speed leveling

Post » Fri Feb 18, 2011 8:16 pm

Does anyone speed level at the beggining of their character start. Like get some of ther majors up to 100 real fast and stuff. or do you all just play with how it is and let everything level up as you go along?
User avatar
Captian Caveman
 
Posts: 3410
Joined: Thu Sep 20, 2007 5:36 am

Post » Fri Feb 18, 2011 7:36 pm

I use mods to slow the leveling process. It can take me an hour to gain a character level, even in the beginning. In addition, my character leveling mods makes the whole process of gaining levels invisible to me. I don't know when my characters gain a level and half the time I don't even know what level they are.
User avatar
Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm

Post » Sat Feb 19, 2011 3:38 am

I don't. I speed level after the main quest. I like keeping my guard friends alive, and doing that at a high level is impossible, like in the siege of Kvatch. If I was level 30, it would be flooded with Storm Atronachs and Xivilai, which will make things hard.
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Sat Feb 19, 2011 1:05 am

On my third or fourth playthrough, yes. I pretty much upped everything using console commands so I could stroll around like a God right from the start.
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Fri Feb 18, 2011 5:41 pm

I average about 20 hours of play for each level. So, yeah, 400 hours to level 20. Even though I continue playing beyond that, I cap my characters to around level 20 (by picking some major skills to never touch). There is nothing in the game I want that requires a higher level and I am in no hurry to get there.
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Fri Feb 18, 2011 7:30 pm

My character majors in Speechcraft and Alchemy. I level very fast but also naturally.
User avatar
Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

Post » Fri Feb 18, 2011 7:35 pm

Sounds good. I'm finally getting my game back after a couple months and I play on xbox so I cant use console commands. But before I stopped having to play I used to speed lvl my character right off the back with all of his majors to 100 then play around. But I think starting into again I wont do that. Just wondering how everyone else did it because its been a while for me. I'm positive Ill jump right back into it though
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Sat Feb 19, 2011 8:01 am

"Slow and steady wins the race." - Marge Simpson.
User avatar
Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm

Post » Sat Feb 19, 2011 5:10 am

I don't see a point in speed leveling. In vanilla leveling is fast as it is.. I just don't see the point
User avatar
Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Sat Feb 19, 2011 1:07 am

The only advantage to leveling at all is access to certain items or abilities. If you want those things, you have to be at the level where they are available.

Aside from that, in a world which levels with you, there is absolutely no game-playing reason to be at a higher level.
User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Sat Feb 19, 2011 1:36 am

I don't see a point in speed leveling. In vanilla leveling is fast as it is.. I just don't see the point

It can be used to enhance a player's experience of roleplaying. "Pinning" a character to a fixed level can allow us to focus on roleplaying

We have been conditioned by years of exposure to Dungeons-and-Dragons-inspired games to think that levels and stats management are an inherent part of roleplaying. This is not necessarily the case. Roleplaying is really a form of acting, writing, storytelling. The process of leveling, of assigning skill points, choosing Feats (in D&D) can be added to our roleplaying experience but it's not necessarily roleplaying in and of itself.

With this in mind, some players may prefer to side-step the whole business of stats management altogether in order to concentrate on roleplaying. I use mods that push stats management into the background so that I'm not even aware of it. Others may prefer to lock their characters into a fixed level from the beginning. I'm guessing this may be one of the reasons why Acadian and others stop their characters from leveling any further when they reach level 20.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Sat Feb 19, 2011 4:00 am

It can be used to enhance a player's experience of roleplaying. "Pinning" a character to a fixed level can allow us to focus on roleplaying

We have been conditioned by years of exposure to Dungeons-and-Dragons-inspired games to think that levels and stats management are an inherent part of roleplaying. This is not necessarily the case. Roleplaying is really a form of acting, writing, storytelling. The process of leveling, of assigning skill points, choosing Feats (in D&D) can be added to our roleplaying experience but it's not necessarily roleplaying in and of itself.

With this in mind, some players may prefer to side-step the whole business of stats management altogether in order to concentrate on roleplaying. I use mods that push stats management into the background so that I'm not even aware of it. Others may prefer to lock their characters into a fixed level from the beginning. I'm guessing this may be one of the reasons why Acadian and others stop their characters from leveling any further when they reach level 20.


If I may ask...what Mods do you use Pseron?

Appreciate it :)
User avatar
courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Post » Fri Feb 18, 2011 9:23 pm

what Mods do you use Pseron?

My list of mods varies widely from character to character. I spend a hefty amount of time choosing mods that are tailored to one particular character. But I have a few mods that I use for every character, no matter who or what they are. First off, the unofficial patches are absolutely mandatory. If I didn't install any other mods I would install these.

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1417

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2754

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2384




After that, these mods:


http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3953 by Oscuro, dev_akm, MadCat221.
Not just a 'creature-adding' mod, not just a 'difficulty' mod, not just a 'gameplay-tweaking' mod, Oscuro's Oblivion Overhaul is actually one of the finest finest roleplaying mods around. http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1757 by Martigen, Corepc Dev_Akm Shadowborn is the perfect complement to Oscuro, adding much-needed spontaneity to Oscuro's static world. Crank Martigen's mod all the way up and Oblivion will feel as wonderfully unpredictable as an MMO. These mods are so inseparable to me I count them as one.

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2764 by, of course, DarN.
This essential mod goes a long way toward making Oblivion's consolized interface useable. Configurable from within the game via a menu. I modify it with one of Luchaire's re-colorings, either http://www.tesnexus.com/downloads/file.php?id=16387 or http://www.tesnexus.com/downloads/file.php?id=16897 I also use http://www.tesnexus.com/downloads/file.php?id=14822 by WillieSea and http://www.tesnexus.com/downloads/file.php?id=19063 by Badmagic to enliven the map with color and to replace what I consider to be ugly map markers with more aesthetically pleasing X's.

http://www.tesnexus.com/downloads/file.php?id=14065 by tejon, or http://www.tesnexus.com/downloads/file.php?id=13879 bu ABO.
Two excellent character-levelling mods that do away with stat management, allowing the player to concentrate on roleplaying. Realistic Leveling tends to be the better mod for the more jack-of-all-trades characters or for characters that change during the course of a game. nGCD tends to be the better mod for characters that fit conventional Dungeon-and-Dragons archetypes and never deviate from that during the course of a game.

http://www.tesnexus.com/downloads/file.php?id=14304 by tejon.
This mod allows the player to control the speed of advancement of each skill. Easily configurable via an .ini.

http://www.tesnexus.com/downloads/file.php?id=11237 by tejon. Willpower again has an affect on the player's vulnerability to magic, as in previous ES games.

http://www.tesnexus.com/downloads/file.php?id=7484 by Deathless Aphrodite.
Makes the player lose fatigue when running. When the player's fatigue hits 0 he starts to walk. Also allows the player to sprint for a brief time.

http://www.tesnexus.com/downloads/file.php?id=25078 by TheNiceOne.
Using this mod merchants' gold goes up and down with each trade. Also does away with the haggle slider (what a relief!) Allows the player to specify how much gold they recive from looting containers, enemies, as quest rewards, etc. All configurable via .ini.

http://www.tesnexus.com/downloads/file.php?id=12149 by tejon. Attempts to expand on Bethesda's concept of Birthsigns and make them for interesting and fun, at all levels.

http://tesnexus.com/downloads/file.php?id=35300 by ZenshinZenrei. Introduces three special advantages to each of the predefined Oblivion classes in order to make them more unique. Advantages are similar to special class traits from Arena and Daggerfall. Custom classes pick three Advantages manually.

http://www.tesnexus.com/downloads/file.php?id=2037 by Quarn and Dejunai.
Removes flowers from plants after you have picked them. This is a great little visual aid when picking many plants very close together.

http://www.tesnexus.com/downloads/file.php?id=1840 by Woodman, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=21 by Tandem, http://www.tesnexus.com/downloads/file.php?id=5138 by Soor, http://www.tesnexus.com/downloads/file.php?id=5919 by b3w4r3, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=129 by Talonhoff and http://morrowind4kids.com/pseronwyrd/PWRunSpeed.zip by Pseron Wyrd are a collection of small tweak mods that I cannot bear to play without. Chase Camera Mod is essential to me because I play exclusively in third person and will quickly become nauseous without it; Bethesda went to great lengths to create the illusion of a seamless worl when they made Oblivion and then went and ruined it by spamming messages onto the player's screen everytime they enter a new cell, and No Load gets rid of that; Initial Glow gets rid of what I consider to be a very ugly 'plastic wrap' enchantment effect; Sleep Rest Wait Any Time, because no game has any business telling me when I can sleep, or where; No Psychic Guards tones down guards' clairvoyance a little bit; Run Speed Tweak slows down the base running/walking speed of the game to Morrowind's running/walking speeds.

http://www.tesnexus.com/downloads/file.php?id=16005 by mmmpld'
A fun little 'immersion' mod that allows the player to see their character use the same getting-into and getting-out-of bed animations used by NPCs.

http://www.tesnexus.com/downloads/file.php?id=11449 by RamyEnfant.
Adds a collection of new jump animations. The characters execute a cool Night-Elf-style forward roll with weapons sheathed and a variety of other jumps with different weapons drawn. I often jump just to watch these animations. I'm easily pleased.

http://www.tesnexus.com/downloads/file.php?id=4387 by CorePC.
Adds much-needed life to Cyrodiil's roads. The merchants are great if you like to spend extended time away from cities as I do. To this I add http://www.tesnexus.com/downloads/file.php?id=20575 by LazyAltmer. These two mods do a lot to make Cyrodiil a lot less lonely when travelling the roads. They also help fight, too, which has saved my character's life more than once when playing all these overhaul mods.

http://www.tesnexus.com/downloads/file.php?id=16513 by Bananasplit, Wolfslady, Reckless, SilentResident, Nernie, Vorians and Ismelda.
The way the cities of Tamriel should have looked. Spend hours wandering around like a tourist, awestruck at how different (and gorgeous) everything looks. Comes in modular form - you can choose to redo all of Cyrodiil's cities or just one. It's your choice. When I'm not using Better Cities I use Arthmoor's http://www.gamesas.com/bgsforums/index.php?showtopic=1019807, which tranfers the vanilla cities into the Cyrodiil worldspace, ala Morrowind. Wonderful for those of us who love to ride horses through town.

http://www.tesnexus.com/downloads/file.php?id=2536 by Max Tael.
This is one of the plugins in Max Tael's Natural Environments suite of mods. It adds several non-hostile flying animals such as birds and butterflies.

http://morrowind4kids.com/pseronwyrd/PW_MorrowindFog.zip by Pseron Wyrd.
Oblivion's near-infinite view distance is ugly, in my opinion, and it also makes Cyrodiil feel much smaller than it ought to. This is my attempt to simulate Morrowind's fog. Combined with Run Speed Tweak, Cyrodiil feels as large and wonderfully mysterious as Vvardenfell once did.

http://www.gamesas.com/bgsforums/index.php?showtopic=942911 by Arthmoor.
Adds Morrowind-style transport to the game. A nicely immersive touch.

http://www.gamesas.com/bgsforums/index.php?showtopic=984109 by XMarksTheSpot, Brumbek & Ismelda.
Another mod I can't play without anymore. It adds windows that turn off and on in synch with day/night cycles and also, optionally, smoke from chimneys. Comes with a nice variety of window color tints too.

http://www.tesnexus.com/downloads/file.php?id=28977 by Emma.
An Alchemist-oriented companion with a mind of her own (and, as a bonus, dialog voiced by Emma herself).

http://oblivion.brashendeavors.net/bows/ by Brash.
A wonderful mod for anyone who loves light, ranger-ish amror and slightly more natural, non-fantasy-type bows. I also love the ranger camp just outside Weye (conflicts with Weye TICS, but not AFK Weye).

http://www.tesnexus.com/downloads/file.php?id=22828 by afk_dwip - or - http://www.tesnexus.com/downloads/file.php?id=9514 by TamaraVico.
I tend to alternate these two mods, as I love them both. I adore Tamara's Weye mod, but it does come with a framerate hit. I just love her cramped medieval-looking alleys and its attention to detail. It is quite possibly my favorite town expansion mod for either Morrowind or Oblivion. The area occupied by dwip's mod is smaller and, thus, conflicts with fewer mods and also does not hurt framerates quite as much (in my experience). It comes with some interesting quests though and is also nicely-laid out.

http://www.tesnexus.com/downloads/file.php?id=35908 by Shezrie. A compilation of five of Shezrie's superb villages, all in the Tamriel worldspace. Lakeland Village (south of Imperial City), Ravenwood Village (north of Chorrol), Woodland Village straddling the road between Imperial City and Skingrad (my favorite up to now), Haven Bay (in Valenwood) and the centerpiece of the mod, a complete makeover and expansion of Pell's Gate. Shezrie has been an excellent house modder since the days of Morrowind and her villages for Oblivion are Bethesda-quality in my opinion.

http://www.tesnexus.com/downloads/file.php?id=22401 by The Tamriel Rebuilt Team.
Stirk is a small but highly detailed island in the Abecean Sea west of Anvil. Those who are familiar with Tamriel Rebuilt's work for Morrowind will know that this is high-quality modding with an eye towards accuracy in matters of lore.
User avatar
Alisia Lisha
 
Posts: 3480
Joined: Tue Dec 05, 2006 8:52 pm

Post » Fri Feb 18, 2011 7:49 pm

Wow!

Thank you so much for your time and so thorough a description for each Mod and the rational behind it!

Will be very helpful & I will look into each of them and adjust my game where I feel it would benefit my personal idea of gameplay :)

Warm Regards
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Sat Feb 19, 2011 5:01 am

Ok, I decided to give the Realistic Leveling Mod a try...(among a few others) but I just wanted to ask a quick question. How do the Mod effect the various MOBS found in the game? I'm assuming that they too are changed by the new lvl'ing technique?

Was wondering if there was an clarification to be had on how the game's mobs are effected in relation to my character's changed lvl rate...

Thank you :)
User avatar
Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Sat Feb 19, 2011 5:43 am

Mods like Realistic Leveling and nGCD and Progress are character-leveling mods only. They alter how the player character gains levels. They make no changes to mobs.

If you want to change how mobs level or behave you need different mods: Oscuro, Martigen, Francesco, etc.
User avatar
Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm

Post » Sat Feb 19, 2011 3:39 am

Mods like Realistic Leveling and nGCD and Progress are character-leveling mods only. They alter how the player character gains levels. They make no changes to mobs.

If you want to change how mobs level or behave you need different mods: Oscuro, Martigen, Francesco, etc.


Ok gotcha :)

But that should still help as they will only level when I do...and the realistic mod should help keep me from getting too lopsided I'd imagine....
User avatar
Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

Post » Fri Feb 18, 2011 8:13 pm

that should still help as they will only level when I do...and the realistic mod should help keep me from getting too lopsided I'd imagine....

Yes, that's true. Enemy leveling will slow because your character's leveling will slow. However, just be aware (you may be aware already but I'll say it anyway) that if you're also interested in removing things like "bandits in Daedric armor," level 50 Goblin Shamans, etc, you'll need an overhaul as well.

Anyway, good luck!
User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Sat Feb 19, 2011 5:49 am

Thank you very much, I appreciate all your help and I'm sure I'll have a much more enjoyable experience because of it :)
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Fri Feb 18, 2011 8:30 pm

Does anyone speed level at the beggining of their character start. Like get some of ther majors up to 100 real fast and stuff. or do you all just play with how it is and let everything level up as you go along?

The only reason I would do that is too glitch myself up to level 100+.
User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Sat Feb 19, 2011 7:20 am

I used to do it a lot. Not so much anymore.
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Sat Feb 19, 2011 2:22 am

I don't specifically set out to level rapidly but I play mages and their alchemy skill usually means that they level up fairly fast at least until their Alchemy is topped out.

I just restarted Angel but a slightly older version. She seems totally uninterested in guilds and quests. She seems to have become a businesswoman. She does almost nothing but potion making and selling them. I've done a quick check of the math and if she just levels up based on increasing Alchemy skills it will take her up 7-1/2 levels. After that, she can make oceans of potions and it will not effect her level. I have no idea where she is going with all this but it is different.

I am also using this play-through to explore mods in-depth for the first time.
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm


Return to IV - Oblivion