Unleveled Mobs
Post by
Jay_H » Sat Dec 07, 2019 7:01 pm
Purpose: Change DFU's monster spawning methods to eliminate level scaling. Also, caves will have exclusively natural enemies, spider nests will have spiders, orc strongholds will have orcs exclusively, and so on.
Warnings: This mod will make the game
HARD. Wandering outdoors at night will also provoke undead spawns. Use the Unleveled Quests pack to try to alleviate this.
An enormous thanks to Hazelnut for helping me set up the Mod Builder so I could create and update this on my own. Without that help this absolutely would not have been possible.
I'll continue updating this mod as I figure out how to correct the monster types and decide methods to balance the dungeons.
At some point Ralzar and others will create much more developed mods to alter DFU's spawning, but this is a start with where DFU is now.
Download link:
https://www.nexusmods.com/daggerfallunity/mods/51
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Did testing. So far mod confirmed 100% ok.
Found a dungeon: type Ruined Castle
I just set Ruined Castle to produce only Centaurs.
Tested in Unity: got all Centaurs.
Built mod. Tested in 0.10.14: got all Centaurs
As BadLuckBurt pointed out, there is apparently some dungeon blocks that contain static enemies. I am fine with this and suggest we just shrug our shoulders and keep moving. They'll just add some spice to the dungeon and aren't level scaled anyway, seeing as they're static.
This seems to be exactly what we need to at least build a slightly improvised unleveled dungeon mod.
The big headache is making themed tables that do what we want based on how the spawn mechanic works.
So I'm not sure what level of modding you are aiming for here? We could split up the work of making all these tables. Or, we could make two or more sets of tables? And figure out how mod settings work so we can just switch between the table sets in the mod settings menu.
For example:
(All examples are themed. So Orc strongholds have orcs etc)
Set 1: Monster levels mixed for a more balanced experience. (I think this is what you are doing now?)
Set 2: Monster table difficulty based on dungeon frequency. So Natural Caves and Mines are Easy while Dragons Dens and Volcanic Caves are really hard? Might have to be adjusted for type of enemies. Deadra-themed dungeons should probably be the hardest.
Set 3: ? There are probably ways of doing this I haven't thought of yet.
Of course, we could also build seperate mods, but that seems like a lot of overlapping work (and can get needlessly competitive).
Thought for future: if we figure out how to place high level monsters in all quest rooms, that would be a perfect extra setting for this mod.
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