How to remove 'Calculate from all levels <= player's lev

Post » Mon Feb 01, 2016 3:17 am

Hey guys, I think I finally understand what im looking at as for as level scaling. What I noticed from tinkering with TES5Edit is that when Requiem deleveled the world and made enemies static that this variable:



LVLF - Flags


Calculate from all levels <= player's level,



Had been removed from all Leveled NPC stats. Now assuming I understand this correctly, the Morrowloot series (all three of them together) dynamically changes the whole leveled world according to the mods stated purposes.



So, in essence, if the above variable did not exist then the players level would not be taken into consideration when spawning NPCs/Creatures making the whole game static according to the encounter zones.



The question then becomes, how do I remove all these variables from the game without doing it all by hand? Im looking at the list of leveled NPCs, the list of leveled Items, I find it all agonizing how many there are. I sincerely doubt anyone would go in there and do it for me (wouldnt be fair to ask anyway) so im hoping that there would be some way to short cut this and not have to do it by hand...





The thing that always wounded me to the core in both Oblivion and Skyrim was that any given NPC could have the highest value equipment because you are at a high enough level. In Morrowind you had to find those things and earn them, in these games you merely needed to grind enough and it was all handed to you one bit at a time like your a cripple. I would go as far as to say that a game like this is hateful toward those who play it.



So now I know what needs to be done to fix this, I am just terrified of having to do it... I would love for there to be some kind of tool that I could use to just go and look for all references to the above in a given file system and tell it 'delete' that way the machine would just take care of that itself...



Of course I understand that this could potentially cause problems. I understand that some regions might get too easy when the player gets to a certain level, but to me thats a price im willing to pay to make the game feel more realistic and overall become that much more challenging. At this rate the player could win the game at lvl 1 and that is stupid... I would like to see it get to the point were you need to go back to a save so far back to before you started a specific quest because you were simply incapable of fulfilling it at your level. The need to seek out more experience and better equipment should be fundamental to the game and be that much more rewarding once you have gone to all the extra trouble. And that, is exactly what I am on the edge of achieving with this build...

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james kite
 
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Post » Mon Feb 01, 2016 6:53 am

Eh, watch it there, bub. I think you're doing a fine thing, identifying what you want and working to learn how to achieve it. That's what modding is for. But don't go telling me the game I like "hates" me. I'm an old-school rpg player as well, and while it's true Oblivion's level scaling was too extreme for my taste, Skyrim's was very close to what I like. I don't favor static worlds in big open world rpgs, because I think it ends up restricting choice too much. I end up having to do certain areas in a certain order. And often the only way around that is to identify where the high powered gear is and find a sneaky way of getting the gear early thereby making it possible to take on higher level baddies earlier than intended. For example, FO2 speed runs. I end up favoring a system like Beth introduced with FO3 - areas become fixed when you first encounter them. So, when you first go into an area, the baddies have a chance of being anywhere from your level -4 to your level +7 (I'm making up numbers), BUT once you encounter them, they are fixed forever at that level. So, if they are too tough for you, you can run away, level up or find better gear or whatever, and then come back to clean house. That's a good rpg experience in my book - but the way it is implemented leaves a lot of room for player choice, differences between playthroughs, etc.

I enjoyed learning the game through trial and error back in the 90s and then meta gaming the [censored] out of it. But I don't want all my rpgs to be that. In fact, I don't think that was the height of rpg design etiher.

Cheers! I hope you are able to achieve what you are after!
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jessica sonny
 
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Post » Sun Jan 31, 2016 8:58 pm

Well do you understand the context of what I was saying? Yes, Skyrim was a lot better than Oblivion given that bandits never got much better than leather but the same problem persisted. Thieves and mercenaries on the road still had the higher level equipment that was auto leveled to your level. So again, all you had to do was grind your way up and everything can be yours without effort.



The point that makes it hateful is that nothing was rare, nothing was sacred. The only things you had to find that were actually difficult to get ahold of were daedric artifacts and even then they were basically give to you from a quest that would hold your hand.



The principle of RPG is that the player is dropped into an environment with tasks and challenges to face. That when the player performed tasks and overcame challenges that there would be rewards of whatever kind for trying so hard. What we see, especially in Oblivion, but also a great deal in Skyrim is none of these. What you described regarding fallout is a wet dream compared to the present system we find here.



So when I say hateful its in regard to the self defeated purpose of RPG. Skyrim was designed for graphics, flashy combat, killmoves, looky lu looky lu all over the place but when compared to other titles very little if any consideration for true RPG activity.




If the contrast is player choice, then I find that there simply was none, the quests held your hand, and it didnt really matter what you did because you never had to try that much.

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Chloe Lou
 
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Post » Mon Feb 01, 2016 2:55 am

You missed my point, there, didn't you?

I think your opinions are well thought out and interesting to hear about. But they remain your opinions, especially those concerning what an rpg ought to be and ought to do. I was trying to give you a kind elbow in the ribs to encourage you to state your opinions in a way that doesn't insult other players who hold different opinions - of which there are many, including myself.

Capice? Peace.
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NEGRO
 
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Post » Sun Jan 31, 2016 9:14 pm

Or what? Youll have micky and donny show me to the docks to get my new shoes? JK



You know what they say about opinions, there like [censored]s, everyone has one and they all stink...

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Kelly Tomlinson
 
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Post » Mon Feb 01, 2016 5:41 am


Ignoring the merits of what you want to do I don't think unsetting this will do what you want it to. At least not on its own. All it does is change if you can get any of the entries in the list or just the one closest to but not greater than the player's level (or encounter zone's level). Unsetting that flag on all leveled items would mean shops would never have iron items once the player was high enough level for steel to spawn, and never have steel once higher types could spawn. Same with the equipment enemies would spawn with (once taking encounter zone levels into account). Requiem presumably also sets encounter zones to have very small level ranges, restrict what items enemies can spawn with regardless of level, and makes shops use non-shared leveled lists.



But as far as changing all of the leveled lists' flags you could use a tesvedit script or skyproc to change them automatically.

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Damien Mulvenna
 
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Post » Mon Feb 01, 2016 4:41 am

..... Guess its time to throw that idea out... :brokencomputer:



But something interesting occurred to me here... I came to realize that not only would I lose the Requiem effects on foods for Realistic Needs & Diseases but that Morrowloot was going to be a compatibility problem all on its own... So I went looking for patches and couldnt find any. I keyword searched and the requiem patch came up for RN&D and DING! It occurred to me, I could cannibalize the data out of that patch and make a new one for my purposes to run after Morrowloot, effectively making my own mod out of the best of what I saw...



I dont have time tonight to experiment, ill have to try this later. But damn... The things you can do with CK could be incredible... :obliviongate:

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Elizabeth Davis
 
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