OFF TOPIC
Reinstalled Morrowind and it's expansions, any mods you guys can recommend? Also, no 'Adults' Only' mods, just standard graphical/gameplay/whatever mods.
Knot's guide <
http://www.somethingfornobody.com/2011/morrowind-modding-guide/> seems to be the definitive graphic/patch guide, although he doesn't mention much for content/gameplay. Greater Dwemer Ruins, Tamriel Rebuilt, and LGNPC are good content mods. If you're playing Telvanni I'd pick up one of the many mods for Uvirith's Grave. Deus Ex Machina is a good mod but absolutely non-canon. For gameplay I'd recommend one of the many fixes for cliffracers/wildlife and alchemy, and whichever leveling mod you choose (Galsiah's <
http://planetelderscrolls.gamespy.com/View.php?view=mods.Detail&id=2030> or the automatic +5 one <
http://tesnexus.com/downloads/file.php?id=13384> depending on how much you want to change).
Personally I'm waiting for Sotha Sil Expanded before I go on my next Morrowind binge.
*edit: Rise of House Telvanni is lore breaking and has pretty bad writing. LGNPC is better for players of all houses, and is a must-have for House Redoran.
Can I ask what the point is, this goes over my head in reasoning so I don't understand the difference of having it and not having it...
His question or my answer? My statement - It is a complicated procedure to remove all the scaling and I doubt it is possible without the CS. You need to replace levelled-lists and templates with static creatures and NPCs.
His question - He wants everything non-player to stay the same level all-throughout the game, so NPCs, items, and creatures will have the same stats and equipment all the time, but would probably be generally arranged as scaled-by-region instead (certain regions having higher level enemies, items, and so on). This, I assume, because it makes the players progression in the game world more noticeable and he would enjoy that more than the current system, where character progression isn't as obvious because as you level up, the rest of the world (or the pats of the world you haven't visited yet in Skyrim's system) levels up with you.
Fixing the level scaling for Skyrim will probably be just as hard, if not harder than Oblivion. The main problem is that the game just doesn't have enough enemy types for the player to progress. Because of the low enemy diversity, a player will fight the same enemies at the end of the game that he does at the beginning. All of the enemy types are introduced at the start, and there's nowhere to go after that. The player always has to face the same draughr and bandits (although they all gain non-sequitur titles in true JRPG style), and the game scales up their health and damage so that the battle plays out in the exact same way that it did 30 levels ago. Even the dragons are just palette swaps. At least Oblivion had the decency change the type of daedra when it scaled. While I can accept that graphics technology and costly additions such as the finisher system probably drove up the cost of modeling, the fact that you don't see any new creatures really hurts the longevity of the game and makes the level scaling treadmill obvious.