regarding to all (even minor) skills level-ups, am i right with:
- minor + major skills count to level progress-bar multiplied by fLevelFactor? (f.e. 20 skill-improvements x 1.0 = 20 or for factor 0.75 => 20 x 0.75 = 15 -> level progress-bar)
- the minor, major, specialized skills progress are vanilla? i.e. http://www.uesp.net/wiki/Oblivion:Increasing_Skills#Experience_Points_Needed? a low skill advances faster than a higher skill, is that fine-tuned (like Progress mod) or vanilla with just a factor? i've read on http://www.uesp.net/wiki/Oblivion:Increasing_Skills#Experience_Points_Needed
- as there's no difference for progress in major/minor, the char creation with classes is only for advantages in starting skills and attributes?
1 is correct, assuming LevelMode = 0. (Mode 1 complicates things a bit.) The number of skill increases required per level is (17.75 / fLevelFactor). The 17.75 is from 2100 (total possible skills) minus 325 (starting skills after race and class) divided by iSkillMax. Playing with no class, or a race which gives higher/lower total skill bonus, will adjust this number to maintain the same level cap.
Regarding 2 and 3: nGCD does nothing to skill increase rates, and will use vanilla settings or obey any other mod's changes. So yes, class does make a difference after character creation if you have no mods which change that. Your class (and specialized) skills will rise faster, so in a given amount of time you'll level quicker using class skills even though the actual level calculation doesn't do anything special with them by default.
so the levelcap will be way higher? but how much and exactly?
Assuming no uncapper (so skills stop at 100) and no changes to any of the settings below nGCD.iSkillMax in nGCDCalc.ini, the level cap is exactly nGCD.fLevelFactor times nGCD.iSkillMax. With the current defaults, that's 100. Reducing LevelFactor to 0.75 drops max level to 75.
sometimes the speed attribute shows a high negative value (i think 100 - current, if i remember correctly, that's 25 speed => showing -75)
You've probably got OBME installed? It allows negative attributes. This effect is not caused by nGCD, but if you've got a mod which causes you to slow down in certain situations by applying a Speed drain, it would stop at 0 in vanilla but go negative with OBME.
And, okay, looks like I wasn't clear enough:
Higher levels make the game harder. nGCD making you level too fast means things get
very difficult. In vanilla, hit points and attribute increases come at level-up so it seems like they're linked; but they're really not, and nGCD discards the illusion. Your level does not define your power, but only
measures it so the game knows what sort of challenges are fair to throw at you. On the upside, greater risks are tied to greater rewards; but that doesn't matter if you can't survive the risks!
So, in summation:
nGCD.fLevelFactor defaults to
1.0 which makes the game
too hard. The game is made easier by
lowering the value of that setting.
JOG's overhaul doesn't mess up nGCD does it? I never noticed anything but u mentioned stealth overhauls can mess stuff up when you were replying to my post earlier.
That's the mod which brought this whole category of problems to my attention, originally. At this point it can cause some inconsistencies, but nothing too severe.
Definitely allow levels to decrease when using that, though.
Also, the skill increase rate in Progress is unrelated to the level increase factor in nGCD, though they do happen to have similar default values.
Playing along normally last night, slept, and got the level up screen.
:swear: Do you have decreasing levels enabled? (P.S. check your PMs.)
Should I return to Oblivion?
Yes! We miss you!
This means that all my Attributes-affecting and Skills-affecting mods are compatible!
...okay, I have to make sure of one thing: did you hack the menu XML to make the effects appear? Because if so, I might withdraw my prior statement of compatibility.
Also, see the previous page for caveats re: skills.