Expansion Integration Mod?

Post » Tue Aug 31, 2010 1:44 am

In my original playthrough, though I had the expansions, I never continued past the end of the main quest of the original game. With all the hype about Skyrim, of course I want to play it again and this time I'm installing it on PC instead of the xbox copy I had before. So, I'm unsure how integrated the expansion content is for the game, as well as how integrated all 3 of them are with Tamriel Rebuilt.

I'm a huge fan of "realistic balance" as opposed to "progression balance" personally. In other words, I don't want content that happens "after" the main game as an expansion to "be harder" or just arbitrarily have NPCs and monsters with more health and doing more damage because they were released later. Is this how it works, or is it possible for a "noob" character to go to expansion zones and earlier quests and areas still be viable for such exploration? Or is it that enemies in these zones are the next "tier" of difficulty?

If its the latter, is there a mod out there that deals with this and reintegrates them all to "happen" simultaneously instead of appear as progressively released tiers?

(Boy I hope that up there makes sense to people not in my brain lol)
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Emma Louise Adams
 
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Post » Tue Aug 31, 2010 3:19 am

the enemies in fact are harder, sorry. but the action can take place anytime, it is not tied to the time you go there. the only thing that limits you, is your level... or let's say the level of your enemies.
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Guy Pearce
 
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Post » Tue Aug 31, 2010 8:38 am

There's a recent mod that might be what you're looking for:
http://www.gamesas.com/index.php?/topic/1121803-relz-expansion-integration/page__p__17591939__fromsearch__1#entry17591939

I don't have extensive experience with it but what I've seen seems right. It adjusts some of the expansion additions as they apply to the basic game but it doesn't make the expansions follow the basic leveling scheme, if that's what you mean.
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Terry
 
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Post » Tue Aug 31, 2010 2:37 am

Curious how that mod didn't com up in my "Expansion Integration" searches... odd. Thank you for the link, that looks like a good start (or as good as I'll get period).

I'm guessing there aren't any mods that revamp leveled lists in general to make the world more static like there were for Oblivion because Morrowind was more balanced in the first place so no one bothered? Its just too bad that Dagoth Ur is less of a threat by the numbers than a pack of goblins or werewolves... am I asking for a world of hurt and a never ending project if I were to try to rework those things myself in the CS? I started a similar project for OB, but gave up after a few weeks because there were just too many NPCs/monsters and spawn points to edit, it would have taken me years.
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Evaa
 
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Post » Tue Aug 31, 2010 11:47 am

There's also http://tamriel-rebuilt.org/forum/viewtopic.php?t=20010. You may need to be a TR member to view / download.

One thing that the mod fragonard links to doesn't address is when the Dark Brotherhood attacks. Gluby's http://www.mwmythicmods.com/Gluby/Gluby_Main.htm will give you an idea of most of the options.

For Dagoth Ur, get Darknut's Greater Dwemer Ruins.

Not too sure I understand what you mean about spawn points and monsters. I'd suggest looking at Morrowind Advanced, Piratelord's Creatures and Mephisto's Creature Pack.
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kiss my weasel
 
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Post » Tue Aug 31, 2010 4:23 am

Wow, thanks for the continued replying to such a (probably) weird request for help. I think that all (or most if the creatures ones conflict with each other?) of these together may just do the trick. Making the original game harder and include a much wider variety of encounters, and upping the MQ ending difficulty a lot seems like it very well might "balance" it better with the expansion lands. I would never have thought to just make the easier part harder, instead of re-balancing the harder parts to fit. And besides, the original game really was too easy from a combat perspective, so all this sounds like I will be very happy. :)

Does Tamriel Rebuilt and the expansions also benefit from these changes, or do the updated lists only affect the original lands? Does anyone know?

Thanks!
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Emily Martell
 
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Post » Tue Aug 31, 2010 7:00 am

Make sure you use a levelled list merger to ensure you see all of these creatures, there's one built into Wrye Mash, John.Moonsugar's tes3cmd has one and TESTool as well, although for the latter you'll need Aerelorn's Levelled List Resequencer.

The critter-adding mods I mention add to the levelled lists used by creature spawn points placed around the game world, where those same creature levelled lists are used by TR then the new creatures will be seen. IIRC, Mephisto's adds to Tribunal only and PirateLord's add to Tribunal and Bloodmoon. Morrowind Advanced to neither.

Teh Lurv's Monsterous [sic] Variants (using the Purist version) does a similar job to Mephisto's Creature Pack for the Solstheim creatures, i.e. adds variations of existing monsters, primarily stronger ones, to the levelled lists.
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Beast Attire
 
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Post » Tue Aug 31, 2010 4:35 am

>Make sure you use a levelled list merger to ensure you see all of these creatures, there's one built into Wrye Mash, John.Moonsugar's tes3cmd has one and TESTool as well, although for the latter you'll need Aerelorn's Levelled List Resequencer.

Arguably, the best way is with tes3cmd. From a command line, "tes3cmd multipatch".
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Claire
 
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