R3NNW-
Good - I never meant to imply that the sky was falling just because there were a few errors or duplicate records. Just trying to report what I find and ask question.
Been scanning the readme - couple of questions.
1. I still don't get what is meant by level brake? Particularly the term brake. It sounds like
level stop - I don't think it is the right word or I'm just too thick to get it. Is it some form of adding a hierarchy to the skills or new levels required for novice to mastery in them or something? I quote the balancing section:
Brake -3x
Brake -2x
Brake 0x
Brake +1x
...then each with the list of skills that have such brakes. Is this skill progression rates?
2. Integrated mods. So it seems harvest flora is integrated. Will uninstall the original then. I see there is a beautification for soul gems I've not seen before, but does this change soul gem behavior? Next and this is probably more important - is it that “Illumination Within” by Slap & Modman mod is integrated? If so doesn't that mean that city mods will be incompatible as they often change the location of windows/buildings, as well as, a mod like http://tesnexus.com/downloads/file.php?id=19628? If you haven't seen AWLS - it covers shivering Isles and only changes window meshes/textures.
[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:
Spoiler 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 Optimised 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 http://www.tesnexus.com/downloads/file.php?id=6244. Anyway I'm mentioning all this because many here use AWLS and that there is a more optimized version of IW available.
3. Level scaling.
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 http://www.gamesas.com/?showtopic=820948&hl. I guess I was hoping for a similar synopsis for bosses, npcs, and loot.
Thanks for any insight and help.