Hey guys, I think I finally understand what im looking at as for as level scaling. What I noticed from tinkering with TES5Edit is that when Requiem deleveled the world and made enemies static that this variable:
LVLF - Flags
Calculate from all levels <= player's level,
Had been removed from all Leveled NPC stats. Now assuming I understand this correctly, the Morrowloot series (all three of them together) dynamically changes the whole leveled world according to the mods stated purposes.
So, in essence, if the above variable did not exist then the players level would not be taken into consideration when spawning NPCs/Creatures making the whole game static according to the encounter zones.
The question then becomes, how do I remove all these variables from the game without doing it all by hand? Im looking at the list of leveled NPCs, the list of leveled Items, I find it all agonizing how many there are. I sincerely doubt anyone would go in there and do it for me (wouldnt be fair to ask anyway) so im hoping that there would be some way to short cut this and not have to do it by hand...
The thing that always wounded me to the core in both Oblivion and Skyrim was that any given NPC could have the highest value equipment because you are at a high enough level. In Morrowind you had to find those things and earn them, in these games you merely needed to grind enough and it was all handed to you one bit at a time like your a cripple. I would go as far as to say that a game like this is hateful toward those who play it.
So now I know what needs to be done to fix this, I am just terrified of having to do it... I would love for there to be some kind of tool that I could use to just go and look for all references to the above in a given file system and tell it 'delete' that way the machine would just take care of that itself...
Of course I understand that this could potentially cause problems. I understand that some regions might get too easy when the player gets to a certain level, but to me thats a price im willing to pay to make the game feel more realistic and overall become that much more challenging. At this rate the player could win the game at lvl 1 and that is stupid... I would like to see it get to the point were you need to go back to a save so far back to before you started a specific quest because you were simply incapable of fulfilling it at your level. The need to seek out more experience and better equipment should be fundamental to the game and be that much more rewarding once you have gone to all the extra trouble. And that, is exactly what I am on the edge of achieving with this build...