Hey, Andalaybay!
I'm trying to tweak my Oblivion XP ini file, and would like some input. I don't understand from the ini descriptions what exactly the order of operations is for the various XPNeeded multipliers.
I told you a while ago, but I play with FCOM, and in my last Oblivion XP play-through I found low levels too easy and high levels frustratingly long, due to the way creatures are (un)leveled and the resulting XP disparity. So what I'm trying to do is figure out some good values that will increase (or at least leave alone) the XP needed at low levels, while relatively decreasing the XP needed at higher levels. Or to alter other values elsewhere in the ini that will have the same net effect, of making leveling a bit slower at the lowest levels and faster past 25-ish.
I could probably go into the CS and find the appropriate scripts, but I don't know how recognizable they would be (I've never messed around with OBSE scripting), and to be honest math beyond basic algebra is not my strong suit, so even if I did I might need help figuring this out.
So far, based on the descriptions in the ini alone, what I've done is this:
Set ObXPSettings.multXPNeeded to 1 ; 1Set ObXPSettings.multXPNeededBase to 2000 ; 1500Set ObXPSettings.multXPNeededLinear to 100 ; 150Set ObXPSettings.multXPNeededQuadraticSlope to 2 ; 1Set ObXPSettings.multXPNeededQuadraticAmp to 20000 ; 20000On top of this, I've also changed the following:Set ObXPSettings.multXPKillLevel to 0.5 ; 0.3
The logic of the first section being that the NeededBase increase is going to effect everything, while the QuadraticSlope increase will slightly increase the total XP needed per level as well but bring down the level where quadratic increase slows, to around the same level I stop finding anything that outlevels me significantly. At which point the lower NeededLinear value will keep the total XP needed at a lower total level than it was previous (I hope?).
The MultXPKillLevel change was a two-birds-with-one-stone move. In part it compensates for the fact that I set to zero "rested" XP (don't like that functionality, originated with MMORPGs trying to encourage people to play alts to keep them busy...) and set sneak bonus to 1 for no bonus. I actually contemplated setting it to less than one, since sneak kills are easier, not harder, than detected kills... but in the end I decided, a kill is a kill is a kill. And, overall I just want the lion's share of my XP coming from combat compared to the other things I can get XP for, without removing those other things entirely.
The MultXPKillLevel is actually the bit I'm most curious about. The ini is vague. Is this a flat increase that will multiply all kill XP by 50% where it had previously been 30%? Or is this interacting with my level and the base number (and any other part of the killXP equation that I don't know about/understand) in a way that will cause it to have an increasing effect as my level goes up? The latter would be my preference, obviously, as long as the effect isn't insane.
In any case, thanks for taking the time to read, and any feedback (from anyone who understands the equations here, for that matter, not just Andalay) is appreciated.