Since I do not know what to expect, I do not want my early levels to be insanely difficult and I do not want my later levels to be weeks to level. I am going to start with these parameters and see how things go. They can be tweaked later if necessary. Since I do not know what FCOM will bring and how much XP I get later, this may be a good starting point.Parameters: multXPNeeded 1.00 5.00multXPNeededBase 1500.00 1000.00multXPNeededLinear 150.00 100.00multXPNeededQuadraticSlope 1.00 0.40multXPNeededQuadraticAmp 20000.00 25000.00
And this really does come down to trial and error until you figure out how it matches your playing style. Fortunately you can change the settings at any time and they will take effect immediately, so you don't have to be worried about being stuck with the settings. Would you mind playing with those settings for a bit and come back after a few levels and let me know how they are working out for you? Then I can post them in the OP with a comment on how they work with FCOM. Here's a http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/LevellingChart.jpg with those numbers plugged in - I think you mentioned you were still getting your machine set up so you didn't have a spreadsheet program yet. OpenOffice is free, btw.
Yer darn tootin! 14000 points to the first level is truly insane. :bonk: Ok, so I looked at the new spreadsheet and I must say that my original numbers were nuts. To be fair, however, I did use this in a game with a character that was already up to level 3. Because of that, the initial leveling requirement was moot, and I was only concerned with the points needed to get to the next level. I will now try this setup:multXPNeeded = 2multXPNeededBase = 1000multXPNeededLinear = 150multXPNeededQuadraticSlope = 0.5multXPNeededQuadraticAmp = 20000I will run with this on a new character and then probably re-adjust the values for my next. The one concern I have is that the formula will, by design, always require a huge number for the first level change. This works out for me -- usually -- but I can see where an improvement to this mod would be stellar: instead of calculating the total xp needed for a given level, calculate the the xp needed to get to the next level from the previous one. Of course, that would mean changing the way XP is calculated for the PCs efforts in regards to the level of the PC and so forth.Another way to do this is to provide a variable that one can adjust to set the initial XP for a new character. For my next game, I will boost my character's XP so that it only needs to get a small amount to reach level 2. Even with the defaults, one needs 1700 to reach level 2 and then only 400 to reach level 3. That's an odd way to get a character started. A good solution would then add 1400 xp to the character before anything is accomplished in the beginning. In that way, you would only need to play for 300 xp to get to level 2. This is more consistent with the rest of the leveling.Just my thoughts on the matter. The mod is still the best leveling scheme I've seen IMHO. All the others are either unsupported, or they were meant to placate the munchkins. :rofl: (I think we need a munchkin thread)
:lol: Should I post those numbers in the OP instead? As you say, tweaking the equation itself will require an overhaul of the entire point reward system, which is something I really don't want to tackle. I truly admire SirFrederik for figuring all that out and I doubt I could top him. I find that tweaking these numbers this way does allow everyone to customize the mod to their liking and changing the levelling equation would probably upset a lot of players!

Munchkins? :rofl: I'm afraid of all the names I've thought of calling some of the other modders, especially the guys that did the other levelling systems, "munchkin" was not one of them! :lmao: