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Balanced Unleveled Rewards - Remastered

Balanced Unleveled Rewards - Remastered
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Note: This is a port of Balanced Unleveled Rewards for the original Oblivion. There may be some issues as modding is not officially supported yet.

Introduction

Despite the changes to leveling, one thing that hasn't been fixed in the Remaster is leveled items.

A common point of annoyance with Oblivion is that a large number of unique quest rewards have leveled stats. These are set at the level you obtain the item. This incentivises meta-gaming the level at which you complete certain quests to ensure you get the best reward. Several mods exist that address this issue, but none of them really hit the right level of balance.

Description

This mod unlevels all leveled items and spells, fixing their stats and enchantments at a single level. What makes this mod unique is that it doesn't fix all items at their maximum levels, rather some items are fixed at lower levels appropriate to their appearance, how easy they are to obtain, and with consideration for their balance against other items found in generic loot. In this way, Oblivion's leveled artefacts are treated in a similar manner to those found in Skyrim.

Full List of Item Changes

Leveled Spells

There are four leveled spells in the game:

  • Finger of the Mountain
  • Wizard's Fury
  • Essence Drain (bestowed by Bloodworm Helm)
  • Dragon Breath (bestowed by Dragonsword of Lainlyn from the Fighter's Stronghold DLC)


These are treated differently to leveled items. Rather than having fixed stats, they will now level up with you, i.e. the lower leveled spells will be removed and swapped with the higher level ones when you pass the level requirement. The two spells bestowed by items will only be swapped if you unequip and re-equip the item.

Sigil Stones

As of yet, Sigil Stones are unchanged from the vanilla game, so their effects are still determined by your level when you obtain them. This is less of an issue to other leveled items since there are a large number of Oblivion Gates, so you are likely to still have the opportunity to obtain new Sigil Stones at any point in your adventure (i.e. they're much more like generic loot than other leveled rewards). I don't fully agree with fixing the stats of Sigil Stones or leveling them up like I've done with spells. I'll likely come up with another solution in future.

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