Static PC Level Calculation?

Post » Mon Apr 25, 2011 2:05 am

Is there an existing mod, or would it even be possible to make, a tweak that informs the game engine a false reading for the PC level when calculating values based on that level for items in leveled lists and PC offset NPC/creature calculations? For example, set this value so that lists and stat calculations return values for 25, even if the character is level 1, or level 50.

This would effectively make any build become static so that everything would be calculated to the highest bracket from level 1 on, but still calculate the PCs stats based on a growing level over time. I use Francescos, and I think that everything int this mod is balanced per level, and balanced at end game, but also still spawns all levels of content at all levels.I would really like to try a super-hardcoe static build, so something like this in addition to Frans would be perfect if it were possible.
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biiibi
 
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Post » Mon Apr 25, 2011 3:11 am

Maybe if I approach this from another angle... some background on why I would want this may make more sense of what I'm hoping to accomplish and why:

I don't like "balance" in the same sense that people refer to it when it comes to health, damage, etc. I want the combat to be slightly more survivable than what humans and other creatures would really be able to endure.

I've spent many hours playtesting many of the more popular overhaul mods with a numeric health bar display mod while in god mode and randomly adjusting the PCs stats to determine what the best setup out of existing mods gets closets to this. I did this at various values for what I assume is a good "end game" level range, between level 25 and 35 randomly with each load up. This allowed me to assess the relative strength of weapons, creature damage, and magic effectiveness. I had the player character engage directly in combat, summons engage enemies, and non player actors engage each other in combat through use of the console.

The only mod setup that suffices is Frans (not FCOM), with Deadly Reflex and 250% damage, and Mighty Magick (with personal edits I made to make the summons identical to their non-summoned counterparts). OOO actually works as well, however... it doesn't deal with the Shivering Isles, and that is, in my book, unacceptable.

The only problem is, this is all balance for end game. Because Frans spawns things like Imps, Clannfear Runts, as well as Gloom Wraiths and custom top tier enemies all together in a mix at high levels, all content is happily available at end game. To have a fully realistic world, however, this needs to take place from day one of the adventure. With all the other tweaks I have to the game in addition to this overhaul, level is a lot less important in determining if the PC can overcome obstacles as opposed to player capability in combat mechanics and steatlh/speedy tatctics.

is there any way at all to make it so that items from every tier of a leveled list appear at every level with even odds for spawn without actually manually editing each leveled list, without essentially having to create a unique overhaul esp for this purpose? I want Skeletons, rats, Clannfear Runts, Gloom Wraiths, Demon Lords, et al to be there from day one, but use Frans... other overhauls I've tried that are static were unbalanced in my playtesting, especially at end game.
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Nathan Maughan
 
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Post » Mon Apr 25, 2011 7:46 am

Might get a better answer in the construction set forums. From my limited knowledge of what's possible though, was thinking could make mod that would quickly level you up on cell change and then return you to previous level a split second later. Lots of problems could occur with that though and it'd be hard/impossible to make it catch before the cell loaded npcs.

Another method would be to set your level to 50/35 (35 is where most lists max out) and devise a mod to "fake" level you with a fake faction or tokens as the placeholder. It wouldn't be that hard to take an existing leveling mod (like nGCD) and modify it work like that (most of them already set the vanilla system to be unused and a script levels you when the mod says - it'd just be changing that level to the fake placeholder and ensuring anything that is based on level (like health usually) gets based on the fakey instead). One problem with that though is any mod that uses level (like quest item leveler) would need tweaking or it'd think you're level 50/35. Your level would also say 50/35 in the f1 screen unless you made an xml to have it report the fake level instead.
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rebecca moody
 
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Post » Sun Apr 24, 2011 8:33 pm

OOO actually works as well, however... it doesn't deal with the Shivering Isles, and that is, in my book, unacceptable.


You might consider using OOO and http://www.gamesas.com/index.php?/topic/1112992-relz-zutheskunks-shivering-isles-overhaul-v01/.
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Laura Shipley
 
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Post » Mon Apr 25, 2011 8:37 am

Don't totally understand what you are looking for, the closest I can come is you want an unleveled game, where the leveled lists make everything available from the start. This then sounds like TIE.
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Bigze Stacks
 
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Post » Mon Apr 25, 2011 8:02 am

Unfortunately, during my playtesting of other potential overhaul builds, I found a lot of the characters in TIE to be unbalanced (to my taste, not trying to insult said mod). Actually a lot of things about TIE I really like a lot, but there are a lot of actors, particularly the guards, which are not calibrated the way I would like them to be. Frans has closer it how I would like it (at end game levels). Even Frans isn't perfect in this regard. None of the overhauls are, just Frans is the closest. Guards, above all other actors in the game, seem to be too powerful in some ways and not strong enough in others, but I find that TIE takes the former too far. Besides, I like all of the cool new monsters in Frans :)

I have not playtested ZuTheSkunk's, and this is the first I've heard of it. Does it unlevel the SI world? I cannot tell from the nexus description if it does or not. If it doesn't unlevel the world, it doesn't really help the problem I'm having unfortunately.

I will have to start another thread in the construction set section to ask about how to make a mod to do what I'm trying to it seems.
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Damned_Queen
 
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Post » Mon Apr 25, 2011 12:30 am

I guess it is not as easy as copying Frans features to TIE as I would assume, to merge the two, getting the best of both. Good luck and hope you make something good to try out.
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Tom
 
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Post » Mon Apr 25, 2011 12:06 am

If you have the construction set, and you're just talking about the vanilla game + Fran's, you could probably set every item and creature in all leveled lists to level 1 in about an hour.

Any other solution that would work, possibly OBSE scripting and/or a scripted ESP editor/generator (this could probably be added to Wrye Bash as a tweak function) would take more time and effort to create. It would probably take more time than editing every ESP in my 200+ FCOM mod list, which might take as long as 4 hours.

I'm not sure about Fran's, but OOO I believe at least also adds the occasional static set-level mob or NPC in some areas, just plopped right down in an otherwise list-generated area. Even if Fran's does the same, you could probably safely ignore those, as they won't respawn.
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Chloe Yarnall
 
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