Balor Levelling

Post » Thu Sep 02, 2010 12:45 am

I am using http://www.tesnexus.com/downloads/file.php?id=1956.

My health decreased by 23 points after leveling from 87(65 endurance - level 1) and I saw http://www.thenexusforums.com/index.php?/topic/17189-name-balor-levelling-vehem-edition/page__view__findpost__p__1153096 about OOO's Deadly Combat being incompatible and installing lite version would fix the issue. Although, as part of FCOM I had to install the full version of OOO.

Then I decided to check relevant code:

Spoiler
set TempEnd to player.GetActorValue Endurance	set tempVar to (TempEnd / 10)	set StoreHealth to player.GetBaseActorValue health	set tempEnd to TempEnd * 2		set StoreHealth to StoreHealth - TempEnd			set StoreHealth to StoreHealth + tempVar		player.SetActorValue health StoreHealth


I did some googling and I learned GetBaseActorValue isn't working correctly which is frequently used in the script. Bad news. After googling GetActorValue, I saw a health formula with an example: endurance*fPCBaseHealthMult plus level bonus. In the example fPCBaseHealthMult was 2 so that might explain where that (TempEnd *) 2 is coming from. But fPCBaseHealthMult is obviously not 2(maybe ~3 for 200) or my health is based on something completely different since my health was 87 originally.

I really like the idea of decreasing stats. Maybe someone here uses a personal fixed version? Or maybe someone sees this as a request. My play is on hold because of this. And I really want to play Oblivion.
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Kayleigh Williams
 
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Post » Wed Sep 01, 2010 3:14 pm


I really like the idea of decreasing stats.

In my mind, Abo's http://www.tesnexus.com/downloads/file.php?id=13879 is the modern-day 'spiritual successor' to Balor's mod.

I wasn't aware that Balor's Oblivion leveling mod decreased stats. I wonder: is it possible you're thinking of Balor's Morrowind leveling mod? I know that mod decreases stats when they're not used regularly.
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Kelly John
 
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Post » Thu Sep 02, 2010 12:41 am

In my mind, Abo's http://www.tesnexus.com/downloads/file.php?id=13879 is the modern-day 'spiritual successor' to Balor's mod.

I wasn't aware that Balor's Oblivion leveling mod decreased stats. I wonder: is it possible you're thinking of Balor's Morrowind leveling mod? I know that mod decreases stats when they're not used regularly.

If I remember correctly, you mentioned about Balor's leveling mod to me first after I posted suggestions about decreasing skills mechanics for new TES. I found this one accidentally while searching it for Morrowind. I can confirm skills are decreasing. My blade decreased. I was gonna notify you about it, you expressed your wish for an Oblivion version, iirc.

I am checking Realistic Leveling but it doesn't have decreasing stats mechanic. That's the important part for me.

Edit: Since this health mechanic isn't the reason for me to use this mod. I can simply delete those lines and I can use a separate health mod. What I have in my mind is having a fixed health based on starting endurance but later endurance is affecting health regeneration speed. (Regeneration is bind to a food/drink meter optionally.)

But still GetBaseActorValue is a problem for future.
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adam holden
 
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Post » Wed Sep 01, 2010 3:06 pm

I'm working on a skill decay mod which I should have finished soon. When using nGCD, reducing skills will also reduce attributes and level; the same may or may not be true of Realistic, depending on exactly how ABO worked around certain issues. (Mostly regarding GetBaseAV, yes. Though that reminds me, OBSE v0020 lets me finally slay that dragon once and for all in nGCD...)
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JUan Martinez
 
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Post » Wed Sep 01, 2010 11:27 pm

I'm working on a skill decay mod which I should have finished soon. When using nGCD, reducing skills will also reduce attributes and level; the same may or may not be true of Realistic, depending on exactly how ABO worked around certain issues. (Mostly regarding GetBaseAV, yes. Though that reminds me, OBSE v0020 lets me finally slay that dragon once and for all in nGCD...)

That's good news, I was about to sew my own. I read the readmes but it is not easy to understand what they do exactly. Maybe I am wrong. Sorry about that if that's the case. I didn't see anything about skills decreasing except Balor's mod.

I understand your mod will require nGCD or you are recommending nGCD with it. Attributes going down makes sense(but if I pick a true replacement for a skill, it shouldn't be decreasing, like replacing blade with hand to hand, my high blade skill decreasing and low hand to hand increasing will cancel each other out and overall my strength will stay the same. Off course I assume skills having multiple governs in nGCD and different influences and progress speeds will make it more complex.)

But what does level decrease mean? I remember reading nGCD having that feature. How does it work exactly? In my view, the only good use for level could be a recycling timeline for quests and content.

It is really satisfactory to say "I haven't use my blade for a long time" then see it was decreased. And in my opinion it solves all the level scaling and challenge issues, while being within TES system(prisons). I want to able to maintain a master class character against fixed upper limit content(you may become the best hunter but every lion is a new challenge) and being able to switch professions, take a break and start over in the middle of the game as well as transferring my character between games without dealing with limitations, caps and never-ending slowdowns. :)
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Alyna
 
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Post » Wed Sep 01, 2010 11:42 am

Since hit points are no longer tied to level with nGCD (or with Realistic), the only purpose of level is to determine what sort of enemies you encounter, and what treasure they drop. As such, it's generally a good thing that if you sit around for a year and your power decreases, your level goes down too so you don't walk out the gate and just die. ;) A good scaling mod (OOO, Frans) will prevent this from being too obvious. (I'm pretty sure level doesn't matter at all under TIE, I'm told its lists are completely random.)

I plan to have two separate skill decay options, and you can enable both at once if you want. One is time-based: all skills decay based on the passage of game time, no matter what. The other is advancement-based: every time you gain a point in one skill, the rest of them decay a little bit. In both cases, the decay is most significant for skills at high ranks, and small or nonexistent for low-ranked skills. For this purpose, a skill's starting value is considered the zero point. Obviously this means skills will never decay below their starting value, but less obviously, it means that a class skill at 90 decays less than a non-class skill at 90. There will be an option to prevent skills from decaying below a mastery rank (e.g. if you hit 75, you'll never drop lower), and of course the actual rate of decay will also be configurable.

There's another mod I'm planning which goes hand-in-hand with this one: dynamic class. It will automatically adjust your class skills and specialization depending on which of your skills are highest at any moment. This means that if you start as a warrior and wind up raising your magic skills above your combat skills, you'll actually become a mage, with the associated faster advancement and reduced decay for magic skills.
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Chenae Butler
 
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