Mod for better Level-System

Post » Tue Aug 17, 2010 10:57 am

hy @ all,

i'm new to this forum :celebration: :wavey:
i played oblivion a few years ago and now wanna begin again and play the english version.

i'm that kind of player, that wanna be the best in all attributes and classes etc at the end of my "career" :wink_smile: when i 1st played that game, it ends in a really strange gameplay, i have to play, to get every level up, 2 times +5 and +1 at luck.. e.g. i remember killing that creatures (that spawn again and again for ever) in that 1 house, with a fire attack, just to get 10 attribute lvl ups in that class. u know i what i mean.. sounds weird.. and it was xD really not fun. i wanna avoid that, and just play the game, it is made to play. just explore and do this, do that.
thats why iam here. before i start playin, i'm searching for a mod or whatever, that change the level-system a bit. there are a few improvements, i would like to have.

i remember, that it annoyed me a lot, that every time i was able to level up, i just can spend 3 attribute increases and the other attributes, which get a few +2, +3 etc all dropped out then. so the 1st change, i would like to have, that the game remembers the attribute-increases after level-up, even if i dont increase that specific attribute.
for example, i got 4 attributes +5. then i level up, take 3 outta that 4 attributes. and after i level up, i dont wanna start with zero at all attributes again. i still wanna have 5 at the non-taken attributes or what ever "+" they got.

next thing, i would like to change, is that i lvl'ed 1 attribute class by 15, which make +5 only. if i take that attribut while i lvl up, i wanna have +5 after that and not zero.

and it would be nice, that i can choose, when to level up. maybe i go to bed, and then the lvl up screen comes. then i can see, which "+"-values i got, and then decide if i really wanna lvl up. because i wanna have max "+" every lvl up.

i hope you understood my "english" :angel: if u have questions, pls ask. i try to explain it again, if it was to confusing here *fg
hope someone can help me a bit with my request. of course the mod doesnt have to have exactly the options i described. just wanna show ya, in which directions my ideas of that mod are goin.
thx in advance for every help or clue u can give me

greets, frank
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Jenna Fields
 
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Post » Tue Aug 17, 2010 9:06 pm

You might want to take a look at Realistic Leveling or Oblivion XP. The former does away entirely with the whole "+whatever" modifier upon level system. Instead your attributes level steadily in the background as your related skills level up. So leveling up doesn't really do anything except inform the rest of the game of your approximate power level.... I haven't played with Oblivion XP yet, but that does away entirely with the vanilla leveling system. Rather, it makes the game like other RPGs (fallout 3) where killing things and other actions like completing quests gives you experience points which eventually lead to a level-up (then you assign attributes as you choose).
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Ross Thomas
 
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Post » Tue Aug 17, 2010 7:15 am

hy @ all,

i'm that kind of player, that wanna be the best in all attributes and classes etc at the end of my "career" :wink_smile:

greets, frank

It depends of what is the end of your carrer!
If the end of your carrer is level 30, you might try Realistic Leveling (amognst others) and tweak the INI file as follows:

set aaRealisticLeveling.levelMax to 30 ; default = 65
set aaRealisticLeveling.attrMax to 30 ; default = 100

so that at level 30 you will have 100 on all attributes and skills.
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BRIANNA
 
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Post » Tue Aug 17, 2010 3:06 pm

It depends of what is the end of your carrer!
If the end of your carrer is level 30, you might try Realistic Leveling (amognst others) and tweak the INI file as follows:

set aaRealisticLeveling.levelMax to 30 ; default = 65
set aaRealisticLeveling.attrMax to 30 ; default = 100

This is not correct. Changing the settings as you suggest will have severe, unwanted consequences.

First: Realistic Leveling does not change how your skills improve, nor how fast they improve, so the skills will increase towards 100 as normal.
Secondly, aaRealisticLeveling.levelMax controls how fast you level up. The default setting of 65 means that by the time all your skills reach 100, your level will be 65. Reducing it to 30, as Ayleid_People suggests, just means that you level up much, much slower.

But, the last one is the real severe setting. The default 100 for aaRealisticLeveling.attrMax means that by the time your skills reach 100, your attributes will reach 100 as well, exactly as most players want. Reducing it to 30, means that by the time all your skills reach 100 (maxed out), your attributes are only 30! You definitely don't want that.

so that at level 30 you will have 100 on all attributes and skills.

No, it means that when your skills have reached 100, you will have level 30 and (ca) 30 on each attribute!


So default settings for RL is pretty good, but if you want an easier game you can reduce levelMax a bit (you level slower while your skill/attributes increas just as fast as before), or increase attrMax a bit (your attributes increase faster than normal).
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Harry-James Payne
 
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Post » Tue Aug 17, 2010 2:42 pm

This is just an example TheNiceOne and I don't pretend being an expert.
BTW I'm no more using these OBSE leveling mods.
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Logan Greenwood
 
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Post » Tue Aug 17, 2010 6:15 pm

I recommend http://www.tesnexus.com/downloads/file.php?id=14304 and http://www.tesnexus.com/downloads/file.php?id=14065 by tejon. These from my opinion are absolutely great mods related to leveling that fix the annoying Oblivion leveling system and I can't play anymore without them.
it ends in a really strange gameplay, i have to play, to get every level up, 2 times +5 and +1 at luck.. e.g. i remember killing that creatures (that spawn again and again for ever) in that 1 house, with a fire attack, just to get 10 attribute lvl ups in that class. u know i what i mean.. sounds weird.. and it was xD really not fun. i wanna avoid that, and just play the game, it is made to play. just explore and do this, do that.
thats why iam here. before i start playin, i'm searching for a mod or whatever, that change the level-system a bit. there are a few improvements, i would like to have.

I had exactly the same problem when I played Oblivion years ago, but the mods I recommend completely solve this for you, nGCD more precisely.
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brian adkins
 
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Post » Tue Aug 17, 2010 12:40 pm

I recommend http://www.tesnexus.com/downloads/file.php?id=14304 and http://www.tesnexus.com/downloads/file.php?id=14065 by tejon. These from my opinion are absolutely great mods related to leveling that fix the annoying Oblivion leveling system and I can't play anymore without them.
I heartily support Progress, and nGCD is of course a very good mod too.

Realistic Leveling and nGCD does really much the same, but they have a few differences. The main difference is that nGCD punishes players who don't play according to their class, while Realistic Leveling is pretty much class-less (though you keep the starting class-bonuses).

So which one is best is dependent on whether you want to play a jack-of-all-trades (choose RL) or roleplay a character that is more bound by its class (choose nGCD). Both are equally compatible with Progress.
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Sarah Evason
 
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Post » Tue Aug 17, 2010 9:54 am

On my first post I was sure only of the setting:
set aaRealisticLeveling.levelMax
that I used somehow in the past.

On a character with fixed X, Y, Z, ... skills
when I use 65 or 75 settings, RL give me different levels.

So for exemple
set aaRealisticLeveling.levelMax 65 (default)
give me a 24 level character.
When I change the settings to
set aaRealisticLeveling.levelMax 75
RL give me a 30 level character (all this is an example I have tested)

So I think settings
set aaRealisticLeveling.levelMax 75
make the game harder than the settings 65.
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JD FROM HELL
 
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Post » Tue Aug 17, 2010 1:31 pm

So I think settings
set aaRealisticLeveling.levelMax 75
make the game harder than the settings 65.

All correct. By doing this, you will not affect how fast your skills or attributes increase, but your level will increase faster, giving you stronger enemies. The additional levels also give you some additional health, but not enough to offset the stronger enemies without attributes to match.
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Ruben Bernal
 
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Post » Tue Aug 17, 2010 6:54 pm

I was not wrong about the settings:
set aaRealisticLeveling.levelMax to 30

these settings make the game easier.

I just made a test:

Character created:
Imperial Male Warrior/Warrior
Name: ABC
Level 30

Major skills
74
74
78
74
78
78
84

Vanilla Attributes:
110
57
47
47
81
110
67
50

RL level for: set aaRealisticLeveling.levelMax to 65
Level 23
Attributes:
91
44
43
37
63
91
48
50


RL level for: set aaRealisticLeveling.levelMax to 30
Level 11

Attributes:
91
44
43
37
63
91
48
50

The skills are the same for all the three situations!!!!!!!!!!
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Erika Ellsworth
 
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Post » Tue Aug 17, 2010 1:03 pm

I was not wrong about the settings:

Yes, you were. I fully agree that reducing aaRealisticLeveling.levelMax to 30 will make your level go up faster, though it will not affect whether or how fast the player maxes out his stats, which was what you replied to.

But you were completely wrong about the other setting you suggested:
set aaRealisticLeveling.attrMax to 30 ; default = 100

This will have almost the opposite effect of what you said it would. Try your test again, but now change attrMax , and you will see what I mean :)
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:)Colleenn
 
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Post » Tue Aug 17, 2010 7:59 am

thx 4 helpin me guys :bowdown: :)

realistic leveling mod sounds interesting. i get xp for solvin quests etc and then level up. then i can boost my skills and attributes manually no matter, what skills/attributes i had used to that level up, right?

i'm a bit lost in your max-level/default discussion. :unsure: which parameters can u advise me, that i get every skill/attribute maxed at max level.
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Esther Fernandez
 
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Post » Tue Aug 17, 2010 7:17 am

thx 4 helpin me guys :bowdown: :)

realistic leveling mod sounds interesting. i get xp for solvin quests etc and then level up. then i can boost my skills and attributes manually no matter, what skills/attributes i had used to that level up, right?

i'm a bit lost in your max-level/default discussion. :unsure: which parameters can u advise me, that i get every skill/attribute maxed at max level.

In my opinion you just need a bit more experience with Oblivion and leveling mods. Just use RL it's simple and if you want a bit easier for you when leveling use a setting for max lower than default 65, maybe 50 will be just fine. and if you are like me and want play the game without carring about your skills use Wrye Leveling like me (you can setup leveling gold to 0 if you like), this give you 1000/100 controle about the carrer of your character.
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Sophie Miller
 
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Post » Tue Aug 17, 2010 10:59 pm

thx 4 helpin me guys :bowdown: :)

realistic leveling mod sounds interesting. i get xp for solvin quests etc and then level up. then i can boost my skills and attributes manually no matter, what skills/attributes i had used to that level up, right?
No, that is Oblivion XP. I have never tried that, but it (tries to) make Oblivion's leveling more like other role playing games.

Realistic Leveling lets you increase your skills like normal, but instead of choosing which attributes to increase when leveling up, RL automatically raises attributes for you, not when you level up, but during play:

Ex:
Assume a new game, where all skills are 10, and all attributes 40. This means that each attribute has 60 increases left, and each skill 90 increases left to reach max, thus for each attribute there are 3 * 90 skill increases (since there are 3 skills per attribute). So after 3*90=270 skill increases, there will be 60 attribute increases, or 4.5 skill increases per attribute increase.

This means that for every 4-5 times you level up a strength skill, your strength will automatically increase by one, during gameplay - and the same is true for the other skills. No choices, no wasted skill gains or sub-optimal attibute increases, but everything going up by itself.

i'm a bit lost in your max-level/default discussion. :unsure: which parameters can u advise me, that i get every skill/attribute maxed at max level.
The default settings are perfectly fine unless you have a deliberate reason for anything else. The default settings means that all attributes will reach 100 about the time their skills reach 100 - which is what you want.
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Kortknee Bell
 
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Post » Tue Aug 17, 2010 8:43 am

nGCD punishes players who don't play according to their class

Ha! Well, I suppose that's accurate, but not how I'd say it. ;)

The design goal is to reward players who specialize, because being a jack-of-all-trades is already rewarding enough... specializing is usually a bad idea in vanilla Oblivion! I'm really aiming for the two styles to be equally good, and IMO specialists need a bonus to achieve that.
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Taylor Tifany
 
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Post » Tue Aug 17, 2010 9:47 am

I took the nGCD ini and made a wheel type scheme out of it similar to RL but more to my tastes. nGCD is far more configurable the only downside I've experienced is that it does not track and even breaks the trainings per level tracking. The work around is to set it to a superhigh number.

I forget if RL has that.

Anyway in ye old days people would often post two threads that may help the OP:
http://www.gamesas.com/?showtopic=790175&hl
http://www.gamesas.com/index.php?/topic/1010109-list-list-of-mod-lists/
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Abel Vazquez
 
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Post » Tue Aug 17, 2010 1:12 pm

Ex:
Assume a new game, where all skills are 10, and all attributes 40. This means that each attribute has 60 increases left, and each skill 90 increases left to reach max, thus for each attribute there are 3 * 90 skill increases (since there are 3 skills per attribute). So after 3*90=270 skill increases, there will be 60 attribute increases, or 4.5 skill increases per attribute increase.

This means that for every 4-5 times you level up a strength skill, your strength will automatically increase by one, during gameplay - and the same is true for the other skills. No choices, no wasted skill gains or sub-optimal attibute increases, but everything going up by itself.

The default settings are perfectly fine unless you have a deliberate reason for anything else. The default settings means that all attributes will reach 100 about the time their skills reach 100 - which is what you want.

okay, thx again. i will try it with the RL-mod.

thx @ all. nice community here :foodndrink:
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Kelly Tomlinson
 
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Post » Tue Aug 17, 2010 2:08 pm

I'm using Wrye Leveling for some weeks now precisely because it's compatible with Wrye Morph. I can start with any level choosing the stats I like, then I configure it to progress toward extreme specialization; something close the construction set leveling. After some tests I found that:
+13 skill gain by level & +6 attributes gain by level
are close to this choice.
and If playing OOO/FCOM a 1000 gold to level should somewhat close to default 3x OOO skill progress.

Note.
Something very interesting
Realistic Leveling can be used with Wrye Leveling just to calculate attributes and it works fine.
Just choose vanilla liveling when installing the mod or in the ini settings:
set aaRealisticLeveling.mode to 1 ; default = 3

I usually choose:

set aaRealisticLeveling.levelMax to 75 ; default = 65
set aaRealisticLeveling.attrMax to 100 ; default = 100

and

set aaRealisticLeveling.luckMult to 0 ; default = 0.2

setGS iTrainingSkills 0 ; default = 5


I also released some days ago some plugins for Wrye Leveling:

http://tesnexus.com/downloads/file.php?id=34429
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Kelli Wolfe
 
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Post » Tue Aug 17, 2010 4:24 pm

Ha! Well, I suppose that's accurate, but not how I'd say it. ;)
No, that may not have come out right, sorry about that :)

But coming from me, it is meant as a positive statement. Remember that my first mod ever was made to punish the player for not sleeping (Real Sleep Extended) and my second was to make it much harder for the player to become rich (Gold Adjustment, which evolved into Enhanced Economy), and I've made Level Based Health for my own use, in order to prevent my character from gaining much health when reaching higher levels.

So a mod like nGCD that punishes the player for not roleplaying is a definite plus in my book :)

The design goal is to reward players who specialize, because being a jack-of-all-trades is already rewarding enough... specializing is usually a bad idea in vanilla Oblivion! I'm really aiming for the two styles to be equally good, and IMO specialists need a bonus to achieve that.
And I fully agree. I still plan to try out nGCD for my next character (but I have planned to start that one in almost a year now, but get distracted by more modding) for this reason. I like being a jack-of-all-trades though, so it is a bit hard giving up Realistic Leveling, but I think having to fight against my own nature in order to achieve it will be interesting. :)
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Alexis Acevedo
 
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Post » Tue Aug 17, 2010 3:12 pm

I use Oblivion XP and can't play without it now. However it completely revamps Oblivion's attribute and skill gain, and levelling system. If you like Oblivion's system for skill gains and levelling, but just want to tweak them a bit, then go with the previous suggestions. If you want to try something completely different, try Oblivion XP. It's funny because when I play other RPG's, I don't even think about it, but when I play Oblivion, I still have to get used to the fact that I don't need to do silly things to improve my skills and attributes. I guess it's because I've played thousands of hours under the old system and it's only a few hundred hours under Oblivion XP :) Now when I work on a particular skill, it's only to get my fingers coordinated so I can do the manoeuvre quickly!
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Dale Johnson
 
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Post » Tue Aug 17, 2010 2:16 pm

Ha! Well, I suppose that's accurate, but not how I'd say it. ;)

The design goal is to reward players who specialize, because being a jack-of-all-trades is already rewarding enough... specializing is usually a bad idea in vanilla Oblivion! I'm really aiming for the two styles to be equally good, and IMO specialists need a bonus to achieve that.

Absolutely. And that is part of why I love nGCD (with Progress, in particular). A much needed option (well, array of options...) - I agree.
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Rachael Williams
 
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Post » Tue Aug 17, 2010 8:50 am

I use Oblivion XP and can't play without it now. However it completely revamps Oblivion's attribute and skill gain, and levelling system. If you like Oblivion's system for skill gains and levelling, but just want to tweak them a bit, then go with the previous suggestions. If you want to try something completely different, try Oblivion XP. It's funny because when I play other RPG's, I don't even think about it, but when I play Oblivion, I still have to get used to the fact that I don't need to do silly things to improve my skills and attributes. I guess it's because I've played thousands of hours under the old system and it's only a few hundred hours under Oblivion XP :) Now when I work on a particular skill, it's only to get my fingers coordinated so I can do the manoeuvre quickly!

thx 4 info.
i definitly will try this mod too. avoiding these stupid hours of doing silly things to increase 1 skill, sounds interesting :goodjob:

ps. in the xp-mod i can choose between Vanilla/BTMod, DarNified and DarkUId DarN. what are the differences between these options? on the xp-site on tesnexus.com i found no further information about it. it just said, that i can choose xD
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Mariaa EM.
 
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