Experience points

Post » Fri Feb 11, 2011 4:44 pm

I'm looking for a mod that replaces Morrowind's leveling system with an experience point based one, for both skill increase and leveling up. I'm sick of having to worry about using x skill y amount of times to increase it and my level. It's a neat concept, but after two years of Elder Scrolls gaming, I can genuinely say I prefer the more carefree method of leveling present in Arena(lacked skills, but leveling worked by experience points) and Fallout 3. Comparing Arena/Fallout 3 style leveling to Daggerfall/Morrowind/Oblivion style skill use leveling, the more carefree method is more enjoyable, for me, in an open-ended, exploration-based RPG. I want to explore and quest, not tap the mouse button times to get better, or track down certain NPCs, worry only about getting a shipload of money, and buying training from them. I love this game, but I want gaining power to be a more automatic affair. Can anyone recommend anything?
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Brentleah Jeffs
 
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Post » Fri Feb 11, 2011 9:38 am

No such thing AFAIK. I vaguely remember someone saying that it would be tough to make too.
Closest thing to a new levelling system is GCD, I like it myself, though from the sounds of it you might find it even more annoying than vanilla.

Comparing Arena/Fallout 3 style leveling to Daggerfall/Morrowind/style skill use leveling


You forgot Oblivion. :whistling:
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sophie
 
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Post » Fri Feb 11, 2011 5:05 am

"I'm sick of having to worry about using x skill y amount of times to increase it and my level."

Then don't. It's your game, you aren't competing against anything. Just don't do it.

There are several refinement mods to change Morrowind's system if you really can't stand it. Try them. Honestly, experience point systems are bad. They were bad in 1975 when Dave Arneson invented them and they are still bad now.
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matt
 
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Post » Fri Feb 11, 2011 7:17 pm

There are several refinement mods to change Morrowind's system if you really can't stand it. Try them. Honestly, experience point systems are bad. They were bad in 1975 when Dave Arneson invented them and they are still bad now.


That is a personal opinion of yours. :)

When i played Oblivion i used Oblivion XP and absolutely loved it. So as i mentioned, it is a personal thing in my opinion.
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BRAD MONTGOMERY
 
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Post » Fri Feb 11, 2011 9:59 am

experience point systems are bad. They were bad in 1975 when Dave Arneson invented them and they are still bad now.

Aaaaaaaaaaaaaaaaaaaaaaaaaaaaand this is the attitude that drove the unbroken system of 1st /2nd Edition AD&D into extinction. Thanks for the "improvements"! Later editions were remade so much, they're not even D&D anymore.
Uncanny Dodge, yeah, great idea.
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ShOrty
 
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Post » Fri Feb 11, 2011 10:02 am

When i played Oblivion i used Oblivion XP and absolutely loved it. So as i mentioned, it is a personal thing in my opinion.

God yes. Best Oblivion mod ever. The only reason I'd ever play Oblivion over Morrowind really.

Long have I longed for Morrowind XP. I even did a few experiements to try and figure out how it could be done but without reference variables I couldn't find a way.

Honestly, experience point systems are bad. They were bad in 1975 when Dave Arneson invented them and they are still bad now.

How many RPGs have you actually played? I agree with Dagoth.
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Dona BlackHeart
 
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Post » Fri Feb 11, 2011 10:34 am

God yes. Best Oblivion mod ever. The only reason I'd ever play Oblivion over Morrowind really.

Long have I longed for Morrowind XP. I even did a few experiements to try and figure out how it could be done but without reference variables I couldn't find a way.


How many RPGs have you actually played? I agree with Dagoth, 2nd ed rocks.


MWSE can do that can't it? xGetRef I think is the function. You could even do a string match to check names for partial match and assign a certain amount of xp to that type of baddie or that special character.
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Sunny Under
 
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Post » Fri Feb 11, 2011 11:04 am

How many RPGs have you actually played? I agree with Dagoth.

I shouldn't really, but I've been asked (the 1975 quote might have been a hint - grin.):-
D&D (till I gave up on it) since 1976
Traveler (all editions)
EPT/Tekumel (all editions)
Runequest (most editions) and the offshoots like Elric
Champions (all editions)
GURPS
Paranoia
Jorune
Whispering Vault
Vampire (both editions)
Exalted
Most other White Wolf Games
To name just some. I've role played since 1976. Most of the systems above don't use Experience point systems, because there are better systems. Morrowind out of the box has a better system. Ken Rolston knew Experience points are bad. He ought to know better than I. He's had a lot more experience in designing RPGs. I defer to his judgment, so it's not just my opinion. (grin).
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Big Homie
 
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Post » Fri Feb 11, 2011 7:22 pm

MWSE can do that can't it? xGetRef I think is the function. You could even do a string match to check names for partial match and assign a certain amount of xp to that type of baddie or that special character.


And add to that, divide it by your level so that the higher the level you are, the lower amount of exp you get based on the baddie! Would keep people from abusing it and prevent over leveling....

Though, to be honest, Morrowind's leveling system is still kind of xp based, only instead of the xp working towards levels directly, it works towards skills, and those skills then effect your level, or at least thats how I always looked at it.

Personally, I like how using long blade ensures that your long blade skill increases as you level, as opposed to a generic stat increase every level regardless of what your character is actually skilled at, but to each there own, and I still think this idea would be good for anyone that wants a system like this and is willing to stick with just vanilla creatures/NPC's as I could see Mod added creatures/npc's breaking it.
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Travis
 
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Post » Fri Feb 11, 2011 6:14 pm

I shouldn't really, but I've been asked

Pretty sure it was rhetorical.
Maybe your opinion could transmute to fact if you had 15 more games listed.
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Kevan Olson
 
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Post » Fri Feb 11, 2011 3:32 pm

Bah nvm.
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Conor Byrne
 
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Post » Fri Feb 11, 2011 10:44 am

So, nothing exists to do this?
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Tikarma Vodicka-McPherson
 
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Post » Fri Feb 11, 2011 11:38 am

^
No, nothing yet.

MWSE can do that can't it? xGetRef I think is the function. You could even do a string match to check names for partial match and assign a certain amount of xp to that type of baddie or that special character.

xGetRef is used to find a certain amount of named objects. What you want is a way to store a variable so you can get the players target, find when it dies, take its stats to give it an XP value (that's what Oblivion XP does to deal with scaling enemies, NPCs and monster mods and it works very well) and add it to the players XP total. xSetRef might work but from the documentation it looks like it only accepts references you already know the name of.
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Tyrel
 
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Post » Fri Feb 11, 2011 5:42 pm

Is there at least something that gives me an adequate amount of experience with a skill for using it. You know how casting a weaker spell increases skill level just as much as a more powerful spell, but the weaker spell costs less magicka and can be casted again and again? Is there something to balance that out? I commonly use restoration, but I'm never going to get better at it at this rate. I have to spam a weaker restoration spell while running around just to make a dent. The same goes for my mysticism and alteration use.
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butterfly
 
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Post » Fri Feb 11, 2011 8:05 pm

Yeah, the vanilla levelling is hilariously unbalanced. Just try equiping a one-handed axe. I got to level 100 axe at level 11. For some reason it levels faster than swords and blunt wepons, despite being just as fast. Yet spells advance at a crawl. There's probably a mod that balances it, or if there isn't it would be very simple to make, or you can try Galsiah's Character Development, which I hear is very good but I was put of by the unexplained mass of menus thrown at me when updating a save game.
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Kaley X
 
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Post » Fri Feb 11, 2011 6:17 pm

If you start a new game with GCD present, then it is seamless and transparent. I, too, was put off initially by its complexity, but once I used it in a new game I've never looked back. I'm not sure I could play the game without it, to be honest.

There are a few mods out there that try to increase spell leveling based on the amount of Magicka used per spell, but I've not tried any, so can't really recommend any for you. This page: http://www.mwmythicmods.com/mage.htm may be of interest, especially the 'Gameplay' section.
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GPMG
 
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Post » Fri Feb 11, 2011 8:04 pm

Didn't Morrowland: From Hell to Heaven have a system like this? As well as some other things.... Ah, such a shame that Thrignar's review is no more :cry:
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Lisa
 
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Post » Fri Feb 11, 2011 8:19 am

I vote for an XP system if possible as well. There's just something I like about them better. For one, spamming gets you nowhere with an XP system, therefore setting your character to autorun against a wall for a couple of hours while you sit back and watch TV will get you nothing. It helps to take out exploits like that. It makes you WORK more to level up your character, attributes, and skills.

There's also a bit more choice in an XP system. If implemented right, then there's no more becoming a god and having 100 on every skill and attribute in the game. You have to choose wisely in what to level up.

Don't get me wrong, I like Morrowind/Oblivion's systems as well, but I find an XP system is more suited to my tastes.

As for a leveling mod in general, is there anything better than GCD? From what I'm seeing, it tends to favor mages more than anything, and my character is usually mixed. It's kind of the same reason why I chose Oblivion XP over nGCD for Oblivion, because nGCD tends to favor pure classes more than mixed, and that just makes the game unfair in some aspects.

EDIT: Nevermind my question about other leveling mods than GCD. I'm going to try out Madd Leveler and see how that does.
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Del Arte
 
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Post » Fri Feb 11, 2011 7:24 am

What if you used MWSE to start a tiny script on all NPCs/creatures in a cell OnEnter? In the script, just do
if ( OnDeath ) pcXP += (this->GetLevel / player->GetLevel)*10
, with pcXP as a global long.

Not complicated or fine-tuned, but it'd work, I think.
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Dan Stevens
 
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Post » Fri Feb 11, 2011 4:53 pm

You could probably have a MWSE script that looped through the loaded cell and performed that check for everything every frame. Performance hit would be pretty noticeable though, I think, so some sort of optimization would be desirable.
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BaNK.RoLL
 
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Post » Fri Feb 11, 2011 11:15 am

Hence why it might be faster to start that script on all actors and let it run. The performance hit of a dozen, or two, scripts of that complexity should be minimal. You can even set it to StopScript after the OnDeath block triggers, I think StopScript works with target ted scripts like that.
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Mélida Brunet
 
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Post » Fri Feb 11, 2011 6:37 am

Wouldn't you need to define a separate script for each actor in that case, though? Targeted global scripts can only be attached to one reference at a time. And while you could conceivably come up with a local script equivalent so that a copy could be attached to each actor in the CS manually, it would preclude attachment to those actors who already have scripts.

Not to mention, anything added by another mod would be an "incompatibility" which wouldn't provide experience points. The MWSE cycling script wouldn't necessarily be efficient, but it would be plausible.
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Stat Wrecker
 
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Post » Fri Feb 11, 2011 10:50 am

What if you used MWSE to start a tiny script on all NPCs/creatures in a cell OnEnter? In the script, just do
if ( OnDeath ) pcXP += (this->GetLevel / player->GetLevel)*10
, with pcXP as a global long.

Not complicated or fine-tuned, but it'd work, I think.

I like this idea. You could put this at the beginning:
if ( OnDeath == 0 )returnendif

And then underneath you could have a full XP value calculation. I might have a go at this. There's only one problem I can think of, and that's that any loaded creature that dies while add XP, but you could add a distance check.

How do you write scripts with MWSE? You need MWedit don't you? And do you need some kind of plugin for it or something?

EDIT: I'm on the last question.

EDIT2: ninja'd by NMZmaster. I didn't realise you could only attach a script to one creature, but I have a work arround. When scanning for creatures you scan for the players target, and attach it to that. Then you'd need to run that script every frame though, but it could be kept short.
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Prue
 
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Post » Fri Feb 11, 2011 6:39 am

EDIT2: ninja'd by NMZmaster. I didn't realise you could only attach a script to one creature, but I have a work arround. When scanning for creatures you scan for the players target, and attach it to that. Then you'd need to run that script every frame though, but it could be kept short.


Just to clarify, it isn't all scripts that have such limitation. A local script can be attached to as many references in the CS as you want. But if you have a global targeted script, it can only be running on one reference at a time.
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Damien Mulvenna
 
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Post » Fri Feb 11, 2011 6:34 pm

Yeah I get it.

Where can I download MWeditSE? I can't find it anywhere, and the link on the MWSE page is broken.
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:)Colleenn
 
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