required for
the mod to work, you are still able to install the non SI version of the mod
Changes to the core of the
mod or to optional plug-ins:
-
Fixed an issue in the loot tables that caused magical armors to be rarer than
how they are supposed to be in chests.
-
Fixed an issue that
caused key locked chests to spawn in particular quests dungeons where they
weren't supposed to spawn (Dungeons Chests Locks)
-
Fixed an issue of the More Wilderness Life plug-in that caused a particular
quest to be impossible to complete due to a few wrongly placed spawn
points.
-
Kvatch has been rebalanced, it is now a little harder at lower levs and easier
at higher levs (Leveled Quests)
-
Tweaked guards equipment, in previous versions of the mod (and vanilla
oblivion) every city guard had both a sword and a bow and always used the bow
unless the opponent got too close, now some guards will use the sword, other the
bow.. providing a more varied experience.
-
Guards have been rebalanced to be a little more competitive at higher levels.
-
Fixed an issue that caused road patrolling guards to stay still if the patrol
leader was killed (Leveled Guards)
-
Fixed an issue that caused the fenced money requests to do the Thives Guild
quests to not bet the supposed ones (Leveled Quests)
- The arena champion has received some balance
tweaks to make him a little more harder to defeat (Leveled Arena)
Changes to the
Items Add-on:
-
Armored Circlets have been added (50+ variants). Female NPCs will have a chance
to equip one of them, they will also be foundable in chests and buyable at the
Red Diamond Jewellery store.
-
Added rusted variants of iron and steel weapons, undeads and skeletons will
often use them instead of the normal ones
-
Illuminate Staves are now buyable at Rindir's Staves
-
Fixed a couple of magical weapons that were mising their enchantment.
-
Changed the non trasparent background of a couple of shields to the default
transparent one.
Changes to the
Creatures Add-on:
-
Added several variants of
race-based zombies.
Dead imperials, elves, orcs etc. of both sexes can now be encountered in undead
themed dungeons.
-
Added a bunch of new creatures and new creatures variants
-
Added a few new reagents
-
Guars are passive more ofren now
Misc Changes:
-
The installer should now able to properly register the BSA files on Windows
Vista
Special thanks to Newraven, Adonnay and Swell for their help with
translations.
INSTALLATION / UNINSTALLATION NOTES
Tired that nearly all creatures level up with you? Bored that at level 25 every bandit of the world are god-like ones with daedric equipment?
Francesco's Leveled Creatures-Items mod - Main file -
-- Francesco's leveled creatures-items mod with
Lyrondor's combat Behavior
--
Lyrondor Combat Behavior mod, changes Ai combat/fighting behaviors...
the goal is to provide more diverse fights... sometimes more
challenging. The version included into this mod was tweaked to
give creatures/generic npcs about a 20% chance to spawn with Combat Behavior
tweaks disabled.. this will ensure even more diverse fights! More info about the
combat Behavior mod can be found in the readme. This optional component also
adds a feeling script, generic npcs like bandits will have a small
chance to flee during combat, the chance is based on both the remainng heath of
the npc and a comparison between the npc's level and the player's one.. so npcs
weaker than the player will have higher chances to flee.
Some creatures/NPCs will:
- Block more/less often bsp;
- Do more/less different Power Attacks
- Do more/less strafing around you as you block with a shield, or from a
distance while targeting you with ranged attacks
- Do more/less regular Attacks
- Do more/less Rushing Attacks
-
Add/removes a give amount of Recoil/Stagger Bonus to Attacks - Disable Fleeing
before/during a fight (Demoralize spells can still affect fleeing behavior)
The new parameters are governed by percentages, mostly, and new multipliers,
so it doesn't mean that the very first Skeleton Champion or Troll you'll
encounter will automatically and immediately be more aggresive for the whole
fight. The key word here is "potential". It's a simple matter of how lucky you
were to encounter one or multiple enemies that actually uses the new potential
of higher aggressivity and/or efficiency.
-- Francesco's leveled creatures-items mod with
MOBS --CHANGES TO MELEE FIGHTS:
| Novice | Apprentice | Journeyman | Expert | Master | |
| Default | 3x | 6x | 6x | 6x | 6x |
| Mobs | 4x | 6x | 6x | 6.5x | 7x |
CHANGES TO ARCHERY:
- Damage, the new ineffectiveness of archery at close ranges (see
reduced running backwards speed below) allows for arrow damage to be increased
alot. Arrows do 1.5x more damage than default. NPC archers will be more
dangerous because of this.
- Arrow Speed and Physics, arrows' speed through the air has been
increased 1.8x to better reflect the speed of a real arrow. This will make it easier to hit moving targets and harder to avoid being hit.
The way arrows behave, such as bounce off things and arc through the air has
been tweaked for more realism
- Arrow Recovery, fired arrows will last longer before disappearing.
From 90 to 600. Maximum fired arrows that can exist before they begin to replace
each other has been increased from 15 to 50. The chance of recovering a fired
arrow from the body of a dead opponent is increased from 50% to 75%.
- Marksman Sneak Attacks,
marksman sneak attack bonuses scale up more smoothly as you become better at
sneaking:
| Novice | Apprentice | Journeyman | Expert | Master | |
| Default | 2x | 3x | 3x | 3x | 3x |
| Mobs | 1.5x | 2x | 2.5x | 3x | 3.5x |
CHANGES THAT CAN AFFECT BOTH ARCHERS AND MAGES:
CHANGES TO HAND TO HAND COMBAT:
- Reach
If you want to know more about MOBS check its official forums thread http://www.elderscrolls.com/forums/index.php?showtopic=636827
-- Francesco's leveled creatures-items with
Living Economy --Dynamic Barter Gold/Barter Renewal:
No more infinite gold. Makes ALL player transactions affect a
merchant's barter gold. If you sell an item for 400 gold, the merchant's gold
will go down by 400 gold and vice versa. Repairs, Recharges and Spell purchases
also affect the merchant's barter gold. The NPC's
Mercantile skill will be the main factor in determining their gold. Additional
factors are the player's Mercantile skill and/or his level.
Additionally, different merchant types will have different base gold
values. Smiths will have more gold than a common merchant reflecting the often
expensive prices of arms, while a pawnbroker will have less. Different merchant
types will reset their barter gold to base after different amount of days. A
common trader will reset their gold every 3 days by default, while a smith
resets it every 5 days.
Merchant Skill Progression/Complementary Player Mercantile Progression:
Now a merchant's mercantile skill will no longer be static. It will
dynamically change according to how often the player barters with them. The
formulas used are in-par with the speed of the player's mercantile skill. This
would make your most visited merchants have a higher Base Barter Gold and raise
their prices according to their skills. Their skill will also decay back to
their base skill with time to prevent all merchants reaching a master level. The player now has the facility to increase his Mercantile skill based NOT
ONLY on the quantity of the transactions, but on the size of the transactions.
The burden of needing to sell items individually to achieve significant progress
is now lightened.
Random Transactions:
Random merchant transactions, the merchant's gold fluctuate at the start of
everyday according to their mercantile skill. Everyday a number of randomly
simulated purchases/sales are calculated which alter the net gold of the
merchant. The merchant's skill determines the amount of transactions made.
Shop Based/Quantity Bases Prices:
Smiths will offer more gold for arms and repair hammers while paying nothing
for miscellaneous clutter. Magic shops will pay handsomely for any soul gems,
Aylied stones or staves you may find in your travels. Trader's will pay base
price for everything. Prices will also adjust according to the amount of the
item a merchant has. A smith that only has 1 hammer left will not let go of it
so cheaply (or pay handsomely for another); however, if he had too many in
stock, he let them go cheaper.
Regional Prices:
Different Cities will offer different prices for different types of items.
Also introduces Global Economy and Local Economy factors that will modify prices
of all items in their respective places (whole province or local city). You'll
be able to sell weapons in Leyawiin for a higher price than you would on
Skingrad, buy glass items cheaper on Cheydinhal, sell luxury items higher on
Anvil, etc (you can check the spreadsheet contained in Francesco's mod dir for
the full list of regional modifiers). This gives the player incentives for
visiting different shops and cities to get the best deals when selling loot or
buying new supplies. Note: This applies also to all the items of the new
items add-on, if using it.
Francesco's new items add-on
ARMORs
| Reference | |
| Quality | |
| A+ | Stats better than Daedric/Glass |
| A | Stats similiar to Daedric/Glass |
| B | Stats similiar to Ebony/Elven |
| C | Stats similiar to Orcish/Mithril |
| D | Stats similiar to Dwarven/Chainmail |
| E | Stats similiar to Steel/Leather |
| F | Stats similiar to Iron/Fur |
| Full amor sets: 23 | ||||
| Name | Author | Buyable | Heavy/Light | Quality |
| Dragon Knight Armor | Drakonnen | No | Heavy | A |
| ArchMage BattleArmor | Axeface | No | Heavy | B |
| Noble Armor | Ulath | Yes | Heavy | C |
| Templar Armor | L@zarus | No | Heavy | C |
| Scalemail Armor | PJ | Yes | Heavy | E |
| Heaven's Fury Armor | Jerros | No | Heavy | A+ |
| Gold Mithril Armor | Sin | No | Light | A |
| Braided Armor | Cgramnaes | No | Light | B |
| Bronze Chain Armor | Ino Zenosis | Yes | Light | D |
| Draconic Armor | Bad Any | Yes | Light | C |
| Cured Leather Armor | Neela | Yes | Light | E |
| Armored Robes (5 variants) | L@zarus | Yes | Light | E - D - C - B - A |
| Decorated Fur Armor | Frankpants | Yes | Light | F |
| Lamellar Armor | Frankpants | Yes | Light | E |
| Composite Armor | PJ | Yes | Light | D |
| Chaindress | smitty | Yes | Light | D |
| Cerimonial Steel Armor | GuarTriner | No | Heavy | D |
| Dark Paladin Armor | cultbrain | No | Heavy | A |
| Reinforced Chain Cuirass | Francesco | Yes | Heavy | F |
| Griffin Armor | Phitt | No | Light | C |
| Void Mirror Armor | Oddbasket | No | Light | A+ |
| Dragon Scale Armor | Aragorn24 | No | Light | A+ |
| Red Leather Armor | Ino Zenosis | Yes | Light | C |
| Helmets: 22 | ||||
| Name | Author | Buyable | Heavy/Light | Quality |
| Horned full helm | L@zarus | No | Heavy | D |
| Pegasus Helmet | gorgonzola3000 | No | Heavy | A+ |
| Ebony closed helm | L@zarus | No | Heavy | B |
| Ancient Sallet | Mr.Dave | No | Heavy | C |
| Daedric Sallet | Mr.Dave | No | Heavy | A |
| Iron Sallet | Mr.Dave | Yes | Heavy | F |
| Dark Legion Helmet | Tigin | No | Heavy | C |
| Closed Steel Helm | GuarTriner | Yes | Heavy | E |
| Death Dealer Helm | ragethesage | No | Heavy | A+ |
| Dark Helmet | XMarksTheSpot | No | Heavy | B |
| Closed Chainmail Helm | GuarTriner | Yes | Light | D |
| Glass Sallet | Mr.Dave | No | Light | A |
| Legion Kettle Helm | Mr.Dave | Yes | Light | D |
| Helmet of the Stars | ayhan | No | Light | A+ |
| Crusader Helm | Grimdeath/Cryo | No | Heavy | B |
| Archers chainmail helm | ayhan | No | Light | C |
| Orcish Closed Helm | Phitt | Yes | Heavy | C |
| Steel Sallet | Phitt | Yes | Heavy | E |
| Ebony Sallet | Phitt | No | Heavy | B |
| Knight Steel Helmet | Phitt | No | Heavy | D |
| Light Horned Helm | GuarTriner | Yes | Light | D |
| Steel Spiked Helm | GuarTriner | Yes | Heavy | D |
| Shields: 51 | ||||
| Name | Author | Buyable | Heavy/Light | Quality |
| Red Dragon Shiled | Zynthar | No | Heavy | A |
| Silver Skull Shield | Zynthar | Yes | Heavy | D |
| Yin-Yang Shield | Zynthar | Yes | Heavy | C |
| Dragon Knight Shield | Drakonnen | No | Heavy | B |
| Noble Shield | Ulath | Yes | Heavy | D |
| Tribal Defender | Thomas Bramall | No | Heavy | B |
| Bronze Shield | Tigin | Yes | Heavy | D |
| Pegasus shield | gorgonzola3000 | No | Heavy | A+ |
| Orcish nobilty shield | MarkQuinn | Yes | Heavy | C |
| Heavy scutum | Grumblepunk | Yes | Heavy | D |
| Battle iron shield (11 var.) | MarkQuinn | Yes | Heavy | F |
| Copper Shield | PJ | Yes | Heavy | E |
| Golden Shield | PJ | Yes | Heavy | D |
| Runic Shield | PJ | No | Heavy | B |
| Red Runic Shield | PJ | No | Heavy | A |
| Blue Runic Shield | PJ | No | Heavy | A |
| Sanguine Shield | PJ | No | Heavy | A+ |
| Celtic Shield | Gervas | Yes | Heavy | E |
| Lion Shield | Gervas | No | Heavy | B |
| Acient Copper Shield | Gervas | Yes | Heavy | D |
| Elsewir Shield | Gervas | No | Heavy | A |
| Orcish Cerimonial Shield | Gervas | No | Heavy | C |
| Scorpion Shield | Zynthar | No | Light | B |
| Braided Shield | Cgramnaes | Yes | Light | D |
| Gold Mithril Shield | Sin | No | Light | A |
| Red Guard Shield | MarkQuinn | Yes | Light | C |
| Dark Rose Shield | KafeiDotour | No | Light | B |
| Bronze Chain Shield | Ino Zenosis | Yes | Light | D |
| Draconic shield | Bad Any | Yes | Light | C |
| Tiled Shield | PJ | Yes | Light | E |
| Wooden Soldier Shield | PJ | Yes | Light | D |
| Metal Footman Shield | PJ | Yes | Light | C |
| Large Soldier Shield | PJ | No | Light | B |
| Meridia Shield | PJ | No | Light | A |
| Azura Shield | PJ | No | Light | A+ |
| Void Mirror Shield | OddBasket | No | Light | A+ |
| Griffin Shield | Phitt | No | Light | C |
| Elven Tower Shield | VagabondAngel | No | Light | B |
| Light Silver Shield | Gervas | Yes | Light | D |
| Nordic Shield | Gervas | Yes | Light | E |
| Ancient Warrior Shield | Gervas | No | Light | A |
WEAPONs
| Reference | |
| Quality | |
| A+ | Stats better than Daedric |
| A | Stats similiar to Daedric |
| B | Stats similiar to Ebony |
| C | Stats similiar to Glass |
| D | Stats similiar to Elven |
| E | Stats similiar to Dwarven |
| F | Stats similiar to Silver |
| G | Stats similiar to Steel |
| H | Stats similiar to Iron |
| Blade Weapons: 104 | ||||
| Name | Author | Buyable | 1H / 2H | Quality |
| Katana (8 var.) | Severian1981 | Yes | One Handed | H - G - F - E - D - C - B - A |
| Dai-Katana (8 var.) | Severian1981 | Yes | Two Handed | H - G - F - E - D - C - B - A |
| Tanto (8 var.) | Severian1981 | Yes | One Handed Small | H - G - F - E - D - C - B - A |
| Dragon Knight Talon | Drakonnen | No | One Handed | A |
| Father's Sword | Waalx | No | One Handed | A |
| Templar Longsword | RDjeke | No | One Handed | B |
| Icxth | throttlekitty | No | One Handed | C |
| Elven Scimitar | RDjeke | Yes | One Handed | D |
| Warbrand | TemplarGFX | Yes | One Handed | E |
| Luciendar | TemplarGFX | No | One Handed | F |
| Kukri | RDjeke | Yes | One Handed Small | F |
| The Volkoth | TemplarGFX | Yes | One Handed Small | G |
| The Atlantean Sword | Waalx | No | Two Handed | A |
| Glaive (8 var.) | Jounk33 | Yes | Two Handed | H - G - F - E - D - C - B - A |
| War Scythe (8 var.) | Jounk33 | Yes | Two Handed | H - G - F - E - D - C - B - A |
| Short sabre (6 var.) | Adonnay | Yes | One Handed Small | G - F - E - D - B - A |
| Long sabre (6var.) | Adonnay | |||