Sinistkir13
Difficulty mod already made. Never underestimate the autism of Beth modders.
I don't think I ever touched the difficulty slider back in the day
because even then I knew it was just number fudging to pad your time.
To really fix the deep issue with Oblivion, it's probably going to take at least threat level 4 autism just to dig through all of the game's enemy level scaling tables, loot tables, unique items, ect.
I'll probably continue waiting to see how the mod scene adapts because I never even played vanilla Skyrim, so my experience was sublime right from the start. Some of the highlights were the city and settlement overhauls, and Oblivion had some really promising ones. For example, I learned just this year that there was an entire city West of Kvatch and North of Anvil called Sutch that was cut out of the final game, so of course there's a
mod that adds it in.
That said, it would be insane/hopium if they ever finally rebuilt Kvatch in some official capacity.
This was literally the #1 issue I had with Oblivion. The scaling was fucking retarded. If you were 30+ you really just had to cheese the game because mobs had way too much EHP.
It's been a
very long time since I've played Oblivion, so I couldn't remember if they also referred to your total player level as Novice up to Master, but I guess that's just the difficulty slider which is just adjusting player damage taken and given.
The problem with vanilla Oblivion's scaling is actually pretty simple to get the gist of, although there are some
detailed breakdowns like on the wiki that goes down the min-max rabbit hole.
Even that is only one component of the general level scaling issue, which is that every time that you level up - not individual skills, but overall level - the world scales up with you, affecting almost
everything. That's why when you start the game, roughly the first 1-15 levels are the most exciting with new enemies and armor showing up as you play, and default enemy scaling isn't completely out of line with the damage you can output.
World Scaling is all locked down to whatever level the player is at as opposed to existing organically independent of the player, so you will almost never run into any interesting
weapons or
armor above your level while exploring an extremely dangerous dungeon, which also don't
truly exist in the same way as in Morrowind because the enemies level with you, too. There are some unique items that don't scale, but even some quest rewards will be stuck at whichever tier your level at the time of finishing the quest dictates.
Magic and Enchanting are the only real exceptions, and even those eventually struggles to do a dent in continuously leveling enemy HP. When you max out your primary damage output skill like swords, blunt, or bows, enemies will continue gaining HP as you level up, so you effectively get weaker at that point.
What really killed my enjoyment was how by the time you hit level 20, that's basically it. The game starts only spawning basic bandits wearing supposedly the most valuable armor sets in the game carrying the deadliest weapons, and outside of non-leveled quests and their areas, it's like lower level enemies go extinct, so you lose the feeling that you've progressed. Back in the vanilla days on the xbox, I eventually would skip leveling up because it was more fun in the early game.