
Brake -3x
Brake -2x
Brake 0x
Brake +1x
...then each with the list of skills that have such brakes. Is this skill progression rates?
Yes, this means Slower Skill progression
No, this is not the Original Harvest Flora Mod.
AFAIK Harvest Flora disables the Objects, but this was http://www.scharesoft.de/joomla/forum/member.php?u=3361 Idea and Work contains complete from Scratch Made new Harvest Animations....
[edit] just read up on IW and AWLS ... with IW any mod added building will not be illuminated, while they will with AWLS. Here is the section on AWLS that details using them both and the issues with IW:
Using AWLS + Illumination Within Revived (IWR)
AWLS is a great mod for sure. However, using actual light sources arguably looks more realistic. Therefore, if you want the best visual quality and you don't mind the performance hit and the inconsistency of having mod-added buildings not have light sources, then you can load both AWLS and Illumination Within Revived.
How to Use IWR
To use IWR, download Illumination Within Revived Optimized and enable just the IWR-Lights.esp.
Note: Do not download the original "Illumination Within" or the original "Illumination Within Revived" and do NOT install any of the meshes and textures assets from IWR. Only load the Lights.esp. Do NOT EVER use the Windows or Shutters .esps!
Rather than using IWR Optimised, you could use Illumination Within Revived Retrofitted and enable just IWRRetroFittedLights.esp and PONLights.esp (if you use Knights of the Nine). It will do the same thing as above basically.
Compatibility Issues with IWR
It should be noted that if you use mods that move or add buildings, such as Blood & Mud or Better Cities, you will get floating light sources from IWR where the vanilla buildings used to be. Therefore, it's recommended to use IWR only if you don’t use major city overhaul mods. Although understand using IWR with these types of mods won't cause any major issues apart from some visually strange lighting.
Note that ImpeREAL City by SilentResident works fine with IWR, however, none of the new upper levels of buildings that his mod adds will have actual light sources, but all the lower level, vanilla windows will. However, the performance impact between IWR and ImpeREAL City can be quite high.
Also know that the IWR lights are colored mostly orangish-yellow. This will not look that great if you use the more darker, blue color options in AWLS. For instance, do not use the Imperial City Blue window option with IWR. The best looking options are the "Brumbek Yellow" but all the orange and yellow options including all curtain options look just fine.
Note: IWR does NOT cover Shivering Isles at all. Therefore, you can pick whatever color choices for SI without concern for IWR's lights.
It should also be noted that there are some differences in window time schedules between IWR and AWLS. This means the light sources won't always go off at the same time AWLS windows go off. Ideally, AWLS would create its own version to unify the scripts. Maybe someday.
So it seems that the version included is ILLUMINATION WITHIN V1.0.5, which is not the optimized version. Anyway I'm mentioning all this because many here use AWLS and that there is a more optimized version of IW available.
Yes, its the 1.0 Version
But this from ND works very fine with The Better Cities Series. I use Chorrol, Skingrad, Anvil and IC Complete.
Not seeing this addressed in the readme, but still curious I started looking around in tes4edit I seem to see a lot of leveled creatures set to appear at level 1, but then the main levels for most creatures are 1, 15, 30, 40. So then the challenge could potentially be there up to around level 45 or so. Does that sound right? Those tiers seem a bit far apart. There is then leveling but not a complex system with embedded leveled lists like OOO has - at least from what I can tell.
[edit] I just removed a section that I thought was about a problem but I just forgot to add the relev tag to the esp for bash. All better now.
I guess what I mean by asking about level scaling is just trying to get a grasp of how all the new content is scaled to appear based on character level. I like how bg2408 broke down the difference in scaling in his comparison thread. I guess I was hoping for a similar synopsis for bosses, npcs, and loot.
Hmh, how tell i this.....
NDs Level scaling is a bit like OOO, a Cup of Francescos and a lot of Eddys Taste

It may be you walk around and meet only easy to kill Creatures, Bandits Animals and then in the next moment stands a Minotaur Lord or a Zerberus in the middle of the way......
Or you enter a Dungeon follow the way down and ..... :ahhh:
You can play 20 hours and find only Bad Items and then a Dremora Weapon Masterpiece...
This means, that everything can happen everywhere.
NNW